Three.js 3D rendering library for javascript #gamedev #game-engine #rendering #javascript

Mr.doob f41482c27b CanvasRenderer: Fixed white background bug. 10 年之前
build ef8bc6c750 Updated builds. 10 年之前
docs 3300ad82a9 Docs: UVMapping is now a constant. 10 年之前
editor f60a6e7ba7 Editor: Set Pixel Ratio. 10 年之前
examples f41482c27b CanvasRenderer: Fixed white background bug. 10 年之前
src 81ba32ab0f Update Three.js 10 年之前
test 05e26f97cc fix Euler.setFromQuaternion bug - see #5659 10 年之前
utils 9dc0771fde Fixed exporter breakage. 10 年之前
.gitignore 6536ce7052 gitignore node_modules 11 年之前
CONTRIBUTING.md 4f903eab24 CONTRIBUTING: Smaller font size for message. 11 年之前
LICENSE 4857e75774 Update LICENSE 11 年之前
README.md bb3c743e67 Changed README example to use WebGLRenderer. 11 年之前
bower.json 2d59713328 r69 11 年之前

README.md

three.js

JavaScript 3D library

The aim of the project is to create a lightweight 3D library with a very low level of complexity — in other words, for dummies. The library provides <canvas>, <svg>, CSS3D and WebGL renderers.

ExamplesDocumentationMigratingHelp

Usage

Download the minified library and include it in your html. Alternatively see how to build the library yourself.

<script src="js/three.min.js"></script>

This code creates a scene, a camera, and a geometric cube, and it adds the cube to the scene. It then creates a <canvas> renderer for the scene and camera, and it adds that viewport to the document.body element. Finally it animates the cube within the scene for the camera.

<script>

	var scene, camera, renderer;
	var geometry, material, mesh;

	init();
	animate();

	function init() {

		scene = new THREE.Scene();
		
		camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
		camera.position.z = 1000;

		geometry = new THREE.BoxGeometry( 200, 200, 200 );
		material = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );

		mesh = new THREE.Mesh( geometry, material );
		scene.add( mesh );

		renderer = new THREE.WebGLRenderer();
		renderer.setSize( window.innerWidth, window.innerHeight );

		document.body.appendChild( renderer.domElement );

	}

	function animate() {

		requestAnimationFrame( animate );

		mesh.rotation.x += 0.01;
		mesh.rotation.y += 0.02;

		renderer.render( scene, camera );

	}

</script>

If everything went well you should see this.

Change log

releases