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

Mr.doob fd807bb721 Merge pull request #5432 from s9k/collada-fix 11 年之前
build 79c4197214 Updated builds. 11 年之前
docs 06d98a3620 Moved Geometry.makeGroups to WebGLRenderer. 11 年之前
editor a4fd0c8c7c Moving THREE.Script to the Editor. 11 年之前
examples 2eae8eb0f8 Fix wrong texture’s object reference in image loader callback 11 年之前
src 06d98a3620 Moved Geometry.makeGroups to WebGLRenderer. 11 年之前
test 99b7e5311a Fix coding style 11 年之前
utils 70ad75899f Merge remote-tracking branch 'origin/dev' into dev 11 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 cbb711950d r68 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