Three.js 3D rendering library for javascript #gamedev #game-engine #rendering #javascript
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15 years ago | |
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assets | 15 years ago | |
build | 15 years ago | |
examples | 15 years ago | |
src | 15 years ago | |
utils | 15 years ago | |
LICENSE | 15 years ago | |
README.md | 15 years ago |
The aim of this project is to create a lightweight 3D engine with a very low level of abstraction (aka for dummies). Currently there is no documentation available but feel free to use the examples as a reference and/or read the source code. However, be aware that the API may change from revision to revision breaking compatibility.
The engine can render using <canvas> and <svg> and WebGL.
Other similar projects: pre3d, pvjs, jsgl, k3d, ...
Download the compressed library and include it in your html.
<script type="text/javascript" src="js/three.js"></script>
This code creates a camera, then creates a scene object, adds a bunch of random particles in it, creates a <canvas> renderer and adds its viewport in the document.body element.
<script type="text/javascript">
var camera, scene, renderer;
init();
setInterval( loop, 1000 / 60 );
function init() {
camera = new THREE.Camera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
for (var i = 0; i < 1000; i++) {
var particle = new THREE.Particle( new THREE.ParticleCircleMaterial( Math.random() * 0x808008 + 0x808080, 1 ) );
particle.position.x = Math.random() * 2000 - 1000;
particle.position.y = Math.random() * 2000 - 1000;
particle.position.z = Math.random() * 2000 - 1000;
particle.scale.x = particle.scale.y = Math.random() * 10 + 5;
scene.addObject( particle );
}
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function loop() {
renderer.render( scene, camera );
}
</script>
For creating a customised version of the library, including the source files in this order would be a good way to start:
<script type="text/javascript" src="js/three/Three.js"></script>
<script type="text/javascript" src="js/three/core/Color.js"></script>
<script type="text/javascript" src="js/three/core/Vector2.js"></script>
<script type="text/javascript" src="js/three/core/Vector3.js"></script>
<script type="text/javascript" src="js/three/core/Vector4.js"></script>
<script type="text/javascript" src="js/three/core/Rectangle.js"></script>
<script type="text/javascript" src="js/three/core/Matrix4.js"></script>
<script type="text/javascript" src="js/three/core/Vertex.js"></script>
<script type="text/javascript" src="js/three/core/Face3.js"></script>
<script type="text/javascript" src="js/three/core/Face4.js"></script>
<script type="text/javascript" src="js/three/core/Geometry.js"></script>
<script type="text/javascript" src="js/three/cameras/Camera.js"></script>
<script type="text/javascript" src="js/three/objects/Object3D.js"></script>
<script type="text/javascript" src="js/three/objects/Mesh.js"></script>
<script type="text/javascript" src="js/three/objects/Particle.js"></script>
<script type="text/javascript" src="js/three/objects/Line.js"></script>
<script type="text/javascript" src="js/three/materials/BitmapUVMappingMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/ColorFillMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/ColorStrokeMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/FaceColorFillMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/FaceColorStrokeMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/ParticleBitmapMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/ParticleCircleMaterial.js"></script>
<script type="text/javascript" src="js/three/scenes/Scene.js"></script>
<script type="text/javascript" src="js/three/renderers/Renderer.js"></script>
<script type="text/javascript" src="js/three/renderers/CanvasRenderer.js"></script>
<script type="text/javascript" src="js/three/renderers/SVGRenderer.js"></script>
<script type="text/javascript" src="js/three/renderers/WebGLRenderer.js"></script>
<script type="text/javascript" src="js/three/renderers/renderables/RenderableFace3.js"></script>
<script type="text/javascript" src="js/three/renderers/renderables/RenderableFace4.js"></script>
<script type="text/javascript" src="js/three/renderers/renderables/RenderableParticle.js"></script>
<script type="text/javascript" src="js/three/renderers/renderables/RenderableLine.js"></script>
Thanks to the power of the internets (and github <3) these people have kindly helped out with the project.
Paul Brunt, Fernando Serrano, kikko.
2010 07 12 - r13 (29.492 kb)
ParticleCircleMaterial
and ParticleBitmapMaterial
Particle
now use ParticleCircleMaterial
instead of ColorFillMaterial
Particle.size
> Particle.scale.x
and Particle.scale.y
Particle.rotation.z
for rotating the particleSVGRenderer
currently out of sync2010 07 07 - r12 (28.494 kb)
WebGLRenderer
(ColorFillMaterial
and FaceColorFillMaterial
by now)Matrix4.lookAt
fix (CanvasRenderer
and SVGRenderer
now handle the -Y)Color
now using 0-1 floats instead of 0-255 integers2010 07 03 - r11 (23.541 kb)
Scene.add
> Scene.addObject
Scene.removeObject
computeNormals()
from Geometry
2010 06 22 - r10 (23.959 kb)
Object3D.overdraw = true
to enable CanvasRenderer screen space point expansion hack.2010 06 20 - r9 (23.753 kb)
autoClear
property for renderers.2010 06 06 - r8 (23.496 kb)
Geometry
.CanvasRenderer
expands screen space points (workaround for antialias gaps).CanvasRenderer
supports BitmapUVMappingMaterial
.2010 06 05 - r7 (22.387 kb)
2010 05 17 - r6 (21.003 kb)
CanvasRenderer
and SVGRenderer
clearRect
optimisations on CanvasRenderer
2010 05 16 - r5 (19.026 kb)
THREE
namespaceCamera.x
-> Camera.position.x
Camera.target.x
> Camera.target.position.x
ColorMaterial
> ColorFillMaterial
FaceColorMaterial
> FaceColorFillMaterial
ColorStrokeMaterial
and FaceColorStrokeMaterial
geometry.faces.a
are now indexes instead of references2010 04 26 - r4 (16.274 kb)
SVGRenderer
Particle renderingCanvasRenderer
uses context.setTransform
to avoid extra calculations2010 04 24 - r3 (16.392 kb)
Plane
and Cube
primitives2010 04 24 - r2 (15.724 kb)
Color
handling2010 04 24 - r1 (15.25 kb)