Three.js 3D rendering library for javascript #gamedev #game-engine #rendering #javascript
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14 years ago | |
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build | 14 years ago | |
examples | 14 years ago | |
src | 14 years ago | |
utils | 14 years ago | |
.gitignore | 14 years ago | |
LICENSE | 14 years ago | |
README.md | 14 years ago | |
TODO | 14 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 the examples are the documentation. Be aware that the API may change from revision to revision breaking backwards compatibility.
The engine can render using <canvas>, <svg> and WebGL.
More? irc.freenode.net #three.js
Download the minified 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( { color: Math.random() * 0x808080 + 0x808080 } ) );
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="../src/Three.js"></script>
<script type="text/javascript" src="../src/core/Color.js"></script>
<script type="text/javascript" src="../src/core/Vector2.js"></script>
<script type="text/javascript" src="../src/core/Vector3.js"></script>
<script type="text/javascript" src="../src/core/Vector4.js"></script>
<script type="text/javascript" src="../src/core/Ray.js"></script>
<script type="text/javascript" src="../src/core/Rectangle.js"></script>
<script type="text/javascript" src="../src/core/Matrix3.js"></script>
<script type="text/javascript" src="../src/core/Matrix4.js"></script>
<script type="text/javascript" src="../src/core/Vertex.js"></script>
<script type="text/javascript" src="../src/core/Face3.js"></script>
<script type="text/javascript" src="../src/core/Face4.js"></script>
<script type="text/javascript" src="../src/core/UV.js"></script>
<script type="text/javascript" src="../src/core/Geometry.js"></script>
<script type="text/javascript" src="../src/cameras/Camera.js"></script>
<script type="text/javascript" src="../src/lights/Light.js"></script>
<script type="text/javascript" src="../src/lights/AmbientLight.js"></script>
<script type="text/javascript" src="../src/lights/DirectionalLight.js"></script>
<script type="text/javascript" src="../src/lights/PointLight.js"></script>
<script type="text/javascript" src="../src/objects/Object3D.js"></script>
<script type="text/javascript" src="../src/objects/Particle.js"></script>
<script type="text/javascript" src="../src/objects/Line.js"></script>
<script type="text/javascript" src="../src/objects/Mesh.js"></script>
<script type="text/javascript" src="../src/materials/Material.js"></script>
<script type="text/javascript" src="../src/materials/LineBasicMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshBasicMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshLambertMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshPhongMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshDepthMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshNormalMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshFaceMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshCubeMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshShaderMaterial.js"></script>
<script type="text/javascript" src="../src/materials/ParticleBasicMaterial.js"></script>
<script type="text/javascript" src="../src/materials/ParticleCircleMaterial.js"></script>
<script type="text/javascript" src="../src/materials/ParticleDOMMaterial.js"></script>
<script type="text/javascript" src="../src/materials/Texture.js"></script>
<script type="text/javascript" src="../src/materials/mappings/CubeReflectionMapping.js"></script>
<script type="text/javascript" src="../src/materials/mappings/CubeRefractionMapping.js"></script>
<script type="text/javascript" src="../src/materials/mappings/LatitudeReflectionMapping.js"></script>
<script type="text/javascript" src="../src/materials/mappings/LatitudeRefractionMapping.js"></script>
<script type="text/javascript" src="../src/materials/mappings/SphericalReflectionMapping.js"></script>
<script type="text/javascript" src="../src/materials/mappings/SphericalRefractionMapping.js"></script>
<script type="text/javascript" src="../src/materials/mappings/UVMapping.js"></script>
<script type="text/javascript" src="../src/scenes/Scene.js"></script>
<script type="text/javascript" src="../src/renderers/Projector.js"></script>
<script type="text/javascript" src="../src/renderers/DOMRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/CanvasRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/SVGRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/WebGLRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableFace3.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableParticle.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableLine.js"></script>
2010 12 05 - r31 (79.479 KB, gzip: 18.788 KB)
WebGLRenderer
python build.py --includes
generates includes string2010 11 30 - r30 (77.809 KB, gzip: 18.336 KB)
WebGLRenderer
(alteredq)SmoothShading
support on CanvasRenderer
/MeshLambertMaterial
MeshShaderMaterial
for WebGLRenderer
(alteredq)RenderableFace4
from Projector
/CanvasRenderer
(maybe just temporary).GeometryUtils
, ImageUtils
, SceneUtils
and ShaderUtils
(alteredq & mrdoob)2010 11 17 - r29 (69.563 KB)
CanvasRenderer
(julianwa)CanvasRenderer
and SVGRenderer
. (mrdoob)2010 11 04 - r28 (62.802 KB)
Loader
class allows load geometry asynchronously at runtime. (alteredq)MeshPhongMaterial
working with WebGLRenderer
. (alteredq)Projector.unprojectVector
and Ray
class to check intersections with faces (based on mindlapse work)Projector
z-sorting (not as jumpy anymore).2010 10 28 - r25 (54.480 KB)
WebGLRenderer
now up to date with other renderers! (alteredq)MeshFaceMaterial
(multipass per face)CanvasRenderer
and SVGRenderer
material handling2010 10 06 - r18 (44.420 KB)
PointLight
CanvasRenderer
and SVGRenderer
basic lighting support (ColorStroke/ColorFill only)Renderer
> Projector
. CanvasRenderer
, SVGRenderer
and DOMRenderer
do not extend anymorecomputeCentroids
method to Geometry
2010 09 17 - r17 (39.487 KB)
Light
, AmbientLight
and DirectionalLight
(philogb)WebGLRenderer
basic lighting support (philogb)2010 08 21 - r16 (35.592 KB)
Matrix4
and Vector3
methods2010 07 23 - r15 (32.440 KB)
UV
instead of Vector2
where it should be usedMesh.flipSided
boolean (false by default)CanvasRenderer
was handling UVs at 1,1 as bitmapWidth, bitmapHeight (instead of bitmapWidth - 1, bitmapHeight - 1)ParticleBitmapMaterial.offset
addedFace4
with MeshBitmapUVMappingMaterial
2010 07 17 - r14 (32.144 KB)
CanvasRenderer
(more duplicated code, but easier to handle)Face4
now supports MeshBitmapUVMappingMaterial
*StrokeMaterial
parameters. Now it's color
, opacity
, lineWidth
.BitmapUVMappingMaterial
> MeshBitmapUVMappingMaterial
ColorFillMaterial
> MeshColorFillMaterial
ColorStrokeMaterial
> MeshColorStrokeMaterial
FaceColorFillMaterial
> MeshFaceColorFillMaterial
FaceColorStrokeMaterial
> MeshFaceColorStrokeMaterial
ColorStrokeMaterial
> LineColorMaterial
Rectangle.instersects
returned false with rectangles with 0px witdh or height2010 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
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)