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

Mr.doob b87a59fd35 Filesize update 15 years ago
build db14dccaf5 build update 15 years ago
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src 3b334a3f40 VectorX.set() 15 years ago
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README.md b87a59fd35 Filesize update 15 years ago

README.md

three.js

Javascript 3D Engine

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Currently the engine only supports particles and triangles/quads with flat colors. The aim is to keep the code as simple and modular as possible.

At the moment the engine can render using <canvas> and <svg>. WebGL rendering would come at a later stage but feel free to fork the project and have a go.

Although this allows 3D for iPhoneOS and Android platforms the performance on these devices is not too good.

More info...

Examples

cube.png random.png waves.png floor.png

How to use

The library needs to be included first thing.

<script type="text/javascript" src="js/three.js"></script>

Now we have access to the engine classes and methods.

This code creates a camera, then creates a scene object, adds a bunch of random particles to the scene, creates a <canvas> renderer and adds its viewport the document.body element.

<script type="text/javascript">

    var camera, scene, renderer;

    init();
    setInterval(loop, 1000 / 60);

    function init() {

        camera = new THREE.Camera(0, 0, 1000);

        scene = new THREE.Scene();

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

        for (var i = 0; i < 1000; i++) {

            var particle = new THREE.Particle( new THREE.ColorFillMaterial(Math.random() * 0x808008 + 0x808080, 1) );
            particle.size = Math.random() * 10 + 5;
            particle.position.x = Math.random() * 2000 - 1000;
            particle.position.y = Math.random() * 2000 - 1000;
            particle.position.z = Math.random() * 2000 - 1000;
            particle.updateMatrix();
            scene.add( particle );

        }

        document.body.appendChild(renderer.viewport);

    }

    function loop() {

        renderer.render(scene, camera);

    }

</script>

If you are interested on messing with the actual library, instead of importing the three.js compressed file, you can include the original files in this order:

<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/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/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/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/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>

Change Log

2010 05 16 - r5 (19.026 kb)

  • Removed Class.js dependency
  • Added THREE namespace
  • Camera.x -> Camera.position.x
  • Camera.target.x -> Camera.target.position.x
  • ColorMaterial -> ColorFillMaterial
  • FaceColorMaterial -> FaceColorFillMaterial
  • Materials are now multipass (use array)
  • Added ColorStrokeMaterial and FaceColorStrokeMaterial
  • geometry.faces.a are now indexes instead of links

2010 04 26 - r4 (16.274 kb)

  • SVGRenderer Particle rendering
  • CanvasRenderer uses context.setTransform to avoid extra calculations

2010 04 24 - r3 (16.392 kb)

  • Fixed incorrect rotation matrix transforms
  • Added Plane and Cube primitives

2010 04 24 - r2 (15.724 kb)

  • Improved Color handling

2010 04 24 - r1 (15.25 kb)

  • First alpha release