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

Mr.doob 484bafdc6b r62 11 years ago
build f396baf587 r62 11 years ago
docs f396baf587 r62 11 years ago
editor 21a9fbb0d9 Minor clean up. 11 years ago
examples ff9aee886d BufferGeometryExporter: Convert TypeArray to Array in a less clever (thus safer) way. 11 years ago
src f396baf587 r62 11 years ago
test 5292d19570 Added tests 12 years ago
utils 6e8606c913 Minor fixes to blender exporter. 11 years ago
.gitignore fb5617d910 initial implementation of three and three-math npm module creation code. 12 years ago
CONTRIBUTING.md 050821e6a5 Simpler CONTRIBUTING suggested by @WestLangley. Fixes #2847. 12 years ago
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README.md ad419d40bd r59 12 years ago

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, then creates a camera, adds the camera and cube to the scene, creates a <canvas> renderer and adds its viewport in the document.body element.

<script>

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

	init();
	animate();

	function init() {

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

		scene = new THREE.Scene();

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

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

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

		document.body.appendChild( renderer.domElement );

	}

	function animate() {

		// note: three.js includes requestAnimationFrame shim
		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