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

Mr.doob 3cfce60552 r79 9 年之前
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docs 5ddf821986 Add Raycaster returned UV property to docs (#9329) 9 年之前
editor 32414584b3 Editor: Moved THREE.HTML code out of html2canvas.js 9 年之前
examples 0c3ede3a24 VREffect: Added cancelAnimationFrame(), submitFrame() and renderTarget (#9198) 9 年之前
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test 2e1581fa44 BoxHelper set color in constructor (#8896) (#8971) 9 年之前
utils 3d66d1e93a #8820 -Fixed exporter using the focal length of the camera, instead of the FOV-angle (#9328) 9 年之前
.gitignore 472ed080fc Merged changes from master- into dev-branch #17 10 年之前
.npmignore 28b292583f Removed the src/extras from npmignore, which is already included in the build 9 年之前
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README.md 84e6749fa3 Simplified README 9 年之前
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package.json 3510fdd917 r79 9 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 WebGL 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.

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 );

}

If everything went well you should see this.

Change log

releases