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README.md

three.js

Javascript 3D engine

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 and . WebGL rendering would come at a later stage but contributions for this (and anything else) are more than welcome.

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

Examples

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

How to use

We first include the library into our code.

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

After this we have access to all the engine classes and methods.

The next code initializes the engine, creates a CanvasRenderer and adds its viewport () directly into the document.body element.

<script type="text/javascript">

    var camera, scene, renderer;

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

    function init()
    {
        camera = new Camera(0, 0, 1000);

        scene = new Scene();

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

        for (var i = 0; i < 1000; i++)
        {
            var particle = new Particle( new ColorMaterial(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.size = Math.random() * 10 + 5;
            particle.updateMatrix();
            scene.add( particle );
        }

        document.body.appendChild(renderer.viewport);
    }

    function loop()
    {
        renderer.render(scene, camera);
    }

</script>

Change Log

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
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