/three.js

Javascript 3D Engine

Primary LanguageJavaScriptMIT LicenseMIT

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 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.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="src/Class.js"></script>
<script type="text/javascript" src="src/core/Color.js"></script>
<script type="text/javascript" src="src/core/Vector3.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/Geometry.js"></script>
<script type="text/javascript" src="src/cameras/Camera.js"></script>
<script type="text/javascript" src="src/objects/Object3D.js"></script>
<script type="text/javascript" src="src/objects/Mesh.js"></script>
<script type="text/javascript" src="src/objects/primitives/Plane.js"></script>
<script type="text/javascript" src="src/objects/primitives/Cube.js"></script>
<script type="text/javascript" src="src/objects/Particle.js"></script>
<script type="text/javascript" src="src/materials/ColorMaterial.js"></script>
<script type="text/javascript" src="src/materials/FaceColorMaterial.js"></script>
<script type="text/javascript" src="src/scenes/Scene.js"></script>
<script type="text/javascript" src="src/renderers/Renderer.js"></script>
<script type="text/javascript" src="src/renderers/CanvasRenderer.js"></script>
<script type="text/javascript" src="src/renderers/SVGRenderer.js"></script>

Change Log

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