Skip to content

cyclades/three.js

 
 

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

79 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

three.js

Javascript 3D Engine

Flattr this

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...

Similar projects: pre3d, pvjs, jsjl, k3d, ...

Examples

geometry/vr geometry/cube particles/random particles/wave particles/floor

Space Cannon 3D Alocasia DDD jsflowfield4d spikeball

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;
			scene.add( particle );

		}

		document.body.appendChild(renderer.domElement);

	}

	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/Rectangle.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/objects/Line.js"></script>
<script type="text/javascript" src="js/three/materials/BitmapUVMappingMaterial.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>
<script type="text/javascript" src="js/three/renderers/renderables/RenderableLine.js"></script>

Change Log

2010 06 06 - r8 (23.597 kb)

  • Moved UVs to Geometry.
  • CanvasRenderer expands screen space points (workaround for antialias gaps).
  • CanvasRenderer supports BitmapUVMappingMaterial.

2010 06 05 - r7 (22.387 kb)

  • Added Line Object.
  • Workaround for WebKit not supporting rgba() in SVG yet.
  • No need to call updateMatrix(). Use .autoUpdateMatrix = false if needed. (thx Gregory Athons).

2010 05 17 - r6 (21.003 kb)

  • 2d clipping on CanvasRenderer and SVGRenderer
  • clearRect optimisations on CanvasRenderer

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

About

Javascript 3D Engine

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published