The aim of this project is to create a lightweight 3D engine with a very low level of abstraction (aka for dummies). Currently there is no documentation available but feel free to use the examples as a reference and/or read the source code. However, be aware that the API may change from revision to revision breaking compatibility.
The engine can render using <canvas>, <svg> and WebGL.
Other <canvas> based engines: pre3d, pvjs, jsgl, k3d, ... WebGL based: WebGLU, GLGE, C3DL, Copperlicht, SpiderGL, SceneJS, ...
Materials
Particles
Download the minified library and include it in your html.
<script type="text/javascript" src="js/Three.js"></script>
This code creates a camera, then creates a scene object, adds a bunch of random particles in it, creates a <canvas> renderer and adds its viewport in the document.body element.
<script type="text/javascript">
var camera, scene, renderer;
init();
setInterval( loop, 1000 / 60 );
function init() {
camera = new THREE.Camera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
for (var i = 0; i < 1000; i++) {
var particle = new THREE.Particle( new THREE.ParticleCircleMaterial( { color: Math.random() * 0x808008 + 0x808080 } ) );
particle.position.x = Math.random() * 2000 - 1000;
particle.position.y = Math.random() * 2000 - 1000;
particle.position.z = Math.random() * 2000 - 1000;
particle.scale.x = particle.scale.y = Math.random() * 10 + 5;
scene.addObject( particle );
}
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
}
function loop() {
renderer.render( scene, camera );
}
</script>
For creating a customised version of the library, including the source files in this order would be a good way to start:
<script type="text/javascript" src="../src/Three.js"></script>
<script type="text/javascript" src="../src/core/Color.js"></script>
<script type="text/javascript" src="../src/core/Vector2.js"></script>
<script type="text/javascript" src="../src/core/Vector3.js"></script>
<script type="text/javascript" src="../src/core/Vector4.js"></script>
<script type="text/javascript" src="../src/core/Ray.js"></script>
<script type="text/javascript" src="../src/core/Rectangle.js"></script>
<script type="text/javascript" src="../src/core/Matrix3.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/UV.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/lights/Light.js"></script>
<script type="text/javascript" src="../src/lights/AmbientLight.js"></script>
<script type="text/javascript" src="../src/lights/DirectionalLight.js"></script>
<script type="text/javascript" src="../src/lights/PointLight.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/Particle.js"></script>
<script type="text/javascript" src="../src/objects/Line.js"></script>
<script type="text/javascript" src="../src/materials/Material.js"></script>
<script type="text/javascript" src="../src/materials/LineBasicMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshBasicMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshLambertMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshPhongMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshDepthMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshNormalMaterial.js"></script>
<script type="text/javascript" src="../src/materials/MeshFaceMaterial.js"></script>
<script type="text/javascript" src="../src/materials/ParticleBasicMaterial.js"></script>
<script type="text/javascript" src="../src/materials/ParticleCircleMaterial.js"></script>
<script type="text/javascript" src="../src/materials/textures/Texture.js"></script>
<script type="text/javascript" src="../src/scenes/Scene.js"></script>
<script type="text/javascript" src="../src/renderers/Projector.js"></script>
<script type="text/javascript" src="../src/renderers/CanvasRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/SVGRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/WebGLRenderer.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableFace3.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableFace4.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableParticle.js"></script>
<script type="text/javascript" src="../src/renderers/renderables/RenderableLine.js"></script>
2010 11 17 - r29 (69.563 kb)
- New materials API Still work in progress, but mostly there. (alteredq & mrdoob)
- Line clipping in
CanvasRenderer
(julianwa) - Refactored
CanvasRenderer
andSVGRenderer
. (mrdoob) - Switched to Closure compiler.
2010 11 04 - r28 (62.802 kb)
Loader
class allows load geometry asynchronously at runtime. (alteredq)MeshPhongMaterial
working withWebGLRenderer
. (alteredq)- Support for huge objects. Max 500k polys and counting. (alteredq)
Projector.unprojectVector
andRay
class to check intersections with faces (based on mindlapse work)- Fixed
Projector
z-sorting (not as jumpy anymore). - Fixed Orthographic projection (was y-inverted).
- Hmmm.. lib file size starting to get too big...
2010 10 28 - r25 (54.480 kb)
WebGLRenderer
now up to date with other renderers! (alteredq)- .obj to .js python converter (alteredq)
- Blender 2.54 exporter
- Added
MeshFaceMaterial
(multipass per face) - Reworked
CanvasRenderer
andSVGRenderer
material handling
2010 10 06 - r18 (44.420 kb)
- Added
PointLight
CanvasRenderer
andSVGRenderer
basic lighting support (ColorStroke/ColorFill only)Renderer
>Projector
.CanvasRenderer
,SVGRenderer
andDOMRenderer
do not extend anymore- Added
computeCentroids
method toGeometry
2010 09 17 - r17 (39.487 kb)
- Added
Light
,AmbientLight
andDirectionalLight
(philogb) WebGLRenderer
basic lighting support (philogb)- Memory optimisations
2010 08 21 - r16 (35.592 kb)
- Workaround for Opera bug (clearRect not working with context with negative scale)
- Additional
Matrix4
andVector3
methods
2010 07 23 - r15 (32.440 kb)
- Using new object
UV
instead ofVector2
where it should be used - Added
Mesh.flipSided
boolean (false by default) CanvasRenderer
was handling UVs at 1,1 as bitmapWidth, bitmapHeight (instead of bitmapWidth - 1, bitmapHeight - 1)ParticleBitmapMaterial.offset
added- Fixed gap when rendering
Face4
withMeshBitmapUVMappingMaterial
2010 07 17 - r14 (32.144 kb)
- Refactored
CanvasRenderer
(more duplicated code, but easier to handle) Face4
now supportsMeshBitmapUVMappingMaterial
- Changed order of
*StrokeMaterial
parameters. Now it'scolor
,opacity
,lineWidth
. BitmapUVMappingMaterial
>MeshBitmapUVMappingMaterial
ColorFillMaterial
>MeshColorFillMaterial
ColorStrokeMaterial
>MeshColorStrokeMaterial
FaceColorFillMaterial
>MeshFaceColorFillMaterial
FaceColorStrokeMaterial
>MeshFaceColorStrokeMaterial
ColorStrokeMaterial
>LineColorMaterial
Rectangle.instersects
returned false with rectangles with 0px witdh or height
2010 07 12 - r13 (29.492 kb)
- Added
ParticleCircleMaterial
andParticleBitmapMaterial
Particle
now useParticleCircleMaterial
instead ofColorFillMaterial
Particle.size
>Particle.scale.x
andParticle.scale.y
Particle.rotation.z
for rotating the particleSVGRenderer
currently out of sync
2010 07 07 - r12 (28.494 kb)
- First version of the
WebGLRenderer
(ColorFillMaterial
andFaceColorFillMaterial
by now) Matrix4.lookAt
fix (CanvasRenderer
andSVGRenderer
now handle the -Y)Color
now using 0-1 floats instead of 0-255 integers
2010 07 03 - r11 (23.541 kb)
- Blender 2.5 exporter (utils/export_threejs.py) now exports UV and normals (Thx kikko)
Scene.add
>Scene.addObject
- Enabled
Scene.removeObject
2010 06 22 - r10 (23.959 kb)
- Changed Camera system. (Thx Paul Brunt)
Object3D.overdraw = true
to enable CanvasRenderer screen space point expansion hack.
2010 06 20 - r9 (23.753 kb)
- JSLinted.
autoClear
property for renderers.- Removed SVG rgba() workaround for WebKit. (WebKit now supports it)
- Fixed matrix bug. (transformed objects outside the x axis would get infinitely tall :S)
2010 06 06 - r8 (23.496 kb)
- Moved UVs to
Geometry
. CanvasRenderer
expands screen space points (workaround for antialias gaps).CanvasRenderer
supportsBitmapUVMappingMaterial
.
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
andSVGRenderer
clearRect
optimisations onCanvasRenderer
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
andFaceColorStrokeMaterial
geometry.faces.a
are now indexes instead of references
2010 04 26 - r4 (16.274 kb)
SVGRenderer
Particle renderingCanvasRenderer
usescontext.setTransform
to avoid extra calculations
2010 04 24 - r3 (16.392 kb)
- Fixed incorrect rotation matrix transforms
- Added
Plane
andCube
primitives
2010 04 24 - r2 (15.724 kb)
- Improved
Color
handling
2010 04 24 - r1 (15.25 kb)
- First alpha release