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three.js

A cross-browser JS library and API to create and display 3D graphics using WebGL.

basic usage

index.html

<!DOCTYPE html>
<html>
    <head>
        <meta charset="utf-8">
        <title>My first three.js app</title>
        <style>
            body { margin: 0; }
        </style>
    </head>
    <body>
        <!-- use a CDN -->
        <script src="https://cdn.bootcdn.net/ajax/libs/three.js/r128/three.js"></script> 
        <script src="source.js"></script>
    </body>
</html>

source.js

// create renderer
const renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );

// create camera
const camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 500 );
camera.position.set( 0, 0, 100 );
camera.lookAt( 0, 0, 0 );

// create scene
const scene = new THREE.Scene();

// draw some lines
const material = new THREE.LineBasicMaterial( { color: 0x0000ff } );
const points = [];
points.push( new THREE.Vector3( - 10, 0, 0 ) );
points.push( new THREE.Vector3( 0, 10, 0 ) );
points.push( new THREE.Vector3( 10, 0, 0 ) );
const geometry = new THREE.BufferGeometry().setFromPoints( points );
const line = new THREE.Line( geometry, material );

// add to scene
scene.add( line );
// render the scene from camera
renderer.render( scene, camera );
// another example
//import * as THREE from 'js/three.module.js';

var camera, scene, renderer;
var geometry, material, mesh;

init();
animate();

function init() {

    camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
    camera.position.z = 1;

    scene = new THREE.Scene();

    geometry = new THREE.BoxGeometry( 0.2, 0.2, 0.2 );
    material = new THREE.MeshNormalMaterial();

    mesh = new THREE.Mesh( geometry, material );
    scene.add( mesh );

    renderer = new THREE.WebGLRenderer( { antialias: true } );
    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 );

}

// we can also get time for animation
function animate2(time) {

    requestAnimationFrame( animate );

    time *= 0.001 // milisecond --> second
    mesh.rotation.x = time;
    mesh.rotation.y = time;

    renderer.render( scene, camera );

}

app structure