Clearer descriptions

This commit is contained in:
Mr.doob
2010-04-25 01:54:25 -07:00
parent c8246a1283
commit b3f41ec6c6
+46 -28
View File
@@ -1,51 +1,69 @@
three.js
========
(Very early stage) javascript 3D engine which can use <canvas> and/org <svg> as renderer. The aim is to keep it as simple and modular as possible. I would be implementing the WebGL renderer at a later stage but contributions for this (and anything else) are more than welcome.
#### Javascript 3D engine ####
### Examples
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 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](http://github.com/mrdoob/three.js/raw/master/examples/geometry/cube.png)](http://mrdoob.com/lab/javascript/three/geometry/cube.html)
[![random.png](http://github.com/mrdoob/three.js/raw/master/examples/particles/random.png)](http://mrdoob.com/lab/javascript/three/particles/random.html)
[![waves.png](http://github.com/mrdoob/three.js/raw/master/examples/particles/waves.png)](http://mrdoob.com/lab/javascript/three/particles/waves.html)
[![floor.png](http://github.com/mrdoob/three.js/raw/master/examples/particles/floor.png)](http://mrdoob.com/lab/javascript/three/particles/floor.html)
### How to use
### How to use ###
var camera, scene, renderer;
We first include the library into our code.
init();
setInterval(loop, 1000 / 60);
<script type="text/javascript" src="js/three.js"></script>
function init()
{
camera = new Camera(0, 0, 1000);
After this we have access to all the engine classes and methods.
scene = new Scene();
renderer = new CanvasRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
The next code initializes the engine, creates a CanvasRenderer and adds its viewport (<canvas>) directly into the document.body element.
for (var i = 0; i < 1000; i++)
<script type="text/javascript">
var camera, scene, renderer;
init();
setInterval(loop, 1000 / 60);
function init()
{
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 );
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);
}
document.body.appendChild(renderer.viewport);
}
function loop()
{
renderer.render(scene, camera);
}
function loop()
{
renderer.render(scene, camera);
}
</script>
### Change Log
### Change Log ###
2010 04 24 - **r3** (16.392 kb)