ThingJS 3D Engine (t3d) is a lightweight, web-first, and extendable 3D rendering library. It is used by ThingJS for web3d rendering, but can also be used as a standalone library.
Use t3d.js
or t3d.min.js
in your page:
<script src="https://github.com/uinosoft/t3d.js/raw/dev/t3d.min.js"></script>
or import as es6 module:
import * as t3d from 't3d.module.js';
t3d is published on npm. To install, use:
npm install t3d --save
This will allow you to import t3d entirely using:
import * as t3d from 't3d';
or individual classes using:
import { Scene, Renderer } from 't3d';
Since v0.2.0, the JavaScript files in examples/jsm
can be imported like this:
import { OrbitControls } from 't3d/addons/controls/OrbitControls.js';
Draw a simple cube:
const width = window.innerWidth || 2;
const height = window.innerHeight || 2;
const canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
document.body.appendChild(canvas);
const gl = canvas.getContext('webgl2', {
antialias: true,
alpha: false
});
const renderer = new t3d.WebGLRenderer(gl);
renderer.setClearColor(0.1, 0.1, 0.1, 1);
const backRenderTarget = new t3d.RenderTargetBack(canvas);
const scene = new t3d.Scene();
const geometry = new t3d.BoxGeometry(8, 8, 8);
const material = new t3d.PBRMaterial();
const mesh = new t3d.Mesh(geometry, material);
scene.add(mesh);
const ambientLight = new t3d.AmbientLight(0xffffff);
scene.add(ambientLight);
const directionalLight = new t3d.DirectionalLight(0xffffff);
directionalLight.position.set(-5, 5, 5);
directionalLight.lookAt(new t3d.Vector3(), new t3d.Vector3(0, 1, 0));
scene.add(directionalLight);
const camera = new t3d.Camera();
camera.position.set(0, 10, 30);
camera.lookAt(new t3d.Vector3(0, 0, 0), new t3d.Vector3(0, 1, 0));
camera.setPerspective(45 / 180 * Math.PI, width / height, 1, 1000);
scene.add(camera);
function loop(count) {
requestAnimationFrame(loop);
mesh.euler.y = count / 1000 * .5; // rotate cube
scene.updateMatrix();
scene.updateRenderStates(camera);
scene.updateRenderQueue(camera);
renderer.setRenderTarget(backRenderTarget);
renderer.clear(true, true, false);
renderer.renderScene(scene, camera);
}
requestAnimationFrame(loop);
Please make sure to read the Contributing Guide before making a pull request.