How to install Three.js
The aim of the project is to create an easy to use, lightweight, 3D library with a default WebGL renderer. The library also provides Canvas 2D, SVG and CSS3D renderers in the examples.
Three.js allows the creation of graphical processing unit (GPU)-accelerated 3D animations using the JavaScript language as part of a website without relying on proprietary browser plugins. This is possible due to the advent of WebGL.
Installation
You can download the latest version of Three.js from the GitHub releases or use a Three.js CDN.
Cloning a repository
Install via NPM package
Example
This code creates a scene, a camera, and a geometric cube, and it adds the cube to the scene. It then creates a WebGL renderer for the scene and camera, and it adds that viewport to the document.body element. Finally, it animates the cube within the scene for the camera.
import * as THREE from './js/three.module.js';
let camera, scene, renderer;
let geometry, material, mesh;
init();
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 );
renderer.setAnimationLoop( animation );
document.body.appendChild( renderer.domElement );
}
function animation( time ) {
mesh.rotation.x = time / 2000;
mesh.rotation.y = time / 1000;
renderer.render( scene, camera );
}