var scene = new THREE.Scene(); // 场景 var camera = new THREE.PerspectiveCamera(45, window.innerWidth/window.innerHeight, 0.1, 1000);// 透视相机 var renderer = new THREE.WebGLRenderer(); // 渲染器 renderer.setSize(window.innerWidth, window.innerHeight); // 设置渲染器的大小为窗口的内宽度,也就是内容区的宽度
2、创建好三要素后,只是一个空白的画面,还需要添加需要渲染的东西。
1 2 3 4 5 6 7 8 9 10 11 12 13 14
varaxes = new THREE.AxisHelper(20); scene.add(axes);
var planeGeometry = new THREE.PlaneGeometry(60, 20); var planeMaterial = new THREE.MeshBasicMaterial({color: 0xcccccc}); var plane = new THREE.Mesh(planeGeometry, planeMaterial);
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4); var cubeMaterial = new THREE.MeshBasicMaterial({color: 0xff0000, wireframe: true}); varcube = new THREE.Mesh(cubeGeometry, cubeMaterial);
// position the cube cube.position.x = -4; cube.position.y = 3; cube.position.z = 0;
var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); var renderer = new THREE.WebGLRenderer(); renderer.setClearColorHex(); renderer.setClearColor(new THREE.Color(0xEEEEEE)); renderer.setSize(window.innerWidth, window.innerHeight);
var axes = new THREE.AxisHelper(20); scene.add(axes);
var planeGeometry = new THREE.PlaneGeometry(60, 20); var planeMaterial = new THREE.MeshBasicMaterial({color: 0xcccccc}); var plane = new THREE.Mesh(planeGeometry, planeMaterial);
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4); var cubeMaterial = new THREE.MeshBasicMaterial({color: 0xff0000, wireframe: true}); var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20); var sphereMaterial = new THREE.MeshBasicMaterial({color: 0x7777ff, wireframe: true}); var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
var planeGeometry = newTHREE.PlaneGeometry(60, 20); var planeMaterial = newTHREE.MeshLambertMaterial({color: 0xffffff}); var plane = newTHREE.Mesh(planeGeometry, planeMaterial);