[ Launch: three dot js ] 5492697 by gelicia
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three dot js
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{"description":"three dot js","endpoint":"","display":"svg","public":true,"require":[{"name":"three.js","url":"//cdnjs.cloudflare.com/ajax/libs/three.js/r53/three.min.js"}],"fileconfigs":{"inlet.js":{"default":true,"vim":false,"emacs":false,"fontSize":12}},"fullscreen":false,"play":false,"loop":false,"restart":false,"autoinit":true,"pause":true,"loop_type":"period","bv":false,"nclones":15,"clone_opacity":0.4,"duration":3000,"ease":"linear","dt":0.01} |
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// set the scene size | |
var WIDTH = 400, | |
HEIGHT = 300; | |
// set some camera attributes | |
var VIEW_ANGLE = 45, | |
ASPECT = WIDTH / HEIGHT, | |
NEAR = 0.1, | |
FAR = 10000; | |
// get the DOM element to attach to | |
// - assume we've got jQuery to hand | |
var $container = $('#container'); | |
// create a WebGL renderer, camera | |
// and a scene | |
var renderer = new THREE.WebGLRenderer(); | |
var camera = new THREE.PerspectiveCamera( VIEW_ANGLE, | |
ASPECT, | |
NEAR, | |
FAR ); | |
var scene = new THREE.Scene(); | |
// the camera starts at 0,0,0 so pull it back | |
camera.position.z = 300; | |
// start the renderer | |
renderer.setSize(WIDTH, HEIGHT); | |
// attach the render-supplied DOM element | |
$container.append(renderer.domElement); | |
// create the sphere's material | |
var sphereMaterial = new THREE.MeshLambertMaterial( | |
{ | |
color: 0xCC0000 | |
}); | |
// set up the sphere vars | |
var radius = 50, segments = 16, rings = 16; | |
// create a new mesh with sphere geometry - | |
// we will cover the sphereMaterial next! | |
var sphere = new THREE.Mesh( | |
new THREE.SphereGeometry(radius, segments, rings), | |
sphereMaterial); | |
// add the sphere to the scene | |
scene.add(sphere); | |
// and the camera | |
scene.add(camera); | |
// create a point light | |
var pointLight = new THREE.PointLight( 0xFFFFFF ); | |
// set its position | |
pointLight.position.x = 10; | |
pointLight.position.y = 50; | |
pointLight.position.z = 130; | |
// add to the scene | |
scene.add(pointLight); | |
// draw! | |
renderer.render(scene, camera); |
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