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three.js Tutorial Application
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<html> | |
<head> | |
<style> | |
/* Make the render take up the entire screen. */ | |
canvas { width: 100%; height: 100% } | |
</style> | |
<script src="three.js"></script> | |
</head> | |
<body> | |
<script> | |
/** | |
* We're using a perspective camera. | |
* This makes far things look smaller and close ones bigger. | |
* Param 1: The field of view of the camera. | |
* Param 2: The aspect ratio. | |
* Param 3: Minimum distance from camera to render. | |
* Param 4: Maximum distance from camera to render. | |
*/ | |
var camera = new THREE.PerspectiveCamera( 90, window.innerWidth / window.innerHeight, 0.1, 1000 ); | |
camera.position.z = 20; // Position the camera at 0, 0, 20. | |
/** | |
* Standard scene and renderer. | |
*/ | |
var scene = new THREE.Scene(); | |
var renderer = new THREE.WebGLRenderer(); | |
renderer.setSize( window.innerWidth, window.innerHeight ); | |
/** | |
* Add the renderer to the DOM. | |
* This creates a canvas that will have the rendered content. | |
*/ | |
document.body.appendChild( renderer.domElement ); | |
/** | |
* ConeGeometry defines the shape of the cone. | |
* Param 1: Radius. | |
* Param 2: Height. | |
* Param 3: Number of radius segments. | |
* Param 4: Number of height segments. | |
*/ | |
var cone_geometry = new THREE.ConeGeometry( 5, 15, 50, 20 ); | |
/** | |
* The mesh defines the cone's covering. | |
* MeshBasicMaterial does not interact with light. | |
*/ | |
var cone_mesh = new THREE.MeshPhongMaterial({color:0xff0000}); | |
/** | |
* Create the mesh and add it to the scene. | |
*/ | |
var cone = new THREE.Mesh( cone_geometry, cone_mesh ); | |
scene.add( cone ); | |
/** | |
* Add the light. | |
* DirectionalLight is a light that goes in one direction. | |
* Set the position and rotation to get it pointed how you want. | |
* Param 1: Light color. | |
* Param 2: Light intensity. | |
*/ | |
var light = new THREE.DirectionalLight( 0x4444FF, 5 ); | |
light.position.x = 10; | |
light.position.z = 20; | |
scene.add( light ); | |
/** | |
* Rotate the cone if any key is held down. | |
* rotate() should go in the animate() function. | |
*/ | |
var key_is_down = false; | |
function rotate() { | |
if ( key_is_down ) { | |
cone.rotation.y += .1; | |
cone.rotation.z += .1; | |
} | |
} | |
document.addEventListener( 'keydown', function(){ | |
key_is_down = true; | |
}); | |
document.addEventListener( 'keyup', function(){ | |
key_is_down = false; | |
}); | |
/** | |
* Start and run the render loop. | |
*/ | |
function animate() { | |
requestAnimationFrame( animate ); | |
rotate(); | |
renderer.render( scene, camera ); | |
} | |
animate(); | |
</script> | |
</body> | |
</html> |
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