效果:

demo.gif
代码:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="http://www.yanhuangxueyuan.com/versions/threejsR92/build/three.js"></script>
<title>Document</title>
</head>
<body>
<div id="webgl"></div>
</body>
</html>
<script>
var scene = new THREE.Scene();
console.log(scene);
//几何体
var geometry = new THREE.BoxGeometry(100, 100, 100); //创建一个立方体几何对象Geometry
//材质
var material = new THREE.MeshLambertMaterial({
color: 0xffff00
});
//合成对象
var mesh = new THREE.Mesh(geometry, material); //网格模型对象Mesh
scene.add(mesh); //网格模型添加到场景中
// 光源设置-点光源,
// 如果不打光就是黑的,看不到物体
var point = new THREE.PointLight(0xffffff);
point.position.set(400, 200, 300); //点光源位置
scene.add(point); //点光源添加到场景中
//创建相机对象
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(200, 300, 200); //设置相机位置
camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
/**
* 创建渲染器函数
*/
var renderer = new THREE.WebGLRenderer();//画布
renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
//将渲染好的canvas追加到dom
var cont = document.getElementById('webgl');
cont.appendChild(renderer.domElement);
render();
function render() {
renderer.render(scene, camera);//渲染必须有场景和相机两个对象
mesh.rotateY(0.1);
requestAnimationFrame(render);//递归调用
}
</script>
网友评论