<!DOCTYPE html> <html> <head> <title>Example 05.04 - Basic 2D geometries - Cube</title> <script src="https://cdn.bootcss.com/three.js/r67/three.js"></script> <script src="https://cdn.bootcss.com/stats.js/r10/Stats.min.js"></script> <script type="text/javascript" src="https://cdn.bootcss.com/dat-gui/0.7.3/dat.gui.js"></script> <style> body { margin: 0; overflow: hidden; } </style> </head> <body> <div id="Stats-output"> </div> <div id="WebGL-output"> </div> <script type="text/javascript"> // 初始化 function init() { var stats = initStats(); // 创建一个场景 var scene = new THREE.Scene(); // 创建一个相机 var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); // 创建一个渲染器 var webGLRenderer = new THREE.WebGLRenderer(); webGLRenderer.setClearColor(new THREE.Color(0xEEEEEE, 1.0)); webGLRenderer.setSize(window.innerWidth, window.innerHeight); webGLRenderer.shadowMapEnabled = true; var cube = createMesh(new THREE.BoxGeometry(10, 10, 10, 1, 1, 1)); // 把正方体添加到场景中去 scene.add(cube); // 设置相机的坐标和朝向 camera.position.x = -20; camera.position.y = 30; camera.position.z = 40; camera.lookAt(new THREE.Vector3(10, 0, 0)); // 添加聚光灯 var spotLight = new THREE.SpotLight(0xffffff); spotLight.position.set(-40, 60, -10); scene.add(spotLight); // 把渲染的结果放到DOM元素中去 document.getElementById("WebGL-output").appendChild(webGLRenderer.domElement); var step = 0; var controls = new function () { this.width = cube.children[0].geometry.parameters.width; this.height = cube.children[0].geometry.parameters.height; this.depth = cube.children[0].geometry.parameters.depth; this.widthSegments = cube.children[0].geometry.parameters.widthSegments; this.heightSegments = cube.children[0].geometry.parameters.heightSegments; this.depthSegments = cube.children[0].geometry.parameters.depthSegments; this.redraw = function () { // remove the old plane scene.remove(cube); // create a new one cube = createMesh(new THREE.BoxGeometry(controls.width, controls.height, controls.depth, Math.round(controls.widthSegments), Math.round(controls.heightSegments), Math.round(controls.depthSegments))); // add it to the scene. scene.add(cube); }; }; var gui = new dat.GUI(); gui.add(controls, 'width', 0, 40).onChange(controls.redraw); gui.add(controls, 'height', 0, 40).onChange(controls.redraw); gui.add(controls, 'depth', 0, 40).onChange(controls.redraw); gui.add(controls, 'widthSegments', 0, 10).onChange(controls.redraw); gui.add(controls, 'heightSegments', 0, 10).onChange(controls.redraw); gui.add(controls, 'depthSegments', 0, 10).onChange(controls.redraw); render(); function createMesh(geom) { // 两种材质 var meshMaterial = new THREE.MeshNormalMaterial(); meshMaterial.side = THREE.DoubleSide; var wireFrameMat = new THREE.MeshBasicMaterial(); wireFrameMat.wireframe = true; // 混合材质 var mesh = THREE.SceneUtils.createMultiMaterialObject(geom, [meshMaterial, wireFrameMat]); return mesh; } function render() { stats.update(); cube.rotation.y = step += 0.01; requestAnimationFrame(render); webGLRenderer.render(scene, camera); } function initStats() { var stats = new Stats(); stats.setMode(0); // 0: fps, 1: ms stats.domElement.style.position = 'absolute'; stats.domElement.style.left = '0px'; stats.domElement.style.top = '0px'; document.getElementById("Stats-output").appendChild(stats.domElement); return stats; } } window.onload = init; </script> </body> </html>