three.js 场景入门

<!DOCTYPE html>

<html>

<head>
    <title>Example 01.02 - First Scene</title>
    <script type="text/javascript" src="../libs/three.js"></script>
    <script type="text/javascript" src="../libs/jquery-1.9.0.js"></script>
    <style>
        body{
            /* set margin to 0 and overflow to hidden, to go fullscreen */
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>
<body>

<!-- Div which will hold the Output -->
<div id="WebGL-output">
</div>

<!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript">

    // once everything is loaded, we run our Three.js stuff.
    $(function () {

        // create a scene, that will hold all our elements such as objects, cameras and lights.
        var scene = new THREE.Scene();

        // create a camera, which defines where we're looking at.
        var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);

        // create a render and set the size
        var renderer = new THREE.WebGLRenderer();

        renderer.setClearColorHex(0xEEEEEE);//渲染器背景颜色:白色
        renderer.setSize(window.innerWidth, window.innerHeight);//渲染场景的尺寸

        var axes = new THREE.AxisHelper( 20 );//创建一个axes(坐标轴)对象
        scene.add(axes);//用scene.add()函数将坐标轴添加到场景中

        // create the ground plane 创建场景
        var planeGeometry = new THREE.PlaneGeometry(60,20);//定义平面的尺寸,宽60,高20
        var planeMaterial = new THREE.MeshBasicMaterial({color: 0xcccccc});//定义平面的外观 如颜色,透明度,这里我们创建了一个基本的材质MeshBasicMaterial()方法,还有颜色
        var plane = new THREE.Mesh(planeGeometry,planeMaterial);//把这两个对象合并到一个名为plane的网格中


        // rotate and position the plane  绕x轴旋转90度然后通过设置位置属性定义它在场景中的位置。
        plane.rotation.x=-0.5*Math.PI;
        plane.position.x=15
        plane.position.y=0
        plane.position.z=0

        // add the plane to the scene
        scene.add(plane);//把plane添加到scene

        // create a cube 方块
        var cubeGeometry = new THREE.CubeGeometry(4,4,4);
        var cubeMaterial = new THREE.MeshBasicMaterial({color: 0xff0000, wireframe: true});//线框属性:true
        var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);


        // position the cube  
        cube.position.x=-4;
        cube.position.y=3;
        cube.position.z=0;

        // add the cube to the scene  
        scene.add(cube);
      
        //create a  sphere 球体
        var sphereGeometry = new THREE.SphereGeometry(4,20,20);
        var sphereMaterial = new THREE.MeshBasicMaterial({color: 0x7777ff, wireframe: true});
        var sphere = new THREE.Mesh(sphereGeometry,sphereMaterial);

        // position the sphere  
        sphere.position.x=20;
        sphere.position.y=4;
        sphere.position.z=2;


        // add the sphere to the scene
        scene.add(sphere);

        // position and point the camera to the center of the scene指定相机的位置,即悬挂在场景的上方,以确保我们能够拍摄到这些物体
        camera.position.x = -30;
        camera.position.y = 40;
        camera.position.z = 30;
        camera.lookAt(scene.position);//使用lookat()函数指向场景的中心

        // add the output of the renderer to the html element
        $("#WebGL-output").append(renderer.domElement);//使用jQuery来选择正确的输出元素

        // render the scene
        renderer.render(scene, camera);//并告诉渲染器使用相机把场景渲染出来
    });



</script>
</body>
</html>

原文地址:https://www.cnblogs.com/Yimi/p/6020403.html