-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathchpt-2-2-Perspective-Camera.html
48 lines (37 loc) · 1.53 KB
/
chpt-2-2-Perspective-Camera.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>透视投影照相机(Perspective Camera)</title>
<script type="text/javascript" src="js/three.js"></script>
</head>
<body onload="init()">
<script>
function init(){
//而如果想要Three.js生成Canvas元素,在HTML中就不需要定义Canvas元素,在JavaScript代码中可以这样写:
var renderer = new THREE.WebGLRenderer();
renderer.setSize(400, 300);
document.getElementsByTagName('body')[0].appendChild(renderer.domElement);
//设置渲染器的背景色
renderer.setClearColor(0x000000);
//创建场景
var scene = new THREE.Scene();
//透视投影照相机(Perspective Camera)的构造函数是:THREE.PerspectiveCamera(fov, aspect, near, far)
var camera = new THREE.PerspectiveCamera(45, 400 / 300, 1, 10);
camera.position.set(0, 0, 5);
//camera.lookAt(new THREE.Vector3(0, 0, 0));
scene.add(camera);
//创建正方体,我们要创建一个x、y、z方向长度分别为1、2、3的长方体,并将其设置为红色。
var cube = new THREE.Mesh(new THREE.CubeGeometry(1, 1, 1),
new THREE.MeshBasicMaterial({
color: 0xff0000,
wireframe: true
})
);
scene.add(cube);
//在定义了场景中的物体,设置好的照相机之后,渲染器就知道如何渲染出二维的结果了。这时候,我们只需要调用渲染器的渲染函数,就能使其渲染一次了。
renderer.render(scene, camera);
}
</script>
</body>
</html>