Create a scene Back
Before we start
Before you can use Three.js, you need somewhere to display it. Save the following HTML to a file on your computer, along with a copy of three.js in the js/ directory, and open it in your browser.
<!DOCTYPE html>
<html>
<head>
<meta charset=utf-8>
<title>My first Three.js app</title>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script src="js/three.js"></script>
<script>
/** Our Javascript will go here. */
</script>
</body>
</html>
Creating a scene
To actually be able to display anything with Three.js, we need three things: A scene, a camera, and a renderer so we can render the scene with the camera.
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
PerspectiveCamera(fov, aspect, near, far)
- fov: Camera frustum vertical field of view.
- aspect: Camera frustum aspect ratio.
- near: Camera frustum near plane.
- far: Camera frustum far plane.
near
and far
attributes means that objects further away from the camera than the value of far or closer than near won't be rendered.
WebGLRenderer.setSize(width, height, updateStyle)
- width: the width of the rendering region.
- height: the height of the rendering region.
- updateStyle: if keep the size with a lower resolution, pass
false
, which istrue
by default
Creating a cube(立體)
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
var cube = new THREE.Mesh(geometry, material);
scene.add(cube);
camera.position.z = 5;
BoxGeometry
is an object that contains all the points (vertices) and fill (faces) of the cube, while MeshBasicMaterial
is for coloring object in three.js. Finally, Mesh
is an object that takes a geometry, and applies a material to it, which we then can insert to our scene, and move freely around.
Rendering the scene we created before
function render() {
requestAnimationFrame(render);
/** Animating */
cube.rotate.x += 0.1;
cube.rotate.y += 0.1;
renderer.render(scene, camera);
}
render();
This will create a loop that causes the renderer to draw the scene 60 times per second (60fps). Using requestAnimationFrame
has a number of advantages than using setInterval
, and the most important one is that it pauses when the users navigates to another browser tab, which will save processing power and battery life.
Demo
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