three.html 1.78 KiB
<!doctype html>
<html>
<head>
  <meta charset="UTF-8">
  <meta name="viewport"
        content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
  <title>Cube Demo</title>
  <!-- three.js -->
  <script src="https://unpkg.com/three@0.126.0/build/three.js"></script>
</head>
<body>
<!-- Starting an immersive WebXR session requires user interaction.
    We start this one with a simple button. -->
<script>
 // create a Scene
const scene = new Scene();
// Set the background color
scene.background = new Color('skyblue');
// Create a camera
const fov = 35; // AKA Field of View
const aspect = container.clientWidth / container.clientHeight;
const near = 0.1; // the near clipping plane
const far = 100; // the far clipping plane
const camera = new PerspectiveCamera(fov, aspect, near, far);
// every object is initially created at ( 0, 0, 0 )
// move the camera back so we can view the scene
camera.position.set(0, 0, 10);
// create a geometry
const geometry = new BoxBufferGeometry(2, 2, 2);
// create a default (white) Basic material
const material = new MeshBasicMaterial();
// create a Mesh containing the geometry and material
const cube = new Mesh(geometry, material);
// add the mesh to the scene
scene.add(cube);
// create the renderer
const renderer = new WebGLRenderer();
// next, set the renderer to the same size as our container element
renderer.setSize(container.clientWidth, container.clientHeight);
// finally, set the pixel ratio so that our scene will look good on HiDPI displays
renderer.setPixelRatio(window.devicePixelRatio);
// add the automatically created <canvas> element to the page
container.append(renderer.domElement);
// render, or 'create a still image', of the scene
renderer.render(scene, camera);
</script>
</body>
</html>