去git上下载了书本的实例文档后开始撸书上的第一个例子
先把juqery和threejs的源码引入进来
最后引入底下自己写的代码
注意要放在body后面引入
然后就是第一段javascript代码
/**
* Created by 12204 on 2016/11/12.
*/
function init() {
//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 renderer = new THREE.WebGLRenderer();
renderer.setClearColorHex();
renderer.setClearColor(new THREE.Color(0xEEEEEE));
renderer.setSize(window.innerWidth, window.innerHeight);
// 把坐标轴显示出来
var axes = new THREE.AxisHelper(20);
scene.add(axes);
// 创建一个平面
var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshBasicMaterial({color: 0xcccccc});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
//旋转平面的位置因为默认是与x轴平行的
plane.rotation.x = 1.5 * Math.PI;//-1.5到到0.5其实是一样的反向的问题
plane.position.x = 15;
plane.position.y = 0;
plane.position.z = 0;
// 添加到场景中去
scene.add(plane);
// 创建一个方块
var cubeGeometry = new THREE.BoxGeometry(4, 4, 4);
var cubeMaterial = new THREE.MeshBasicMaterial({color: 0xff0000, wireframe: true});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
// 方块的位置
cube.position.x = -4;
cube.position.y = 3;
cube.position.z = 0;
// 将它添加到场景中去
scene.add(cube);
// 创建一个球球
var sphereGeometry = new THREE.SphereGeometry(4, 20, 20);
var sphereMaterial = new THREE.MeshBasicMaterial({color: 0x7777ff, wireframe: true})//默认材质待会儿还要制定
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
// 球球的位置·
sphere.position.x = 20;
sphere.position.y = 4;
sphere.position.z = 2;
//添加一个球球
scene.add(sphere);
// 相机放在哪里其实就是从哪个位置看
camera.position.x = ..-30;
camera.position.y = 40;
camera.position.z = 30;
camera.lookAt(scene.position);
// 添加光照效果但是没有材质的话没啥区别
var spotLight = new THREE.SpotLight(0xffffff);
spotLight.position.set(-40, 60, -10);
spotLight.castShadow = true;
scene.add(spotLight);
// 获取上下问创建一个渲染的位置
document.getElementById("WebGL-output").appendChild(renderer.domElement);
//渲染场景
renderer.render(scene, camera);
}
window.onload = init;