/**
* Created by 12204 on 2016/11/12.
*/
function init() {
var stats = initStats();//初始化2监视器
//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);
renderer.shadowMapEnabled = true;//告诉渲染器我需要影子
// 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, 40, 1, 1);
var planeMaterial = new THREE.MeshLambertMaterial({color: 0xffffff});//新的材质对光源有反应
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;//我接受影子照在我身上
//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
//所以也可以这么写
//plane.rotation.x = -0.5 * Math.PI;
plane.position.x = 0