<!DOCTYPE html> <html lang="en"> <head> <title>three.js webgl - geometries</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <style> body { font-family: Monospace; background-color: #000; margin: 0px; overflow: hidden; } </style> </head> <body> <script src="../build/three.min.js"></script> <script src="js/Detector.js"></script> <script src="js/libs/stats.min.js"></script> <script> if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); var container, stats; var camera, scene, renderer; init(); animate(); function init() { container = document.createElement( 'div' ); document.body.appendChild( container ); camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 ); camera.position.y = 400; scene = new THREE.Scene(); var light, object; scene.add( new THREE.AmbientLight( 0x404040 ) ); light = new THREE.DirectionalLight( 0xffffff ); light.position.set( 0, 1, 0 ); scene.add( light ); var map = THREE.ImageUtils.loadTexture( 'textures/UV_Grid_Sm.jpg' ); map.wrapS = map.wrapT = THREE.RepeatWrapping; map.anisotropy = 16; var material = new THREE.MeshLambertMaterial( { map: map, side: THREE.DoubleSide } ); // object = new THREE.Mesh( new THREE.SphereGeometry( 75, 20, 10 ), material ); object.position.set( -400, 0, 200 ); scene.add( object ); object = new THREE.Mesh( new THREE.IcosahedronGeometry( 75, 1 ), material ); object.position.set( -200, 0, 200 ); scene.add( object ); object = new THREE.Mesh( new THREE.OctahedronGeometry( 75, 2 ), material ); object.position.set( 0, 0, 200 ); scene.add( object ); object = new THREE.Mesh( new THREE.TetrahedronGeometry( 75, 0 ), material ); object.position.set( 200, 0, 200 ); scene.add( object ); // object = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100, 4, 4 ), material ); object.position.set( -400, 0, 0 ); scene.add( object ); object = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100, 4, 4, 4 ), material ); object.position.set( -200, 0, 0 ); scene.add( object ); object = new THREE.Mesh( new THREE.CircleGeometry( 50, 20, 0, Math.PI * 2 ), material ); object.position.set( 0, 0, 0 ); scene.add( object ); object = new THREE.Mesh( new THREE.RingGeometry( 10, 50, 20, 5, 0, Math.PI * 2 ), material ); object.position.set( 200, 0, 0 ); scene.add( object ); object = new THREE.Mesh( new THREE.CylinderGeometry( 25, 75, 100, 40, 5 ), material ); object.position.set( 400, 0, 0 ); scene.add( object ); // var points = []; for ( var i = 0; i < 50; i ++ ) { points.push( new THREE.Vector3( Math.sin( i * 0.2 ) * Math.sin( i * 0.1 ) * 15 + 50, 0, ( i - 5 ) * 2 ) ); } object = new THREE.Mesh( new THREE.LatheGeometry( points, 20 ), material ); object.position.set( -400, 0, -200 ); scene.add( object ); object = new THREE.Mesh( new THREE.TorusGeometry( 50, 20, 20, 20 ), material ); object.position.set( -200, 0, -200 ); scene.add( object ); object = new THREE.Mesh( new THREE.TorusKnotGeometry( 50, 10, 50, 20 ), material ); object.position.set( 0, 0, -200 ); scene.add( object ); object = new THREE.AxisHelper( 50 ); object.position.set( 200, 0, -200 ); scene.add( object ); object = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 0 ), 50 ); object.position.set( 400, 0, -200 ); scene.add( object ); // renderer = new THREE.WebGLRenderer( { antialias: true } ); renderer.setPixelRatio( window.devicePixelRatio ); renderer.setSize( window.innerWidth, window.innerHeight ); container.appendChild( renderer.domElement ); stats = new Stats(); stats.domElement.style.position = 'absolute'; stats.domElement.style.top = '0px'; container.appendChild( stats.domElement ); // window.addEventListener( 'resize', onWindowResize, false ); } function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); } // function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { var timer = Date.now() * 0.0001; camera.position.x = Math.cos( timer ) * 800; camera.position.z = Math.sin( timer ) * 800; camera.lookAt( scene.position ); for ( var i = 0, l = scene.children.length; i < l; i ++ ) { var object = scene.children[ i ]; object.rotation.x = timer * 5; object.rotation.y = timer * 2.5; } renderer.render( scene, camera ); } </script> </body> </html>