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+ var renderer , scene , camera ;
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+
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+ function setup ( )
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+ {
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+ // set the scene size
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+ var WIDTH = 640 ,
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+ HEIGHT = 360 ;
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+
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+ // // set some camera attributes
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+ var VIEW_ANGLE = 45 ,
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+ ASPECT = WIDTH / HEIGHT ,
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+ NEAR = 0.1 ,
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+ FAR = 10000 ;
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+
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+ var c = document . getElementById ( "gameCanvas" ) ;
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+
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+ // // create a WebGL renderer, camera
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+ // // and a scene
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+ renderer = new THREE . WebGLRenderer ( ) ;
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+ camera =
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+ new THREE . PerspectiveCamera (
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+ VIEW_ANGLE ,
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+ ASPECT ,
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+ NEAR ,
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+ FAR ) ;
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+
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+ scene = new THREE . Scene ( ) ;
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+
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+ // // add the camera to the scene
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+ scene . add ( camera ) ;
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+
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+ // // the camera starts at 0,0,0
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+ // // so pull it back
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+ camera . position . z = 300 ;
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+
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+ // // start the renderer
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+ renderer . setSize ( WIDTH , HEIGHT ) ;
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+
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+ // // attach the render-supplied DOM element
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+ c . appendChild ( renderer . domElement ) ;
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+
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+ // // set up the sphere vars
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+ var radius = 50 ,
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+ segments = 36 ,
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+ rings = 36 ;
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+
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+ // // create the sphere's material
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+ var sphereMaterial =
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+ new THREE . MeshLambertMaterial (
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+ {
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+ color : 0xFF5000
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+ } ) ;
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+
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+ // // create a new mesh with
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+ // // sphere geometry - we will cover
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+ // // the sphereMaterial next!
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+ var sphere = new THREE . Mesh (
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+
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+ new THREE . SphereGeometry (
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+ radius ,
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+ segments ,
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+ rings ) ,
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+
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+ sphereMaterial ) ;
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+
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+ // // add the sphere to the scene
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+ scene . add ( sphere ) ;
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+
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+ // // create a point light
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+ var pointLight =
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+ new THREE . PointLight ( 0xFFFFFF ) ;
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+
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+ // set its position
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+ pointLight . position . x = 10 ;
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+ pointLight . position . y = 50 ;
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+ pointLight . position . z = 130 ;
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+
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+ // add to the scene
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+ scene . add ( pointLight ) ;
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+
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+ draw ( ) ;
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+ }
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+
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+ function draw ( )
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+ {
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+ renderer . render ( scene , camera ) ;
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+
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+ requestAnimationFrame ( draw ) ;
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+ }
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