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sphere.html
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sphere.html
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<html>
<head>
<title>My first Three.js app</title>
<style> body { margin: 0; } canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script src="js/three.min.js"></script>
<script> // Our Javascript will go here.
// set the scene size
var WIDTH = 400,
HEIGHT = 300;
// set some camera attributes
var VIEW_ANGLE = 45,
ASPECT = WIDTH / HEIGHT,
NEAR = 0.1,
FAR = 10000;
// get the DOM element to attach to
// - assume we've got jQuery to hand
var $container = $('#container');
// create a WebGL renderer, camera
// and a scene
var renderer = new THREE.WebGLRenderer();
var camera = new THREE.PerspectiveCamera( VIEW_ANGLE,
ASPECT,
NEAR,
FAR );
var scene = new THREE.Scene();
// the camera starts at 0,0,0 so pull it back
camera.position.z = 300;
// start the renderer
renderer.setSize(WIDTH, HEIGHT);
// attach the render-supplied DOM element
//$container.append(renderer.domElement);
document.body.appendChild( renderer.domElement );
// create the sphere's material
var sphereMaterial = new THREE.MeshLambertMaterial(
{
color: 0xCC0000
});
// set up the sphere vars
var radius = 50, segments = 16, rings = 16;
// create a new mesh with sphere geometry -
// we will cover the sphereMaterial next!
var sphere = new THREE.Mesh(
new THREE.SphereGeometry(radius, segments, rings),
sphereMaterial);
// add the sphere to the scene
scene.add(sphere);
// and the camera
scene.add(camera);
// create a point light
var pointLight = new THREE.PointLight( 0xFFFFFF );
// set its position
pointLight.position.x = 10;
pointLight.position.y = 50;
pointLight.position.z = 130;
// add to the scene
scene.add(pointLight);
// draw!
renderer.render(scene, camera);
</script>
</body>
</html>