custom-geometry-cube-face-colors.html 3.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151
  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - Custom Geometry - Cube - Face Colors</title>
  8. <style>
  9. html, body {
  10. height: 100%;
  11. margin: 0;
  12. }
  13. #c {
  14. width: 100%;
  15. height: 100%;
  16. display: block;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <canvas id="c"></canvas>
  22. </body>
  23. <script type="module">
  24. import * as THREE from '../../build/three.module.js';
  25. function main() {
  26. const canvas = document.querySelector('#c');
  27. const renderer = new THREE.WebGLRenderer({canvas});
  28. const fov = 75;
  29. const aspect = 2; // the canvas default
  30. const near = 0.1;
  31. const far = 100;
  32. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  33. camera.position.z = 5;
  34. const scene = new THREE.Scene();
  35. {
  36. const color = 0xFFFFFF;
  37. const intensity = 1;
  38. const light = new THREE.DirectionalLight(color, intensity);
  39. light.position.set(-1, 2, 4);
  40. scene.add(light);
  41. }
  42. const geometry = new THREE.Geometry();
  43. geometry.vertices.push(
  44. new THREE.Vector3(-1, -1, 1), // 0
  45. new THREE.Vector3( 1, -1, 1), // 1
  46. new THREE.Vector3(-1, 1, 1), // 2
  47. new THREE.Vector3( 1, 1, 1), // 3
  48. new THREE.Vector3(-1, -1, -1), // 4
  49. new THREE.Vector3( 1, -1, -1), // 5
  50. new THREE.Vector3(-1, 1, -1), // 6
  51. new THREE.Vector3( 1, 1, -1), // 7
  52. );
  53. /*
  54. 6----7
  55. /| /|
  56. 2----3 |
  57. | | | |
  58. | 4--|-5
  59. |/ |/
  60. 0----1
  61. */
  62. geometry.faces.push(
  63. // front
  64. new THREE.Face3(0, 3, 2),
  65. new THREE.Face3(0, 1, 3),
  66. // right
  67. new THREE.Face3(1, 7, 3),
  68. new THREE.Face3(1, 5, 7),
  69. // back
  70. new THREE.Face3(5, 6, 7),
  71. new THREE.Face3(5, 4, 6),
  72. // left
  73. new THREE.Face3(4, 2, 6),
  74. new THREE.Face3(4, 0, 2),
  75. // top
  76. new THREE.Face3(2, 7, 6),
  77. new THREE.Face3(2, 3, 7),
  78. // bottom
  79. new THREE.Face3(4, 1, 0),
  80. new THREE.Face3(4, 5, 1),
  81. );
  82. geometry.faces[ 0].color = geometry.faces[ 1].color = new THREE.Color('red');
  83. geometry.faces[ 2].color = geometry.faces[ 3].color = new THREE.Color('yellow');
  84. geometry.faces[ 4].color = geometry.faces[ 5].color = new THREE.Color('green');
  85. geometry.faces[ 6].color = geometry.faces[ 7].color = new THREE.Color('cyan');
  86. geometry.faces[ 8].color = geometry.faces[ 9].color = new THREE.Color('blue');
  87. geometry.faces[10].color = geometry.faces[11].color = new THREE.Color('magenta');
  88. function makeInstance(geometry, color, x) {
  89. const material = new THREE.MeshBasicMaterial({vertexColors: true});
  90. const cube = new THREE.Mesh(geometry, material);
  91. scene.add(cube);
  92. cube.position.x = x;
  93. return cube;
  94. }
  95. const cubes = [
  96. makeInstance(geometry, 0x44FF44, 0),
  97. makeInstance(geometry, 0x4444FF, -4),
  98. makeInstance(geometry, 0xFF4444, 4),
  99. ];
  100. function resizeRendererToDisplaySize(renderer) {
  101. const canvas = renderer.domElement;
  102. const width = canvas.clientWidth;
  103. const height = canvas.clientHeight;
  104. const needResize = canvas.width !== width || canvas.height !== height;
  105. if (needResize) {
  106. renderer.setSize(width, height, false);
  107. }
  108. return needResize;
  109. }
  110. function render(time) {
  111. time *= 0.001;
  112. if (resizeRendererToDisplaySize(renderer)) {
  113. const canvas = renderer.domElement;
  114. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  115. camera.updateProjectionMatrix();
  116. }
  117. cubes.forEach((cube, ndx) => {
  118. const speed = 1 + ndx * .1;
  119. const rot = time * speed;
  120. cube.rotation.x = rot;
  121. cube.rotation.y = rot;
  122. });
  123. renderer.render(scene, camera);
  124. requestAnimationFrame(render);
  125. }
  126. requestAnimationFrame(render);
  127. }
  128. main();
  129. </script>
  130. </html>