custom-geometry-cube-face-colors.html 4.1 KB

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  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. <!-- Import maps polyfill -->
  24. <!-- Remove this when import maps will be widely supported -->
  25. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  26. <script type="importmap">
  27. {
  28. "imports": {
  29. "three": "../../build/three.module.js"
  30. }
  31. }
  32. </script>
  33. <script type="module">
  34. import * as THREE from 'three';
  35. function main() {
  36. const canvas = document.querySelector('#c');
  37. const renderer = new THREE.WebGLRenderer({canvas});
  38. const fov = 75;
  39. const aspect = 2; // the canvas default
  40. const near = 0.1;
  41. const far = 100;
  42. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  43. camera.position.z = 5;
  44. const scene = new THREE.Scene();
  45. {
  46. const color = 0xFFFFFF;
  47. const intensity = 1;
  48. const light = new THREE.DirectionalLight(color, intensity);
  49. light.position.set(-1, 2, 4);
  50. scene.add(light);
  51. }
  52. const geometry = new THREE.Geometry();
  53. geometry.vertices.push(
  54. new THREE.Vector3(-1, -1, 1), // 0
  55. new THREE.Vector3( 1, -1, 1), // 1
  56. new THREE.Vector3(-1, 1, 1), // 2
  57. new THREE.Vector3( 1, 1, 1), // 3
  58. new THREE.Vector3(-1, -1, -1), // 4
  59. new THREE.Vector3( 1, -1, -1), // 5
  60. new THREE.Vector3(-1, 1, -1), // 6
  61. new THREE.Vector3( 1, 1, -1), // 7
  62. );
  63. /*
  64. 6----7
  65. /| /|
  66. 2----3 |
  67. | | | |
  68. | 4--|-5
  69. |/ |/
  70. 0----1
  71. */
  72. geometry.faces.push(
  73. // front
  74. new THREE.Face3(0, 3, 2),
  75. new THREE.Face3(0, 1, 3),
  76. // right
  77. new THREE.Face3(1, 7, 3),
  78. new THREE.Face3(1, 5, 7),
  79. // back
  80. new THREE.Face3(5, 6, 7),
  81. new THREE.Face3(5, 4, 6),
  82. // left
  83. new THREE.Face3(4, 2, 6),
  84. new THREE.Face3(4, 0, 2),
  85. // top
  86. new THREE.Face3(2, 7, 6),
  87. new THREE.Face3(2, 3, 7),
  88. // bottom
  89. new THREE.Face3(4, 1, 0),
  90. new THREE.Face3(4, 5, 1),
  91. );
  92. geometry.faces[ 0].color = geometry.faces[ 1].color = new THREE.Color('red');
  93. geometry.faces[ 2].color = geometry.faces[ 3].color = new THREE.Color('yellow');
  94. geometry.faces[ 4].color = geometry.faces[ 5].color = new THREE.Color('green');
  95. geometry.faces[ 6].color = geometry.faces[ 7].color = new THREE.Color('cyan');
  96. geometry.faces[ 8].color = geometry.faces[ 9].color = new THREE.Color('blue');
  97. geometry.faces[10].color = geometry.faces[11].color = new THREE.Color('magenta');
  98. function makeInstance(geometry, color, x) {
  99. const material = new THREE.MeshBasicMaterial({vertexColors: true});
  100. const cube = new THREE.Mesh(geometry, material);
  101. scene.add(cube);
  102. cube.position.x = x;
  103. return cube;
  104. }
  105. const cubes = [
  106. makeInstance(geometry, 0x44FF44, 0),
  107. makeInstance(geometry, 0x4444FF, -4),
  108. makeInstance(geometry, 0xFF4444, 4),
  109. ];
  110. function resizeRendererToDisplaySize(renderer) {
  111. const canvas = renderer.domElement;
  112. const width = canvas.clientWidth;
  113. const height = canvas.clientHeight;
  114. const needResize = canvas.width !== width || canvas.height !== height;
  115. if (needResize) {
  116. renderer.setSize(width, height, false);
  117. }
  118. return needResize;
  119. }
  120. function render(time) {
  121. time *= 0.001;
  122. if (resizeRendererToDisplaySize(renderer)) {
  123. const canvas = renderer.domElement;
  124. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  125. camera.updateProjectionMatrix();
  126. }
  127. cubes.forEach((cube, ndx) => {
  128. const speed = 1 + ndx * .1;
  129. const rot = time * speed;
  130. cube.rotation.x = rot;
  131. cube.rotation.y = rot;
  132. });
  133. renderer.render(scene, camera);
  134. requestAnimationFrame(render);
  135. }
  136. requestAnimationFrame(render);
  137. }
  138. main();
  139. </script>
  140. </html>