three.js dev template

by MarkTheMule

HTML

<script src="https://cdn.jsdelivr.net/npm/[email protected]/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/controls/OrbitControls.js"></script>

CSS

body {
	background-color: #000;
	margin: 0px;
	overflow: hidden;
}

JavaScript

// Simple three.js example

var mesh, renderer, scene, camera, controls;

init();
animate();
setTimeout(rigth, 2000);

function init() {

    // renderer
    renderer = new THREE.WebGLRenderer();
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.body.appendChild( renderer.domElement );

    // scene
    scene = new THREE.Scene();
    
    renderer.domElement.addEventListener(
      'mousedown',
      function(e){
      		if (e.buttons == 2)
	          camInfo('buttondown', camera)
        });
    
    // camera
    camera = new THREE.OrthographicCamera(
      window.innerWidth / -2, window.innerWidth / 2,
      window.innerHeight / 2, window.innerHeight / -2,
      -500, 500);
    //camera = new THREE.PerspectiveCamera( 40,
    //  window.innerWidth / window.innerHeight, 1, 10000 );
    camera.position.set( 20, 20, 20 );
    camera.zoom = 5;

    scene.addEventListener('mousedown',
      function(e){ camInfo('mousedown', camera); });
      
    // controls
    controls = new THREE.OrbitControls( camera, renderer.domElement );
    
    // ambient
    scene.add( new THREE.AmbientLight( 0x222222 ) );
    
    // light
    var light = new THREE.DirectionalLight( 0xffffff, 1 );
    light.position.set( 20,20, 0 );
    scene.add( light );
    
    // axes
    scene.add( new THREE.AxesHelper( 10 ) );

    // geometry
    var geometry = new THREE.SphereGeometry( 5, 12, 8 );
    
    // material
    var material = new THREE.MeshPhongMaterial( {
        color: 0x00ffff, 
        flatShading: true,
        transparent: true,
        opacity: 0.7,
    } );
    
    // mesh
    mesh = new THREE.Mesh( geometry, material );
    scene.add( mesh );
    
}

function animate() {
    requestAnimationFrame( animate );
    controls.update();
    renderer.render( scene, camera );
}

function rigth(){
	camera.position.set(0,0,20);
  camera.lookAt(0,0,0);
  camera.rotation.z += Math.PI/2
  camera.updateProjectionMatrix();	
}

function camInfo(label, camera) {
 ...