Three.js base
A base/starter fiddle for Three.js
by __jee7__
HTML
<script src="https://rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/stats.js/r17/build/stats.min.js"></script>
CSS
body {
padding: 0;
margin: 0;
}
canvas {
display: block;
}
JavaScript
var camera, scene, renderer, cube;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors});
cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
}
function getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min)) + min;
}
function animate() {
requestAnimationFrame( animate );
/*cube.geometry.faces[0].color.setRGB(getRandomInt(0, 256), getRandomInt(0, 256), getRandomInt(0, 256));
cube.geometry.faces[1].color.setRGB(getRandomInt(0, 256), getRandomInt(0, 256), getRandomInt(0, 256));
cube.geometry.faces[2].color.setRGB(getRandomInt(0, 256), getRandomInt(0, 256), getRandomInt(0, 256));
cube.geometry.faces[3].color.setRGB(getRandomInt(0, 256), getRandomInt(0, 256), getRandomInt(0, 256));*/
cube.geometry.faces[0].color.setRGB(Math.random(), Math.random(), Math.random());
cube.geometry.faces[1].color.setRGB(Math.random(), Math.random(), Math.random());
cube.geometry.faces[2].color.setRGB(Math.random(), Math.random(), Math.random());
cube.geometry.faces[3].color.setRGB(Math.random(), Math.random(), Math.random());
cube.geometry.colorsNeedUpdate = true;
cube.rotation.y += 0.01;
cube.rotation.x += 0.01;
renderer.render( scene, camera );
}