Three.js base
A base/starter fiddle for Three.js
by bitsofcoad
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>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/lights/RectAreaLightUniformsLib.js"></script>
CSS
body {
padding: 0;
margin: 0;
}
JavaScript
var camera, scene, renderer, mesh, mesh2, material, stats;
init();
animate();
function init() {
// Renderer.
renderer = new THREE.WebGLRenderer( {
shadowMapEnabled: true
} );
renderer.shadowMap.enabled = true;
//renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
// Add renderer to page
document.body.appendChild(renderer.domElement);
// Create camera.
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 50;
// Create scene.
scene = new THREE.Scene();
// Create material
material = new THREE.MeshPhongMaterial();
// Create cube and add to scene.
var geometry = new THREE.BoxGeometry(10, 10, 10);
mesh = new THREE.Mesh(geometry, material);
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add(mesh);
geometry = new THREE.BoxGeometry( 50, 50, 50 );
mesh2 = new THREE.Mesh( geometry, material );
mesh2.receiveShadow = true;
mesh2.position.set( 0, -50, 0 );
scene.add( mesh2 );
// Create ambient light and add to scene.
//var light = new THREE.AmbientLight(0x404040); // soft white light
//scene.add(light);
// rect light test
var width = 20;
var height = 20;
var rectLight = new THREE.RectAreaLight( 0xffffff, 500, width, height );
rectLight.intensity = 500.0;
rectLight.position.set( 0, 30, 0 );
rectLight.lookAt( mesh2.position );
scene.add( rectLight )
var rectLightHelper = new THREE.RectAreaLightHelper( rectLight );
scene.add( rectLightHelper );
/*
// Create directional light and add to scene.
var directionalLight = new THREE.DirectionalLight(0xffffff);
directionalLight.position.set(10, 30, 10);
directionalLight.castShadow = true;
//directionalLight.shadowBias = 0.00022;
scene.add(directionalLight);
var helper = new THREE.CameraHelper(...