Custom Geometry
point, line, triangle
by jmcjc5u
HTML
<div id="info">Custom Geometry</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
CSS
#info {
position: absolute;
top: 3%;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
var camera, scene, renderer, light, controls;
var l;
init();
animate();
function triangleExample() {
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3(.5, 0, 0),
new THREE.Vector3(3, l, 0),
new THREE.Vector3(-3, l, 0),
new THREE.Vector3(-.50, 0, 0)
);
var face;
face = new THREE.Face3(0, 1, 3);
face.materialIndex = 0;
geometry.faces.push(face);
face = new THREE.Face3(1, 2, 3);
face.materialIndex = 0;
geometry.faces.push(face);
geometry.computeBoundingSphere();
geometry.computeFaceNormals();
geometry.computeVertexNormals();
var materialArray = [];
materialArray.push(new THREE.MeshBasicMaterial({
color: 0x009999
}));
var material = new THREE.MultiMaterial(materialArray);
return new THREE.Mesh(geometry, material);
}
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 500;
scene.add(camera);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888888);
controls = new THREE.OrbitControls(camera, renderer.domElement);
document.body.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
//////////////////////////////////////////////////////////////
l = Math.sqrt (4.5*4.5 - 2.5*2.5);
scene.add(triangleExample());
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}