<!DOCTYPE html> <html> <head> <script type="text/javascript" src="libs/three.js"></script> <script type="text/javascript" src="libs/OBJLoader.js"></script> <script type="text/javascript"> var scene = null; var camera = null; var renderer = null; var mesh = null; var id = null; function init() { renderer = new THREE.WebGLRenderer({//渲染器 canvas: document.getElementById('mainCanvas')//畫布 }); renderer.setClearColor(0x000000);//畫布顏色 scene = new THREE.Scene();//創建場景 camera = new THREE.OrthographicCamera(-5, 5, 3.75, -3.75, 0.1, 100);//正交投影照相機 camera.position.set(15, 25, 25);//相機位置 camera.lookAt(new THREE.Vector3(0, 2, 0));//lookAt()設置相機所看的位置 scene.add(camera);//把相機添加到場景中 var loader = new THREE.OBJLoader();//在init函數中,創建loader變量,用於導入模型 loader.load('libs/port.obj', function(obj) {//第一個表示模型路徑,第二個表示完成導入后的回調函數,一般我們需要在這個回調函數中將導入的模型添加到場景中 obj.traverse(function(child) { if (child instanceof THREE.Mesh) { child.material.side = THREE.DoubleSide; } }); mesh = obj;//儲存到全局變量中 scene.add(obj);//將導入的模型添加到場景中 }); var light = new THREE.DirectionalLight(0xffffff);//光源顏色 light.position.set(20, 10, 5);//光源位置 scene.add(light);//光源添加到場景中 id = setInterval(draw, 20);//每隔20s重繪一次 } function draw() {//們在重繪函數中讓茶壺旋轉: renderer.render(scene, camera);//調用WebGLRenderer的render函數刷新場景 mesh.rotation.y += 0.01;//添加動畫 if (mesh.rotation.y > Math.PI * 2) { mesh.rotation.y -= Math.PI * 2; } } </script> </head> <body onload="init()"> <canvas id="mainCanvas" width="800px" height="600px" ></canvas> </body> </html>