var container, stats;
var camera, scene, renderer;
var arr = new Array();
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
var geometry = new THREE.CubeGeometry( 10, 10, 10 );
for ( var i = 0; i < geometry.faces.length; i ++ )
{
geometry.faces[ i ].color.setHex( Math.random() * 0xffffff );
}
var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors } );
for ( var i = 0; i < 20; i ++ )
{
arr[i] = new THREE.Mesh( geometry, material );
arr[i].position.set( Math.random() * scale, Math.random() * scale, Math.random() * scale );
scene.add( arr[i] );
}
renderer = new THREE.CanvasRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
container.appendChild( stats.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize()
{
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
stats.update();
}
function render()
{
renderer.render( scene, camera );
}
我的意图是根据 for 循环中提供的数量来定位整个视图空间中的立方体数量。但这似乎在这里不起作用,事实上我看到整个空白屏幕。我什至看不到左上角的fps。请有人帮助我。