2025-03-11 08:25:45 +00:00
										 
									 
								 
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								<!--********************************************************************
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								* by jiawanlong
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								*********************************************************************-->
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								<!DOCTYPE html>
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								<html>
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								<head>
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								    <meta charset="UTF-8" />
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								    <style>
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								        * {
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								            margin: 0;
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								            padding: 0;
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								            overflow: hidden;
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								        }
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								    </style>
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								</head>
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								<body>
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								    <script type="importmap">
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								        {
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								            "imports": {
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											2025-03-19 03:00:22 +00:00
										 
									 
								 
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								                "three": "./../../libs/three/build/three.module.js"
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											2025-03-11 08:25:45 +00:00
										 
									 
								 
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								            }
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								        }
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								    </script>
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								    <script type="module">
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								        import * as THREE from 'three';
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								        // 场景
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								        const scene = new THREE.Scene();// 创建场景
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								        const geometry = new THREE.BoxGeometry(10, 60, 100); //几何体
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								        const material = new THREE.MeshBasicMaterial({ color: 0xff0000 }); //材质 
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								        const mesh = new THREE.Mesh(geometry, material); //网格模型
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								        mesh.position.set(0, 10, 0); //网格模型位置
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								        scene.add(mesh);  //场景添加网格模型
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								        // AxesHelper
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								        const axesHelper = new THREE.AxesHelper(150);
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								        scene.add(axesHelper);
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								        // 相机
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								        const camera = new THREE.PerspectiveCamera();  //相机
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								        camera.position.set(200, 200, 200); //相机位置
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								        camera.lookAt(0, 10, 0);   //相机观察位置
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								        // 渲染器
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								        const renderer = new THREE.WebGLRenderer(); // 创建渲染器
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								        renderer.setSize(window.innerWidth, window.innerHeight); //渲染区域
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								        renderer.render(scene, camera); //执行渲染
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								        document.body.appendChild(renderer.domElement);
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								        // onresize 事件会在窗口被调整大小时发生
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								        window.onresize = function () {
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								            // 重置渲染器输出画布canvas尺寸
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								            renderer.setSize(window.innerWidth, window.innerHeight);
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								            // 全屏情况下:设置观察范围长宽比aspect为窗口宽高比
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								            camera.aspect = window.innerWidth / window.innerHeight;
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								            // 渲染器执行render方法的时候会读取相机对象的投影矩阵属性projectionMatrix
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								            // 但是不会每渲染一帧,就通过相机的属性计算投影矩阵(节约计算资源)
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								            // 如果相机的一些属性发生了变化,需要执行updateProjectionMatrix ()方法更新相机的投影矩阵
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								            camera.updateProjectionMatrix();
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								        };
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								    </script>
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								</body>
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								</html>
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