mirror of
https://github.com/jiawanlong/Cesium-Examples.git
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73 lines
2.4 KiB
HTML
73 lines
2.4 KiB
HTML
<!--********************************************************************
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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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"three": "./../../libs/three/build/three.module.js"
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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> |