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import * as THREE from "three"; const scene = new THREE.Scene(); // const camera = new THREE.PerspectiveCamera(fov, aspect, near, far); // fov (视角): 相机的视角(单位: 度)。控制视野的大小,值越大视野越宽。 // aspect (纵横比): 相机的纵横比。通常是窗口的宽度除以高度。 // near (近截面): 相机的近截面距离。控制从相机到近截面的距离。 // far (远截面): 相机的远截面距离。控制从相机到远截面的距离。 const camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); // three.js中,z轴的正方向是朝向屏幕外为正, x轴水平向右为正,y轴垂直向上为正 camera.position.set(10, 10, 10); camera.lookAt(0, 0, 0); const renderer = new THREE.WebGLRenderer(); renderer.shadowMap.enabled = true; renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(renderer.domElement); const light = new THREE.PointLight(0xffffff, 300, 100); light.position.set(10, 10, 10); light.lookAt(0, 0, 0); scene.add(light); // 创建一个立方体 const geometry = new THREE.BoxGeometry(3, 3, 3); const material = new THREE.MeshStandardMaterial({ color: 0xff0000 }); const cube = new THREE.Mesh(geometry, material); cube.position.y = 1.5; scene.add(cube); // 创建一个地面 const planeGeometry = new THREE.PlaneGeometry(100, 100); const planeMaterial = new THREE.MeshStandardMaterial({ color: 0xffffff }); const plane = new THREE.Mesh(planeGeometry, planeMaterial); plane.receiveShadow = false; plane.rotation.x = - Math.PI / 2; plane.position.set(0, 0, 0); scene.add(plane); renderer.render(scene, camera);
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