« Modèle:Utiliser des matériaux » : différence entre les versions
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===Analyse du code Javascript== | ===Analyse du code Javascript=== |
Version du 11 février 2018 à 17:37
Organisation des dossiers et fichiers
Fichiers Index.html et style.css
Code javascript
Le code
<source lang = 'javascript'>
var scene = new THREE.Scene(); var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 ); camera.position.y +=20; camera.position.x -=10; camera.position.z = 130; var renderer = new THREE.WebGLRenderer({alpha: true}); renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); var material = new THREE.MeshNormalMaterial(); var cube = forme(material ,-90,50); var color = new THREE.Color( "#770077" ); var material = new THREE.MeshLambertMaterial( {color: color.getHex()} ); var cube1 = forme(material ,-50,50); var color = new THREE.Color( "#FF0055" ); var material = new THREE.MeshLambertMaterial( {color: color.getHex(), wireframe: true} ); var cube2 = forme(material ,-10,50); var geometry = new THREE.OctahedronGeometry( 15 ); var textureLoader = new THREE.TextureLoader(); var cube3; //déclaré en dehors de la fonction textureLoader.crossOrigin = true; textureLoader.load('../images/webglNoel05.jpeg', function(texture) { texture.wrapS = texture.wrapT = THREE.RepeatWrapping; texture.repeat.set( 2, 1 ); var material = new THREE.MeshLambertMaterial( {map: texture} ); cube3 = new THREE.Mesh( geometry, material ); cube3.position.x = 30; cube3.position.y = 50; scene.add( cube3 ); }); var color = new THREE.Color( "#7833aa" ); var material = new THREE.MeshPhongMaterial( {color: color.getHex(), specular: 0x009900 } ); var cube4 = forme(material ,70,50); var geometry = new THREE.OctahedronGeometry( 15 ); var textureLoader = new THREE.TextureLoader(); var cube5; //déclaré en dehors de la fonction textureLoader.crossOrigin = true; textureLoader.load('../images/webglNoel06.jpeg', function(texture) { texture.wrapS = texture.wrapT = THREE.RepeatWrapping; texture.repeat.set( 2, 1 ); var material = new THREE.MeshPhongMaterial( {map: texture, specular: 0x009900 } ); cube5 = new THREE.Mesh( geometry, material ); cube5.position.x = -90; cube5.position.y = 10; scene.add( cube5); }); var color = new THREE.Color( "#7833aa" ); var material = new THREE.MeshPhongMaterial( {color: color.getHex(), specular: 0x00ff00 } ); var cube6 = forme(material ,-50,10);
var material = new THREE.MeshPhongMaterial( {color: color.getHex(), bumpMap: texture} ); cube7 = new THREE.Mesh( geometry, material ); cube7.position.x = 0; cube7.position.y = 10; scene.add( cube7); }); var marron = new THREE.Color( "#815B51" ); var geo = new THREE.SphereGeometry( 20, 32, 32 ); var textureLoader = new THREE.TextureLoader(); var cube8; //déclaré en dehors de la fonction textureLoader.crossOrigin = true; textureLoader.load('../images/bump_bois.jpg', function(texture) { texture.wrapS = texture.wrapT = THREE.RepeatWrapping; texture.repeat.set( 2, 1 ); var material = new THREE.MeshPhongMaterial( {color: marron.getHex(), bumpMap: texture} ); cube8 = new THREE.Mesh( geo, material ); cube8.position.x = 50; cube8.position.y = 10; scene.add( cube8); });
var light2 = new THREE.PointLight( 0xFFFFFF , 1.0); light2.position.set( -40, 11, -1 ); scene.add(light2); function forme(material,posX,posY) { var geometry = new THREE.OctahedronGeometry(15 ); var obj = new THREE.Mesh(geometry, material); obj.position.x = posX; obj.position.y = posY; scene.add(obj); return obj; } function animate() { requestAnimationFrame( animate ); cube.rotation.x += 0.01; cube.rotation.y += 0.01; cube1.rotation.x -= 0.01; cube1.rotation.y += 0.01; cube2.rotation.x += 0.01; cube2.rotation.y -= 0.01; cube3.rotation.x -= 0.01; cube3.rotation.y -= 0.01; cube4.rotation.x += 0.01; cube4.rotation.y += 0.01; cube5.rotation.x -= 0.01; cube5.rotation.y += 0.01; cube6.rotation.x += 0.01; cube6.rotation.y -= 0.01; cube7.rotation.x -= 0.01; cube7.rotation.y -= 0.01; cube8.rotation.x += 0.01; cube8.rotation.y += 0.01; renderer.render( scene, camera ); } animate(); </source> |
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