There are six main things we need to do to build out a basic Three.JS canvas that does something:
// 1. Create the scene
var scene = new THREE.Scene()
// 2. Add a camera view
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 )
camera.position.z = 10
// 3. Add a renderer to generate the camera's picture
var renderer = new THREE.WebGLRenderer()
renderer.setSize( window.innerWidth, window.innerHeight )
// 4. Attach what we're rendering to the web page
document.body.appendChild( renderer.domElement )
// 5. Lighting + Objects
var geometry = new THREE.BoxGeometry(2, 2, 2)
var material = new THREE.MeshLambertMaterial({color: 0xfd59d7})
var cube = new THREE.Mesh(geometry, material)
scene.add(cube)
var light = new THREE.PointLight(0xFFFF00)
light.position.set(10, 0, 25)
scene.add(light)
// 6. Run the renderer
var animate = function () {
requestAnimationFrame( animate );
cube.rotation.x += .1;
cube.rotation.y += .1;
camera.updateProjectionMatrix();
renderer.render(scene, camera);
};
animate();