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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

              <script src="https://unpkg.com/three"></script>
              * {
  margin: 0;
  padding: 0;
html, body {
  height: 100%;
  overflow: hidden;
              // setFaceCulling 已被舍弃 https://github.com/mrdoob/three.js/wiki/Migration-Guide#r89--r90

function init() {
      // 获取浏览器窗口的宽高,后续会用
      var width = window.innerWidth
      var height = window.innerHeight

      // 创建一个场景
      var scene = new THREE.Scene()

      // 创建一个具有透视效果的摄像机
      var camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 800)

      // 设置摄像机位置,并将其朝向场景中心
      camera.position.x = 0
      camera.position.y = 10
      camera.position.z = 30

      // 创建一个 WebGL 渲染器,Three.js 还提供 <canvas>, <svg>, CSS3D 渲染器。
      var renderer = new THREE.WebGLRenderer({
        antialias: true

      // 设置渲染器的清除颜色(即绘制下一帧前填充的颜色)和输出的 canvas 的尺寸
      renderer.setSize(width, height)

      // 将渲染器的输出(此处是 canvas 元素)插入到 body

      // 创建一个长宽高均为 4 个单位长度的立方体(几何体)
      var cubeGeometry = new THREE.BoxGeometry(4, 4, 4)

      // 创建材质
      var cubeMaterial = new THREE.MeshBasicMaterial({
        color: 0xff0000
      // 创建内部的立方体
      var innerBoxGeometry = new THREE.BoxGeometry(4, 4, 4)
      // 创建法向量材质,即该材质与当前面的法向量有关
      var innerBoxMaterial = new THREE.MeshNormalMaterial({
        // flat shading 的具体解释:http://blog.csdn.net/libing_zeng/article/details/60760296
        flatShading: THREE.FlatShading,
        side: THREE.DoubleSide // 或者 THREE.DoubleSide

      var innerBox = new THREE.Mesh(innerBoxGeometry, innerBoxMaterial)

      innerBox.position.y = -2.9


      // 创建一个长宽高为 10 的立方体
      var boxGeometry = new THREE.BoxGeometry(10, 10, 10)

      var materials = [
        new THREE.MeshBasicMaterial({ color: 0xff0000 }), // 右
        new THREE.MeshBasicMaterial({ color: 0x00ff00 }), // 左
        new THREE.MeshBasicMaterial({ color: 0x0000ff }), // 上
        new THREE.MeshBasicMaterial({ color: 0x000000 }), // 下
        new THREE.MeshBasicMaterial({ color: 0x00ffff, transparent: true, opacity: 1 }), // 前
        new THREE.MeshBasicMaterial({ color: 0xff0000, /* side: THREE.DoubleSide, */ })  // 后
      for (let i = 0, len = materials.length; i < len; i++) {
        const material = materials[i]
        material.side = THREE.BackSide;
        material.needsUpdate = true;

      // 当材质是一个数组时,集合的哪个面(由 Face3 组成)应用哪些子材质取是取决于其三角元 Face3 的 materialIndex 的值。
      boxMesh = new THREE.Mesh(boxGeometry, materials)


      // 设置渲染器对面的剔除模式:默认是剔除背面,只显示正面。
      // renderer.setFaceCulling ( cullFace, frontFace )
      // cullFace:剔除模式,有4种情况:剔除正面 THREE.CullFaceFront、剔除反面 THREE.CullFaceBack、均不剔除 THREE.CullFaceNone、剔除正反面 THREE.CullFaceFrontBack
      // frontFace:指定正面时顶点的顺序是逆序还是顺序,THREE.FrontFaceDirectionCW、THREE.FrontFaceDirectionCCW
      // setFaceCulling 已被舍弃 https://github.com/mrdoob/three.js/wiki/Migration-Guide#r89--r90
      // renderer.setFaceCulling(THREE.CullFaceFront, THREE.FrontFaceDirectionCCW)


      function render() {
        // 渲染,即摄像机拍下此刻的场景
        renderer.render(scene, camera)

        boxMesh.rotation.y += 0.01
        innerBox.rotation.y -= 0.005

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