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              * {
  margin: 0;
  padding: 0;
}
html, body {
  height: 100%;
  overflow: hidden;
}
            
          
!
            
              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
      camera.lookAt(scene.position)

      // 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.setClearColor(0xffffff)
      renderer.setSize(width, height)

      // 将渲染器的输出(此处是 canvas 元素)插入到 body
      document.body.appendChild(renderer.domElement)

      // 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.BackSide // 或者 THREE.DoubleSide
      })

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

      innerBox.position.y = -2.9

      scene.add(innerBox)

      // 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
      ]

      // 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)

      scene.add(boxMesh)

      // 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
      renderer.setFaceCulling(THREE.CullFaceFront, THREE.FrontFaceDirectionCCW)

      render()

      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
        requestAnimationFrame(render)
      }

    }
    init()
            
          
!
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