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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;
}
            
          
!
            
              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 = 20
    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 // 开启抗齿锯效果
    })

    // 设置渲染器的清除颜色(即背景色)和尺寸
    renderer.setClearColor(0xffffff)
    renderer.setSize(width, height)

    // 创建一个聚光灯,并将其设置恰当位置后添加到场景中
    var spotLight = new THREE.SpotLight(0xffffff)
    spotLight.position.set(10, 50, 20)
    scene.add(spotLight)

    // 创建一个长宽高为 4 的立方体
    var cubeGeometry = new THREE.BoxGeometry(4, 4, 4)

    // 创建点集(Points)材质
    var cubePointMaterial = new THREE.PointsMaterial({
      color: 0xff0000,
      size: 0.4
    })

    // 创建线(Line)材质
    var cubeLineMaterial = new THREE.LineBasicMaterial({
      color: 0x00ff00
    })

    // 创建 Lambert 材质:会对场景中的光源作出反应,但表现为暗淡,而不光亮。
    var cubePlaneMaterial = new THREE.MeshLambertMaterial({
      color: 0x0000ff,
    })

    // 立方体的多种表现形式:点集、线、面
    var pointCube = new THREE.Points(cubeGeometry, cubePointMaterial)
    var lineCube = new THREE.Line(cubeGeometry, cubeLineMaterial)
    var meshCube = new THREE.Mesh(new THREE.BoxGeometry(4, 4, 4), cubePlaneMaterial)

    pointCube.position.set(-8, 0, 0)
    meshCube.position.set(8, 0, 0)
    
    // 一次性向场景添加三种表现形式
    scene.add(pointCube, lineCube, meshCube)

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

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