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HTML

              
                
<!doctype html>
<html>
  <head>
    <title>Two-barn starter</title>
    <style>
      body { max-width: 100%; }
      /* feel free to style the canvas any way you want. If you want it to
      use the entire window, set width: 100% and height: 100%. */
      
      canvas {
          width: 100%;
          height: 500px;
      }
    </style>
  </head>
<body>

  <h1>Simple Three.js Exercise: Two-barn starter</h1>
  
</body>
</html>

              
            
!

CSS

              
                
              
            
!

JS

              
                // The "classic" barn, converted to THREE.js by Jos Dirksen, with thanks.
function createBarnVertices(w, h, len) {
    var barnGeometry = new THREE.Geometry();
    // add the front
    barnGeometry.vertices.push(new THREE.Vector3(0, 0, 0));
    barnGeometry.vertices.push(new THREE.Vector3(w, 0, 0));
    barnGeometry.vertices.push(new THREE.Vector3(w, h, 0));
    barnGeometry.vertices.push(new THREE.Vector3(0, h, 0));
    barnGeometry.vertices.push(new THREE.Vector3(0.5 * w, h + 0.5 * w, 0));

    // just add the back also manually
    barnGeometry.vertices.push(new THREE.Vector3(0, 0, -len));
    barnGeometry.vertices.push(new THREE.Vector3(w, 0, -len));
    barnGeometry.vertices.push(new THREE.Vector3(w, h, -len));
    barnGeometry.vertices.push(new THREE.Vector3(0, h, -len));
    barnGeometry.vertices.push(new THREE.Vector3(0.5 * w, h + 0.5 * w, -len));

    return barnGeometry;
}

function createBarnFaces(barnGeometry) {
    // now that we've got the vertices we need to define the faces.
    // front faces
    barnGeometry.faces.push(new THREE.Face3(0, 1, 2));
    barnGeometry.faces.push(new THREE.Face3(0, 2, 3));
    barnGeometry.faces.push(new THREE.Face3(3, 2, 4));

    // back faces
    barnGeometry.faces.push(new THREE.Face3(5, 7, 6));
    barnGeometry.faces.push(new THREE.Face3(5, 8, 7));
    barnGeometry.faces.push(new THREE.Face3(7, 8, 9));

    // roof faces.
    barnGeometry.faces.push(new THREE.Face3(3, 4, 8));
    barnGeometry.faces.push(new THREE.Face3(4, 9, 8));
    barnGeometry.faces.push(new THREE.Face3(2, 7, 9));
    barnGeometry.faces.push(new THREE.Face3(4, 2, 9));

    // side faces
    barnGeometry.faces.push(new THREE.Face3(6, 2, 1));
    barnGeometry.faces.push(new THREE.Face3(7, 2, 6));
    barnGeometry.faces.push(new THREE.Face3(0, 3, 5));
    barnGeometry.faces.push(new THREE.Face3(3, 8, 5));

    // floor faces
    barnGeometry.faces.push(new THREE.Face3(0, 5, 1));
    barnGeometry.faces.push(new THREE.Face3(5, 6, 1));

    // calculate the normals for shading
    barnGeometry.computeFaceNormals();

    return barnGeometry;
}


// Here's our translation function
function translateX(vertices, deltax) {
    var len = vertices.length;
    for (var i = 0; i < len; i++) {
        vertices[i].x += deltax;
    }
}


// We always need a scene
var scene = new THREE.Scene();

// ====================================================================

var barnWidth = 50;
var barnHeight = 30;
var barnDepth = 40;

var barn1geom = createBarnVertices(barnWidth, barnHeight, barnDepth);
createBarnFaces(barn1geom);

// the createMesh function adds a "demo" material to the geometry

var barn1mesh = TW.createMesh(barn1geom);

// the scene is the set of things to render, so add the barn.

scene.add(barn1mesh);

//////////////////////////////////////////////////////////////////////
// ADD CODE HERE to create a half-size barn and add it to the scene //
//////////////////////////////////////////////////////////////////////


// ================================================================
// 
// We always need a renderer

var renderer = new THREE.WebGLRenderer();

TW.mainInit(renderer, scene);

// MODIFY CODE BELOW to adjust the bounding box for the two barns

TW.cameraSetup(renderer,
               scene,
               {minx: 0, maxx: 20,
                miny: 0, maxy: barnHeight, // a bit low
                minz: -barnDepth, maxz: 0});

              
            
!
999px

Console