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HTML

              
                
<!doctype html>
<html>
  <head>
    <title>Multi-color barn</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: 80%;
          height: 500px;
          display: block;
          margin: 10px auto;
      }
    </style>
  </head>
<body>

  <h1>Multi-color barn</h1>
  
  <p>Using THREE.MeshFaceMaterial</p>

</body>
</html>

              
            
!

CSS

              
                
              
            
!

JS

              
                // We always need a scene

var scene = new THREE.Scene();

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

/* Next, we create objects in our scene. Here, the <q>classic</q>
barn. The front left bottom vertex of the barn is the origin, so, for
example, the x coordinates go from 0 to 20. */

var barnWidth = 20;
var barnHeight = 30;
var barnDepth = 40;

var barnGeometry = TW.createBarn( barnWidth, barnHeight, barnDepth );

// createBarnMesh() function creates Mesh for a multi-colored barn

function createBarnMesh (barnGeometry) {
    // create four colors for the faces of the barn
    var endColor = THREE.ColorKeywords.blue;
    var sideColor = THREE.ColorKeywords.red;
    var roofColor = THREE.ColorKeywords.orange;
    var floorColor = THREE.ColorKeywords.gray;

    // construct THREE.MeshFaceMaterial from array of THREE.MeshBasicMaterial 
    // instances created from the four colors
    var barnMaterials = new THREE.MeshFaceMaterial (
      [ new THREE.MeshBasicMaterial( {color: endColor} ),
        new THREE.MeshBasicMaterial( {color: sideColor} ),
        new THREE.MeshBasicMaterial( {color: roofColor} ),
        new THREE.MeshBasicMaterial( {color: floorColor} )
      ]);
    
    // set the material index for each of the 16 triangular faces
    var endIndex = 0, sideIndex = 1, roofIndex = 2, floorIndex = 3;
    TW.setMaterialForFaces(barnGeometry, endIndex, 0, 1, 2, 3, 4, 5); // ends
    TW.setMaterialForFaces(barnGeometry, roofIndex, 6, 7, 8, 9); // roof
    TW.setMaterialForFaces(barnGeometry, sideIndex, 10, 11, 12, 13); // sides
    TW.setMaterialForFaces(barnGeometry, floorIndex, 14, 15); // floor

    // create and return a Mesh using the barnGeometry and barnMaterials
    return new THREE.Mesh(barnGeometry, barnMaterials);
}

var barnMesh = createBarnMesh( barnGeometry );

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

scene.add(barnMesh);

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

// We always need a renderer

var renderer = new THREE.WebGLRenderer();

TW.mainInit(renderer,scene);

/* We always need a camera; here we'll use a default orbiting camera.  The
third argument gives the ranges for the coordinates, to help with setting up
the placement of the camera. They need not be perfectly accurate, but if
they are way off, your camera might not see anything, and you'll get a
blank canvas. */

TW.cameraSetup(renderer,
               scene,
               {minx: 0, maxx: barnWidth,
                miny: 0, maxy: barnHeight + 0.5*barnWidth, 
                minz: -barnDepth, maxz: 0});

              
            
!
999px

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