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HTML

              
                
              
            
!

CSS

              
                body {
  margin: 0;
  overflow: hidden;
  padding: 0;
}
              
            
!

JS

              
                /**
 * @file
 * The main scene.
 */

/**
 * Set our global variables.
 */
var camera, // We need a camera.
    scene, // The camera has to see something.
    renderer, // Render our graphics.
    controls, // Our Orbit Controller for camera magic.
    container, // Our HTML container for the program.
    rotationPoint;  // The point in which our camera will rotate around.

var characterSize = 50;
var outlineSize = characterSize * 0.05;

/**
 * Run initial setup function and loop through rendering.
 */
init();
animate(); 

/**
 * Initializer function.
 */
function init() {
  // Build the container
  container = document.createElement( 'div' );
  document.body.appendChild( container );
  
  // Create the scene.
  scene = new THREE.Scene();
  scene.background = new THREE.Color( 0xccddff );
  scene.fog = new THREE.Fog( 0xccddff, 500, 2000 );
  
  // Ambient lights.
  var ambient = new THREE.AmbientLight( 0xffffff );
  scene.add( ambient );
  
  // Add hemisphere lighting.
  var hemisphereLight = new THREE.HemisphereLight( 0xdddddd, 0x000000, 0.5 );
  scene.add( hemisphereLight );
  
  // Create a rotation point.
  rotationPoint = new THREE.Object3D();
  rotationPoint.position.set( 0, 0, 0 );
  scene.add( rotationPoint );
  
  createCharacter();
  createFloor();
  createTree(300, 300);
  createTree(800, -300);
  createTree(-300, 800);
  createTree(-800, -800);
  
  // Create the camera.
  camera = new THREE.PerspectiveCamera(
    50, // Angle
    window.innerWidth / window.innerHeight, // Aspect Ratio.
    1, // Near view.
    20000 // Far view.
  );
  camera.position.z = -300;
  camera.position.y = 100;
  
  // Build the renderer
  renderer = new THREE.WebGLRenderer( { antialias: true } );
  
  var element = renderer.domElement;
  renderer.setSize( window.innerWidth, window.innerHeight );
  container.appendChild( element );
  
  // Build the controls.
  controls = new THREE.OrbitControls( camera, element );
  controls.enablePan = true;
  controls.enableZoom = true; 
  controls.maxDistance = 1000; // Set our max zoom out distance (mouse scroll)
  controls.minDistance = 60; // Set our min zoom in distance (mouse scroll)
  controls.target.copy( new THREE.Vector3( 0, 0, 0 ) );
}

window.onresize = function () {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize( window.innerWidth, window.innerHeight );
};

/**
 * Updates to apply to the scene while running.
 */
function update() {
  camera.updateProjectionMatrix();
}

/**
 * Render the scene.
 */
function render() {
  renderer.render( scene, camera );
  
  // Don't let the camera go too low.
  if ( camera.position.y < 10 ) {
    camera.position.y = 10;
  }
}

/**
 * Animate the scene.
 */
function animate() {
  requestAnimationFrame(animate);
  update();
  render();
}

/**
 * Create the main character.
 */
function createCharacter() {
  var geometry = new THREE.BoxBufferGeometry( characterSize, characterSize, characterSize );
  var material = new THREE.MeshPhongMaterial({ color: 0x22dd88 });
  box = new THREE.Mesh( geometry, material );
  box.position.y = characterSize/2;
  rotationPoint.add( box );
  
  // Create outline object
  var outline_geo = new THREE.BoxGeometry( characterSize + outlineSize, characterSize + outlineSize, characterSize + outlineSize );
  var outline_mat = new THREE.MeshBasicMaterial({ color : 0x0000000, side: THREE.BackSide });
  outline = new THREE.Mesh( outline_geo, outline_mat );
  box.add( outline );
}

/**
 * Create the floor of the scene.
 */
function createFloor() {
  var geometry = new THREE.PlaneBufferGeometry( 100000, 100000 );
  var material = new THREE.MeshToonMaterial( {color: 0x336633} );
  var plane = new THREE.Mesh( geometry, material );
  plane.rotation.x = -1 * Math.PI/2;
  plane.position.y = 0;
  scene.add( plane );
}

/**
 * Create a happy little tree.
 */
function createTree( posX, posZ ) {
  // Set some random values so our trees look different.
  var randomScale = ( Math.random() * 3 ) + 0.8;
  var randomRotateY = Math.PI/( Math.floor(( Math.random() * 32) + 1 ));
  
  // Create the trunk.
  var geometry = new THREE.CylinderGeometry( characterSize/3.5, characterSize/2.5, characterSize * 1.3, 8 );
  var material = new THREE.MeshToonMaterial( {color: 0x664422} );
  var trunk = new THREE.Mesh( geometry, material );
  trunk.position.set(posX, ((characterSize * 1.3 * randomScale)/2) , posZ);
  trunk.scale.x = trunk.scale.y = trunk.scale.z = randomScale;
  scene.add( trunk );

  // Create the trunk outline.
  var outline_geo = new THREE.CylinderGeometry( characterSize/3.5 + outlineSize, characterSize/2.5 + outlineSize, characterSize * 1.3 + outlineSize, 8 );
  var outline_mat = new THREE.MeshBasicMaterial({
    color : 0x0000000,
    side: THREE.BackSide
  });
  var outlineTrunk = new THREE.Mesh( outline_geo, outline_mat );
  trunk.add( outlineTrunk );
  
  var geometry = new THREE.DodecahedronGeometry( characterSize );
  var material = new THREE.MeshToonMaterial({ color: 0x44aa44 });
  var treeTop = new THREE.Mesh( geometry, material );
    treeTop.position.set( posX, ((characterSize * 1.3 * randomScale)/2) + characterSize * randomScale, posZ );
  treeTop.scale.x = treeTop.scale.y = treeTop.scale.z = randomScale;
  treeTop.rotation.y = randomRotateY;
  scene.add( treeTop );
  
  // Create outline.
  var outline_geo = new THREE.DodecahedronGeometry(characterSize + outlineSize);
  var outline_mat = new THREE.MeshBasicMaterial({
    color : 0x0000000, 
    side: THREE.BackSide
  });
  var outlineTreeTop = new THREE.Mesh(outline_geo, outline_mat);
  treeTop.add( outlineTreeTop );
}
              
            
!
999px

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