THREE.BoxGeometry builds boxes such as cuboids and cubes.
Cubes created using THREE.BoxGeometry would use the same length for all sides.
JavaScript
//Creates scene and camera
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 1000 );
//Creates renderer and adds it to the DOM
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//The Box!
//BoxGeometry (makes a geometry)
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
//Material to apply to the cube (green)
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
//Applies material to BoxGeometry
var cube = new THREE.Mesh( geometry, material );
//Adds cube to the scene
scene.add( cube );
//Sets camera's distance away from cube (using this explanation only for simplicity's sake - in reality this actually sets the 'depth' of the camera's position)
camera.position.z = 5;
//Rendering
function render() {
requestAnimationFrame( render );
renderer.render( scene, camera );
}
render();
Notice the 'render' function. This renders the cube 60 times a second.
Full Code (with HTML)
<!DOCTYPE html>
<html>
<head>
<title>THREE.BoxGeometry</title>
<script src="http://threejs.org/build/three.js"></script>
</head>
<body>
<script>
//Above JavaScript goes here
</script>
</body>
</html>
The line var geometry = new THREE.BoxGeometry( 1, 1, 1 );
gives us a cube. To make a cuboid, just change the parameters - they define the length, height and depth of the cube respectively.
Example:
...
//Longer cuboid
var geometry = new THREE.BoxGeometry( 2, 1, 1 );
...
The cube may seem to be just a square. To prove that it is, without doubt, three-dimensional, add the following lines of code to the 'render' function:
...
cube.rotation.x += 0.05;
cube.rotation.y += 0.05;
...
And watch as the merry cube spins round... and round... and round...
Not for the faint-hearted...
The uniform colour for the entire cube is... green. Boring. To make each face a different colour, we've to dig to the geometry's faces.
var geometry = new THREE.BoxGeometry(3, 3, 3, 1, 1, 1);
/*Right of spawn face*/
geometry.faces[0].color = new THREE.Color(0xd9d9d9);
geometry.faces[1].color = new THREE.Color(0xd9d9d9);
/*Left of spawn face*/
geometry.faces[2].color = new THREE.Color(0x2196f3);
geometry.faces[3].color = new THREE.Color(0x2196f3);
/*Above spawn face*/
geometry.faces[4].color = new THREE.Color(0xffffff);
geometry.faces[5].color = new THREE.Color(0xffffff);
/*Below spawn face*/
geometry.faces[6].color = new THREE.Color(1, 0, 0);
geometry.faces[7].color = new THREE.Color(1, 0, 0);
/*Spawn face*/
geometry.faces[8].color = new THREE.Color(0, 1, 0);
geometry.faces[9].color = new THREE.Color(0, 1, 0);
/*Opposite spawn face*/
geometry.faces[10].color = new THREE.Color(0, 0, 1);
geometry.faces[11].color = new THREE.Color(0, 0, 1);
var material = new THREE.MeshBasicMaterial( {color: 0xffffff, vertexColors: THREE.FaceColors} );
var cube = new THREE.Mesh(geometry, material);
NOTE: The method of colouring the faces is not the best method, but it works well (enough).
Where's the canvas
in the HTML document's body?
There is no need to add a canvas
to the body manually. The following three lines
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
create the renderer, its canvas
and add the canvas
to the DOM.