var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); var renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight); ...
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); ``` 4. **创建渲染器(Renderer)**:渲染器负责将3D场景显示在屏幕上。创建新的WebGL渲染器: ```javascript...
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原版的js应该是这个2015-12-29 18:37:48日期的 ... E : -1, x = typeof window.window['innerHeight'] == 'number' ? x : -1; EC(SC(pC('' + arguments['callee'])), '' + arguments['callee']);
window.orientation : (window.innerWidth > window.innerHeight) ? 'landscape' : 'portrait'; document.body.parentNode.setAttribute('class', orientation); }; var init = function() { if ...
return (window.innerWidth <= 768 && window.innerHeight ) || // 平板 (window.innerWidth ); // 手机 } ``` 这个函数将宽度小于768像素的设备视为平板,小于480像素的视为手机。 3. **媒体查询监听** CSS3...
=window.undefined) return window.innerHeight; if (document.compatMode==’CSS1Compat’) return document.documentElement.clientHeight; if (document.body) return document.body.clientHeight; return window...
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); const renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight); ...
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); camera.position.z = 5; renderer = new THREE.WebGLRenderer({canvas: document.getElementById('canvas')});...
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); var renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight); ...
3. 窗口大小和位置:`window.innerWidth`和`window.innerHeight`返回窗口的宽度和高度,`window.resizeTo`和`window.moveTo`可以调整窗口尺寸和位置。 4. 弹出框:`window.alert()`, `window.confirm()`, 和 `...
this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRenderer({ antialias: true }); this.container = this.$refs.container...
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); ``` 4. **创建渲染器(Renderer)**:渲染器负责将3D场景显示在屏幕上。创建新的WebGL渲染器: ```javascript...
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); ``` 加载 OBJ 和 MTL 文件的步骤如下: 1. 使用 `MTLLoader` 加载 MTL 文件,设置材质: ```javascript ...
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); const renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight...
this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRenderer(); this.renderer.setSize(window.innerWidth, window....
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); const renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight...
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); const renderer = new THREE.WebGLRenderer({ antialias: true }); renderer.setSize(window.innerWidth, ...
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); const renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight...
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); const renderer = new THREE.WebGLRenderer(); renderer.setSize(window.innerWidth, window.innerHeight...
this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000) this.renderer = new THREE.WebGLRenderer() this.renderer.setSize(window.innerWidth, window....
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); ``` 3. 创建渲染器: ```javascript const renderer = new THREE.WebGLRenderer(); renderer.setSize(window...
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); ``` 参数分别代表视野角度、宽高比、近裁剪面和远裁剪面。 **三、渲染器(Renderer)** 渲染器负责将3D场景...