SOURCE

console 命令行工具 X clear

                    
>
console
import * as THREE from 'three';

function main() {
  const canvas = document.querySelector('#c');
  const renderer = new THREE.WebGLRenderer({canvas});

  const fov = 40;
  const aspect = 2;  // the canvas default
  const near = 0.1;
  const far = 1000;
  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  camera.position.set(0, 50, 0);
  camera.up.set(0, 0, 1);
  camera.lookAt(0, 0, 0);

  const scene = new THREE.Scene();

  {
    const color = 0xFFFFFF;
    const intensity = 3;
    const light = new THREE.PointLight(color, intensity);
    scene.add(light);
  }

  // an array of objects who's rotation to update
  const objects = [];

  const radius = 1;
  const widthSegments = 6;
  const heightSegments = 6;
  const sphereGeometry = new THREE.SphereGeometry(
      radius, widthSegments, heightSegments);

  const sunMaterial = new THREE.MeshPhongMaterial({emissive: 0xFFFF00});
  const sunMesh = new THREE.Mesh(sphereGeometry, sunMaterial);
  sunMesh.scale.set(5, 5, 5);
  scene.add(sunMesh);
  objects.push(sunMesh);

  function resizeRendererToDisplaySize(renderer) {
    const canvas = renderer.domElement;
    const width = canvas.clientWidth;
    const height = canvas.clientHeight;
    const needResize = canvas.width !== width || canvas.height !== height;
    if (needResize) {
      renderer.setSize(width, height, false);
    }
    return needResize;
  }

  function render(time) {
    time *= 0.001;

    if (resizeRendererToDisplaySize(renderer)) {
      const canvas = renderer.domElement;
      camera.aspect = canvas.clientWidth / canvas.clientHeight;
      camera.updateProjectionMatrix();
    }

    objects.forEach((obj) => {
      obj.rotation.y = time;
    });

    renderer.render(scene, camera);

    requestAnimationFrame(render);
  }

  requestAnimationFrame(render);
}

main();
<canvas id="c"></canvas>
body { margin: 0; }

本项目引用的自定义外部资源