Javascript 更改背景颜色,在three.js中添加点光源

Javascript 更改背景颜色,在three.js中添加点光源,javascript,html,canvas,three.js,Javascript,Html,Canvas,Three.js,我一直在玩three.js。我在一个线框立方体中制作了一个立方体。如何改变背景颜色?我知道我必须做一些关于创建天空盒和/或点光源的事情,但这似乎只是制造了一个黑屏 这是代码笔: 我的代码: var width = window.innerWidth; var height = window.innerHeight; var scene, camera, renderer; var cube; var fov = 30, isUserInteracting = false, cameraDist

我一直在玩three.js。我在一个线框立方体中制作了一个立方体。如何改变背景颜色?我知道我必须做一些关于创建天空盒和/或点光源的事情,但这似乎只是制造了一个黑屏

这是代码笔:

我的代码:

var width = window.innerWidth;
var height = window.innerHeight;

var scene, camera, renderer;
var cube;
var fov = 30,
isUserInteracting = false,
cameraDistance = 100,
onMouseDownMouseX = 0, onMouseDownMouseY = 0,
lon = 0, onMouseDownLon = 0,
lat = 0, onMouseDownLat = 0,
phi = 0, theta = 0;

$(function() {
init();
});

function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( fov, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 0, 0, 100 );
renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setSize( window.innerWidth, window.innerHeight );
$('#container').append( renderer.domElement );

cube = new THREE.Mesh(
  new THREE.BoxGeometry( 23, 33, 18 ),
  new THREE.MeshBasicMaterial({color:0xFF6600, wireframe:true})
);

scene.add( cube );

cube2 = new THREE.Mesh(
  new THREE.BoxGeometry( 10, 10, 10 ),
  new THREE.MeshBasicMaterial({color:0xFF6600, })
);

scene.add( cube2 );

cube = new THREE.Mesh(
  new THREE.BoxGeometry( 23, 33, 18 ),
  new THREE.MeshBasicMaterial({color:0xFF6600, wireframe:true})
);

scene.add( cube );

$(document).on( 'mousedown', onMouseDown );
$(document).on( 'mousewheel', onMouseWheel );
$(window).on( 'resize', onWindowResize );
animate();
}

function animate() {
requestAnimationFrame( animate );
render();
}

function render() {

 lon += .15;
 lat = Math.max( - 85, Math.min( 85, lat ) );
 phi = THREE.Math.degToRad( 90 - lat );
 theta = THREE.Math.degToRad( lon );

 camera.position.x = cameraDistance * Math.sin( phi ) * Math.cos( theta );
 camera.position.y = cameraDistance * Math.cos( phi );
 camera.position.z = cameraDistance * Math.sin( phi ) * Math.sin( theta );

 camera.lookAt( scene.position );

 renderer.render( scene, camera );
}

function onMouseWheel(event) {

 cameraDistance += event.originalEvent.deltaY * 0.1;
 cameraDistance = Math.min( cameraDistance, camera.far );
 cameraDistance = Math.max( cameraDistance, camera.near );
}

function onMouseDown(event) {

event.preventDefault();
onPointerDownPointerX = event.clientX;
onPointerDownPointerY = event.clientY;
onPointerDownLon = lon;
onPointerDownLat = lat;

$(document).on( 'mousemove', onMouseMove );
$(document).on( 'mouseup', onMouseUp );
}

function onMouseMove(event) {
lon = ( event.clientX - onPointerDownPointerX ) * 0.1 + onPointerDownLon;
lat = ( event.clientY - onPointerDownPointerY ) * 0.1 + onPointerDownLat;
} 

function onMouseUp(event) {
$(document).off( 'mousemove' );
$(document).off( 'mouseup' );
}

function onWindowResize() {
 renderer.setSize( window.innerWidth, window.innerHeight );
 camera.projectionMatrix.makePerspective( fov, window.innerWidth / window.innerHeight, 1, 1000 );
}
非常感谢您的帮助

renderer.setClearColor( 0xffffff, 1 ); 
我应该帮你。第一个参数是RGB中的背景色,第二个参数是alpha。例如:

renderer.setClearColor( 0xff0000, .5 ); 
这应该将渲染背景设置为红色,透明度为50%。我自己刚开始玩three.js,所以我希望这对你有用

编辑::现在我已经有超过一秒钟的时间了,我已经在你的代码笔中尝试过了。在初始化渲染器之后,我立即在init()函数中添加了上面这一行,它就工作了