diff --git a/cube.html b/cube.html
index 1986723..6d78147 100644
--- a/cube.html
+++ b/cube.html
@@ -42,23 +42,23 @@
scene.add( new THREE.AmbientLight( 0xffffff, 0.3 ) );
- const light = new THREE.DirectionalLight( 0xffff, 0.35 );
- light.position.set( 1, 1, 1 ).normalize();
- scene.add( light );
+ const light = new THREE.DirectionalLight( 0xffff, 0.35 );
+ light.position.set( 1, 1, 1 ).normalize();
+ scene.add( light );
// controls
// Orbit controls allow the camera to orbit around a target.
- const controls = new OrbitControls( //Constructor made initialing before using another methods of the class
- camera, //The camera to be controlled.
- renderer.domElement //The HTML element used for event listeners.
- );
- controls.addEventListener( //Registers an event handler (обработчик) for the specified type with the object.
- 'change', // type of event, which should be processed.
- render // listener - function in JavaScript or EventListener, which will get notification if event have happened.
- );
- controls.minDistance = 0.5;
- controls.maxDistance = 10;
- controls.enablePan = false;
+ // const controls = new OrbitControls( //Constructor made initialing before using another methods of the class
+ // camera, //The camera to be controlled.
+ // renderer.domElement //The HTML element used for event listeners.
+ // );
+ // controls.addEventListener( //Registers an event handler (обработчик) for the specified type with the object.
+ // 'change', // type of event, which should be processed.
+ // render // listener - function in JavaScript or EventListener, which will get notification if event have happened.
+ // );
+ // controls.minDistance = 0.5;
+ // controls.maxDistance = 10;
+ // controls.enablePan = false;
const geometry = new THREE.BoxGeometry( 200, 200, 200 );
const object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: 0xffffff } ) );
@@ -130,9 +130,6 @@
if (INTERSECTED != intersects[0].object) {
if (INTERSECTED) INTERSECTED.material.emissive.setHex(INTERSECTED.currentHex); // Material - abstract class for materials. Material() creates a generic (общий) material.
- // .material describe the appearance of objects. They are defined in a renderer-independent way, don't have to rewrite materials if you decide to use a different renderer.
- // .emissive : Color. Emissive (излучающий) (light) color of the material, essentially a solid (плотный) color unaffected by other lighting. Default is black.
- // .setHex ( hex : Integer ) : Color. hex — hexadecimal triplet (три значения) format.
INTERSECTED = intersects[0].object;
INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex(); // .getHex () : Integer. Returns the hexadecimal value of this color.
// Internal (внутренняя) function for color conversion (преобразование).