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).