I have to display a rotating tetrahedron in an animated HTML5 graphic, using three.js.
When i create the object, it\'s upside down, but it should be on the ground with o
Don't do what you copied. It is not correct.
I am assuming that what you want to do is to start off with a tetrahedron that is right-side-up to begin with. One thing you can do is to modify THREE.TetrahedronGeometry()
to use four vertices that produce the tetrahedron that you want.
If you want to use the existing code, then what you have to do is to apply a rotation to the geometry right after it is created, like so:
var geometry = new THREE.TetrahedronGeometry(40, 0);
geometry.applyMatrix( new THREE.Matrix4().makeRotationAxis( new THREE.Vector3( 1, 0, -1 ).normalize(), Math.atan( Math.sqrt(2)) ) );
(Determining the proper rotation angle requires a bit of math, but it turns out to be the arctangent of the sqrt(2) in this case, in radians.)
Here is an updated fiddle. Drag and zoom the mouse to control the camera.
Fiddle: http://jsfiddle.net/DkhT3/3/
Download three.js from [http://www.html5canvastutorials.com/libraries/Three.js] library and put in the below HTML code.
You will get good output.
<!Doctype html>
<html lang="eng">
<head>
<title>I like shapes</title>
<meta charset="UTF-8">
<style>
canvas{
width: 100%;
height: 100%
}
body{
background: url(mathematics.jpg);
width: 800px;
height: 500px;
}
</style>
</head>
<body>
<script src="three.js"></script>
<script>
// creating a Scene
var scene = new THREE.Scene();
// Adding Perspective Camera
// NOTE: There are 3 cameras: Orthographic, Perspective and Combined.
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
//create WebGL renderer
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
//Drawing a Tetrahedron.
var pyramidgeometry = new THREE.CylinderGeometry(0, 0.8, 4, 4, false);
//Change colour of Pyramid using Wireframe
var pyramidmaterial = new THREE.MeshBasicMaterial({wireframe: true, color: 0x0ff000});
var pyramid = new THREE.Mesh(pyramidgeometry, pyramidmaterial); //This creates the cone
pyramid.position.set(3.1,0,0);
scene.add(pyramid);
//moving camera outward of centre to Z-axis, because Cube is being created at the centre
camera.position.z = 5;
//we have a scene, a camera, a cube and a renderer.
/*A render loop essentially makes the renderer draw the scene 60 times per second.
I have used requestAnimationFrame() function.*/
var render = function() {
requestAnimationFrame(render);
/*cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
cube.rotation.z += 0.01;*/
pyramid.rotation.y += 0.01;
pyramid.rotation.x += 0.01;
pyramid.rotation.z += 0.01;
renderer.render(scene, camera);
};
// calling the function
render();
</script>
</body>
</html>