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@erickzhao
Created November 9, 2020 04:17
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testing 2
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>My first three.js app</title>
<style>
body { margin: 0; }
canvas { display: block; }
</style>
</head>
<body>
<script src="https://threejs.org/build/three.js"></script>
<script src="renderer.js"></script>
</body>
</html>
// Modules to control application life and create native browser window
const {app, BrowserWindow} = require('electron')
// edit
function createWindow () {
// Create the browser window.
const mainWindow = new BrowserWindow({
width: 800,
height: 600,
webPreferences: {
nodeIntegration: true
}
})
// and load the index.html of the app.
mainWindow.loadFile('index.html')
mainWindow.getWebContentsId()
// Open the DevTools.
// mainWindow.webContents.openDevTools()
}
// This method will be called when Electron has finished
// initialization and is ready to create browser windows.
// Some APIs can only be used after this event occurs.
app.whenReady().then(createWindow)
// Quit when all windows are closed, except on macOS. There, it's common
// for applications and their menu bar to stay active until the user quits
// explicitly with Cmd + Q.
app.on('window-all-closed', function () {
if (process.platform !== 'darwin') {
app.quit()
}
})
app.on('activate', function () {
// On OS X it's common to re-create a window in the app when the
// dock icon is clicked and there are no other windows open.
if (BrowserWindow.getAllWindows().length === 0) {
createWindow()
}
})
// In this file you can include the rest of your app's specific main process
// code. You can also put them in separate files and require them here.
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var geometry = new THREE.BoxGeometry( 1, 1, 1 );
var material = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );
camera.position.z = 5;
var animate = function () {
requestAnimationFrame( animate );
cube.rotation.x += 0.01;
cube.rotation.y += 0.01;
renderer.render( scene, camera );
};
animate();
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