Как сделать так что бы 3д модель была допустим на верху сайта, а не снизу как появляется обычно
JS:
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import Stats from 'three/addons/libs/stats.module.js';
import { FBXLoader } from 'three/addons/loaders/FBXLoader.js';
THREE.ColorManagement.enabled = true;
let camera, scene, renderer, stats, model;
const clock = new THREE.Clock();
const canvasEl = document.querySelector('#canvas');
let mixer;
init();
animate();
function init() {
const container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.position.set( 100, 200, 300 );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xa0a0a0 );
scene.fog = new THREE.Fog( 0xa0a0a0, 200, 1000 );
const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x444444, 1.5 );
hemiLight.position.set( 0, 200, 0 );
scene.add( hemiLight );
const dirLight = new THREE.DirectionalLight( 0xffffff, 1.5 );
dirLight.position.set( 0, 200, 100 );
dirLight.castShadow = true;
dirLight.shadow.camera.top = 180;
dirLight.shadow.camera.bottom = - 100;
dirLight.shadow.camera.left = - 120;
dirLight.shadow.camera.right = 120;
scene.add( dirLight );
const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add( mesh );
const grid = new THREE.GridHelper( 2000, 20, 0x000000, 0x000000 );
grid.material.opacity = 0.2;
grid.material.transparent = true;
scene.add( grid );
const loader = new FBXLoader ();
loader.load( 'script/3dmodel/Flair.fbx', function ( FBX ) {
mixer = new THREE.AnimationMixer( FBX );
const action = mixer.clipAction( FBX.animations[0] );
action.play();
FBX.traverse( function ( child ) {
if ( child.isMesh ) {
child.castShadow = true;
child.receiveShadow = true;
}
} );
scene.add( FBX );
} );
renderer = new THREE.WebGLRenderer( {
canvas: canvasEl,
antialias: true
} );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.shadowMap.enabled = true;
container.appendChild( renderer.domElement );
const controls = new OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 100, 0 );
controls.update();
window.addEventListener( 'resize', onWindowResize );
stats = new Stats();
container.appendChild( stats.dom );
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
}
function animate() {
requestAnimationFrame( animate );
const delta = clock.getDelta();
if ( mixer ) mixer.update( delta );
renderer.render( scene, camera );
stats.update();
}