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I've built this piece of code...(javascript) Now we have a red sphere on the screen...the question is how to make it spinning around? var camera, scene, renderer, mouseX = 0, mouseY = 0; var geometry,material,mesh; init(); function init() { // Camera params : // field of view, aspect ratio for render output, near and far clipping plane. camera = new THREE.Camera( 75, window.innerWidth / window.innerHeight, 1, 1000 ); // move the camera backwards so we can see stuff! // default position is 0,0,0. camera.position.z = 300; // the scene contains all the 3D object data scene = new THREE.Scene(); // and the CanvasRenderer figures out what the // stuff in the scene looks like and draws it! renderer = new THREE.CanvasRenderer(); renderer.setSize( window.innerWidth, window.innerHeight ); // the renderer's canvas domElement is added to the body document.body.appendChild( renderer.domElement ); // creating shapes makeShapes(); // add the mouse move listener document.addEventListener( 'mousemove', onMouseMove, false ); // render 30 times a second (should also look // at requestAnimationFrame) setInterval(update,1000/30); } function update(){ updateParticles(); // and render the scene from the perspective of the camera renderer.render( scene, camera ); } function makeShapes() { // create a sphere shape geometry = new THREE.SphereGeometry( 50, 16, 16 ); // give a shape red color material = new THREE.MeshLambertMaterial({color: 0xFF1111}); // create an object mesh = new THREE.Mesh( geometry, material ); mesh.position.x = 0; // add it to the scene scene.addObject( mesh ); } function updateParticles(){ } // called when the mouse moves function onMouseMove( event ) { // store the mouseX and mouseY position mouseX = event.clientX; mouseY = event.clientY; }
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