Obxectos da escea:
scene.add( new THREE.AxisHelper(200) );
var cono = new THREE.Mesh(
new THREE.CylinderGeometry( 0, 25, 70, 20),
new THREE.MeshPhongMaterial( { color: 0x0000ff, side: THREE.DoubleSide} ) );
scene.add(cono);
cono.position.z = -100;
cono.rotation.x = - Math.PI / 2;
var cilindro = new THREE.Mesh(
new THREE.CylinderGeometry( 25, 25, 40, 20),
new THREE.MeshPhongMaterial( { color: 0x00ff00, side: THREE.DoubleSide} ) );
scene.add(cilindro);
cilindro.rotation.x = Math.PI / 4;
cilindro.position.z = 100;
var esfera = new THREE.Mesh(
new THREE.SphereGeometry( 30, 20, 20),
new THREE.MeshPhongMaterial( { color: 0xff0000, side: THREE.DoubleSide} ) );
scene.add(esfera);
esfera.position.x = 100;
esfera.scale.x = 0.5;
esfera.scale.y = 2;
var cubo = new THREE.Mesh(
new THREE.CubeGeometry( 40, 40, 40),
new THREE.MeshPhongMaterial( { color: 0xffffff, side: THREE.DoubleSide} ) );
scene.add(cubo);
cubo.position.x = -100;
cubo.rotation.x = Math.PI / 4;
cubo.rotation.z = Math.PI / 4;
cubo.scale.x = 2;
Os obxectos xiran respecto das coordenadas locais, as do propio obxecto, non respecto das coordenadas do mundo.