JSFiddle - React, Tailwind, and code Playground
by KramRul
HTML
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>Visualizer</title>
<style type="text/css">
body {
margin: 0;
overflow: hidden;
touch-action: none;
}
</style>
</head>
<body>
<script src="https://cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://unpkg.com/three@0.85.0/examples/js/controls/OrbitControls.js"></script>
<script
src="https://code.jquery.com/jquery-3.4.1.min.js"
integrity="sha256-CSXorXvZcTkaix6Yvo6HppcZGetbYMGWSFlBw8HfCJo="
crossorigin="anonymous"
></script>
</body>
</html>
JavaScript
let camera, scene, renderer;
let group = new THREE.Group();
const mouse = new THREE.Vector2();
const target = new THREE.Vector2();
const windowHalf = new THREE.Vector2(
window.innerWidth / 2,
window.innerHeight / 2
);
var startY;
var startX;
var speed = 0.001;
var moveScale = -0.5;
init();
animate();
var scale = 1;
var width = window.innerWidth;
var height = window.innerHeight;
var originx = 0;
var originy = 0;
var visibleWidth = width;
var visibleHeight = height;
var zoomIntensity = 0.2;
var newscale = scale;
var prevPos = 0;
function init() {
camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
0.1,
500
);
camera.position.z = 80;
scene = new THREE.Scene();
const geometry = new THREE.BoxBufferGeometry();
const material = new THREE.MeshNormalMaterial();
for (let i = 0; i < 10; i++) {
const object = new THREE.Mesh(geometry, material);
object.position.x = Math.random() * 50 - 40;
object.position.y = Math.random() * 50 - 20;
object.position.z = 0;
object.rotation.x = Math.random() * 2 * Math.PI;
object.rotation.y = Math.random() * 2 * Math.PI;
object.rotation.z = 0;
group.add(object);
}
scene.add(group);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
document.addEventListener("mousemove", onMouseMove, false);
document.addEventListener("wheel", onMouseWheel, false);
window.addEventListener("resize", onResize, false);
}
function onMouseMove(event) {
mouse.x = event.clientX /*- windowHalf.x*/ ;
mouse.y = event.clientY /* - windowHalf.y*/ ;
}
function onMouseWheel(event) {
// Get mouse offset.
var mousex = event.clientX - renderer.domElement.offsetLeft;
var mousey = event.clientY - renderer.domElement.offsetTop;
mouse.x = mousex;
mouse.y = mousey;
var mousePosition = transformCoordToThree(mouse, camera, renderer);
...