JSFiddle - React, Tailwind, and code Playground
by A A
HTML
<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
CSS
body {
margin: 0;
}
JavaScript
var camera, scene, renderer;
var geometry;
var mouse = new THREE.Vector3( 0, 0, 0.5 );
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 10 );
camera.position.z = 1;
scene = new THREE.Scene();
geometry = new THREE.BufferGeometry();
geometry.drawRange.count = 1;
var vertices = new Array( 1000 ).fill( 0 ); // use an array with enough space and init with 0 values
var positionAttribtue = new THREE.Float32BufferAttribute( vertices, 3 );
positionAttribtue.dynamic = true;
geometry.addAttribute( 'position', positionAttribtue );
var material = new THREE.LineBasicMaterial( { color: 0xffffff } );
var lines = new THREE.Line( geometry, material );
lines.frustumCulled = false;
scene.add( lines );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
document.addEventListener( 'mousedown', onDocumentMouseDown, false );
document.addEventListener( 'contextmenu', onContextMenu, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onContextMenu( event ) {
event.preventDefault();
}
function onDocumentMouseDown( event ) {
event.preventDefault();
switch ( event.which ) {
case 1: // left mouse click
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
mouse.unproject( camera );
addPoint( mouse );
break;
case 3: // right mouse click
removeLastPoint();
break;
}
}
function addPoint( coord )...