JSFiddle - React, Tailwind, and code Playground
by bumpyshot
HTML
<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
CSS
body {
margin: 0;
}
JavaScript
var camera, controls, scene, renderer;
init();
//render(); // remove when using next line for animation loop (requestAnimationFrame)
animate();
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xcccccc );
scene.fog = new THREE.FogExp2( 0xcccccc, 0.002 );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.set( 400, 200, 0 );
// controls
controls = new THREE.OrbitControls( camera, renderer.domElement );
//controls.addEventListener( 'change', render ); // call this only in static scenes (i.e., if there is no animation loop)
controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
controls.dampingFactor = 0.2;
controls.screenSpacePanning = false;
controls.minDistance = 100;
controls.maxDistance = 500;
controls.maxPolarAngle = Math.PI / 2;
// world
var geometry = new THREE.CylinderBufferGeometry( 0, 10, 30, 4, 1 );
var material = new THREE.MeshPhongMaterial( { color: 0xffffff, flatShading: true } );
for ( var i = 0; i < 500; i ++ ) {
var mesh = new THREE.Mesh( geometry, material );
mesh.position.x = Math.random() * 1600 - 800;
mesh.position.y = 0;
mesh.position.z = Math.random() * 1600 - 800;
mesh.updateMatrix();
mesh.matrixAutoUpdate = false;
scene.add( mesh );
}
// lights
var light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 );
scene.add( light );
var light = new THREE.DirectionalLight( 0x002288 );
light.position.set( - 1, - 1, - 1 );
scene.add( light );
var light = new THREE.AmbientLight( 0x222222 );
scene.add( light );
//
window.addEventListener( 'resize',...