JSFiddle - React, Tailwind, and code Playground
HTML
<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/controls/OrbitControls.js"></script>
JavaScript
var camera, scene, renderer;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 1000 );
camera.position.z = 10;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x3333ff );
var boxGeometry = new THREE.BoxGeometry( 1, 1, 1 ); // you can reuse geometries when creating meshes (same for materials)
var sphereGeometry = new THREE.SphereGeometry( 1, 32, 32 );
var material1 = new THREE.MeshBasicMaterial( { color: 0x00ff00 } );
var material2 = new THREE.MeshBasicMaterial( { color: 0xFF00FF } );
var material3 = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
var cube1 = new THREE.Mesh( boxGeometry, material1 );
cube1.position.x = - 5; // you need to translate your objects in order to see everything
var cube2 = new THREE.Mesh( boxGeometry, material2 );
cube2.position.x = 0;
var sphere = new THREE.Mesh( sphereGeometry, material3 );
sphere.position.x = 5;
// add objects
scene.add( cube1 );
scene.add( cube2 );
scene.add( sphere );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var controls = new THREE.OrbitControls( camera );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}