JSFiddle - React, Tailwind, and code Playground
by Grzegorz Matyszewski
HTML
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r99/three.min.js"></script>
<script src="//cdn.rawgit.com/mrdoob/three.js/master/build/three.js"></script>
JavaScript
var camera, scene, renderer;
var geometry, material, mesh;
var offset = 20;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = offset;
scene = new THREE.Scene();
// floor:
const geom = new THREE.PlaneGeometry( 120, 120, 32 );
const mtrl = new THREE.MeshPhongMaterial( {color: 0xbada55, side: THREE.DoubleSide} );
const plane = new THREE.Mesh( geom, mtrl );
plane.position.y = -5;
plane.position.z = offset;
plane.rotation.x = 90 * Math.PI / 180;
plane.receiveShadow = true;
scene.add( plane );
// cubes:
const geometry = new THREE.BoxGeometry( 10, 10, 10 );
const material = new THREE.MeshBasicMaterial( {color: 0x00ffff } );
const colors = [0x00ffff, 0x00ff00, 0xffff00, 0xff00ff];
const amount = 8;
for (let i=0; i<amount; i++) {
const material = new THREE.MeshPhongMaterial( {color: colors[i%4] } );
const cube = new THREE.Mesh( geometry, material );
cube.position.x = parseFloat(Math.sin(i * Math.PI / amount * 2).toFixed(10)) * 30;
cube.position.z = parseFloat(Math.cos(i * Math.PI / amount * 2).toFixed(10)) * 30 + offset;
cube.position.y = 2;
cube.castShadow = true;
console.log(cube.position.x, cube.position.z);
scene.add( cube );
}
// light
const light = new THREE.PointLight( 0xffffff, 1, 100 );
light.position.set(0, 5, 0);
light.castShadow = true;
scene.add( light );
scene.add( new THREE.AxesHelper() );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
document.body.appendChild( renderer.domElement );
}
function animate() {
requestAnimationFrame( animate );
camera.rotateY( 0.01 );
renderer.render( scene, camera );
}