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>

CSS

body {
	  margin: 0;
}

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 );
}