JSFiddle - React, Tailwind, and code Playground
HTML
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<div id="scene" style="width: 600px; height: 600px;"></div>
JavaScript
var container, scene, camera, renderer, controls, raycaster;
var mouse = new THREE.Vector2();
var intersected;
init();
animate();
function init() {
container = document.getElementById('scene');
var WIDTH = container.clientWidth,
HEIGHT = container.clientHeight;
scene = new THREE.Scene();
scene.background = new THREE.Color(0xf7f7f7);
renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
renderer.setSize(WIDTH, HEIGHT);
container.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(45, WIDTH / HEIGHT, 0.1, 10000);
camera.lookAt(scene.position);
camera.position.set(0, 0, 15);
raycaster = new THREE.Raycaster();
controls = new THREE.OrbitControls(camera, renderer.domElement)
controls.enabled = true;
controls.autoRotate = false;
// Add object
var squareGeo = new THREE.Geometry();
var lineMat = new THREE.LineBasicMaterial({
color: 0x000000
});
squareGeo.vertices.push(
new THREE.Vector3( 1, 1, 0 ),
new THREE.Vector3( 1, -1, 0 ),
new THREE.Vector3( -1, -1, 0 ),
new THREE.Vector3( -1, 1, 0 ),
new THREE.Vector3( 1, 1, 0 )
);
var Square = new THREE.Line(squareGeo, lineMat);
scene.add(Square);
}
function animate() {
requestAnimationFrame(animate);
// Render the scene.
render();
}
function render() {
renderer.render(scene, camera);
}
function onMouseMove(event) {
event.preventDefault();
mouse.x = (event.clientX / container.clientWidth) * 2 - 1;
mouse.y = - (event.clientY / container.clientHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(scene.children);
if (intersects.length > 0) {
if (intersected != intersects[0].object) {
if (intersected) {
intersected.material.color.setHex(intersected.currentHex);
}
if (intersects[0].object.material.color === undefined) return;
intersected = intersects[0].object;
...