JSFiddle - React, Tailwind, and code Playground

by Matt

HTML

<base href="https://rawcdn.githack.com/mrdoob/three.js/r156/examples/" />
<script type="importmap">
	{
		"imports": {
			"three": "https://cdn.jsdelivr.net/npm/three@^0.160.0/build/three.module.js",
			"three/addons/": "https://cdn.jsdelivr.net/npm/three@^0.160.0/examples/jsm/",
			"lil-gui": "https://cdn.jsdelivr.net/npm/[email protected]/dist/lil-gui.esm.min.js"
		}
	}
</script>
<div id="container">


</div>

CSS

canvas {
	position: fixed;
	inset: 0;
}

JavaScript

import * as THREE from 'three';

import Stats from 'three/addons/libs/stats.module.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

let scene, renderer, camera, stats;
let model, skeleton, mixer, clock;

const crossFadeControls = [];

let idleAction, walkAction, runAction;
let idleWeight, walkWeight, runWeight;
let actions, settings;

let singleStepMode = false;
let sizeOfNextStep = 0;

init();

async function init() {

	const container = document.getElementById( 'container' );

	camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 100 );
	camera.position.set( 1, 2, - 3 );
	camera.lookAt( 0, 1, 0 );

	clock = new THREE.Clock();

	scene = new THREE.Scene();
	scene.background = new THREE.Color( 0xa0a0a0 );
	scene.fog = new THREE.Fog( 0xa0a0a0, 10, 50 );

	const hemiLight = new THREE.HemisphereLight( 0xffffff, 0x8d8d8d, 3 );
	hemiLight.position.set( 0, 20, 0 );
	scene.add( hemiLight );

	const dirLight = new THREE.DirectionalLight( 0xffffff, 3 );
	dirLight.position.set( - 3, 10, - 10 );
	dirLight.castShadow = true;
	dirLight.shadow.camera.top = 2;
	dirLight.shadow.camera.bottom = - 2;
	dirLight.shadow.camera.left = - 2;
	dirLight.shadow.camera.right = 2;
	dirLight.shadow.camera.near = 0.1;
	dirLight.shadow.camera.far = 40;
	scene.add( dirLight );

	// scene.add( new THREE.CameraHelper( dirLight.shadow.camera ) );

	// ground

	const mesh = new THREE.Mesh( new THREE.PlaneGeometry( 100, 100 ), new THREE.MeshPhongMaterial( { color: 0xcbcbcb, depthWrite: false } ) );
	mesh.rotation.x = - Math.PI / 2;
	mesh.receiveShadow = true;
	scene.add( mesh );

	const loader = new GLTFLoader();
  const gltf = await loader.loadAsync('models/gltf/Soldier.glb')
  
		model = gltf.scene;
		scene.add( model );


	renderer = new THREE.WebGLRenderer( { antialias: true } );
	renderer.setPixelRatio( window.devicePixelRatio );
	renderer.setSize( window.innerWidth,...