JSFiddle - React, Tailwind, and code Playground
by Paul West
CSS
body{
overflow: hidden;
margin: 0;
}
JavaScript
console.clear();
import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.127.0/build/three.module.js";
import {
OrbitControls
} from "https://cdn.jsdelivr.net/npm/three@0.127.0/examples/jsm/controls/OrbitControls.js";
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 0, 20);
let renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(innerWidth, innerHeight);
renderer.setClearColor(0x404040);
document.body.appendChild(renderer.domElement);
let controls = new OrbitControls(camera, renderer.domElement);
let gXY = new THREE.PlaneGeometry(1, 1, 10, 3);
ToQuads(gXY);
let mXY = new THREE.LineBasicMaterial({color: "aqua"});
let grXY = new THREE.LineSegments(gXY, mXY);
grXY.scale.set(10, 10, 1);
grXY.position.set(0, 0, -2);
scene.add(grXY);
let gXZ = new THREE.PlaneGeometry(1, 1, 10, 4);
ToQuads(gXZ);
let mXZ = new THREE.LineBasicMaterial({color: "yellow"});
let grXZ = new THREE.LineSegments(gXZ, mXZ);
grXZ.scale.set(10, 4, 1);
grXZ.rotation.x = Math.PI * -0.5;
grXZ.position.set(0, -5, 0);
scene.add(grXZ);
renderer.setAnimationLoop(_ => {
renderer.render(scene, camera);
})
function ToQuads(g) {
let p = g.parameters;
let segmentsX = (g.type == "TorusBufferGeometry" ? p.tubularSegments : p.radialSegments) || p.widthSegments || p.thetaSegments || (p.points.length - 1) || 1;
let segmentsY = (g.type == "TorusBufferGeometry" ? p.radialSegments : p.tubularSegments) || p.heightSegments || p.phiSegments || p.segments || 1;
let indices = [];
for (let i = 0; i < segmentsY + 1; i++) {
let index11 = 0;
let index12 = 0;
for (let j = 0; j < segmentsX; j++) {
index11 = (segmentsX + 1) * i + j;
index12 = index11 + 1;
let index21 = index11;
let index22 = index11 + (segmentsX + 1);
indices.push(index11, index12);
if (index22 < ((segmentsX + 1) * (segmentsY + 1) - 1)) {
indices.push(index21, index22);
...