JSFiddle - React, Tailwind, and code Playground
by Paul West
HTML
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
CSS
body {
overflow: hidden;
margin: 0;
}
JavaScript
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 25, 40);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var box = new THREE.Mesh(new THREE.BoxGeometry(30, 30, 30, 30, 30, 30), new THREE.MeshBasicMaterial({
vertexColors: THREE.VertexColors
}));
scene.add(box);
var wireBox = new THREE.Mesh(new THREE.BoxGeometry(30, 30, 30, 30, 30, 30), new THREE.MeshBasicMaterial({
color: "black",
wireframe: true
}));
box.add(wireBox);
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
var intersects = [];
var faceIdx1 = -1, faceIdx2 = -1;
var baseColor = new THREE.Color("white");
var selectionColor = new THREE.Color("red");
window.addEventListener("pointermove", function(event) {
mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
}, false);
window.addEventListener("pointerdown", function(event){
raycaster.setFromCamera(mouse, camera);
intersects = raycaster.intersectObject(box);
if (intersects.length === 0) return;
// set previously selected faces to white
setFaceColor(faceIdx1, baseColor);
setFaceColor(faceIdx2, baseColor);
// find the new indices of faces
faceIdx1 = intersects[0].faceIndex;
faceIdx2 = faceIdx1 % 2 === 0 ? faceIdx1 + 1: faceIdx1 - 1;
// set newly selected faces to red
setFaceColor(faceIdx1, selectionColor);
setFaceColor(faceIdx2, selectionColor);
}, false)
function setFaceColor(idx, color){
if (idx === -1) return;
box.geometry.faces[idx].color.copy(color);
box.geometry.colorsNeedUpdate = true;
}
render();
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
}