JSFiddle - React, Tailwind, and code Playground

by Paul West

HTML

<script src="https://threejs.org/build/three.min.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, 0, 10);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

var geom = new THREE.TorusKnotGeometry(2.5, .5, 100, 16);

var rev = true;

var cols = [{
  stop: 0,
  color: new THREE.Color(0xf7b000)
}, {
  stop: .25,
  color: new THREE.Color(0xdd0080)
}, {
  stop: .5,
  color: new THREE.Color(0x622b85)
}, {
  stop: .75,
  color: new THREE.Color(0x007dae)
}, {
  stop: 1,
  color: new THREE.Color(0x77c8db)
}];

setGradient(geom, cols, 'z', rev);

function setGradient(geometry, colors, axis, reverse){

  geometry.computeBoundingBox();

  var bbox = geometry.boundingBox;
  var size = new THREE.Vector3().subVectors(bbox.max, bbox.min);

  var vertexIndices = ['a', 'b', 'c'];
  var face, vertex, normalized = new THREE.Vector3(),
    normalizedAxis = 0;

  for (var c = 0; c < colors.length - 1; c++) {

    var colorDiff = colors[c + 1].stop - colors[c].stop;

    for (var i = 0; i < geometry.faces.length; i++) {
      face = geometry.faces[i];
      for (var v = 0; v < 3; v++) {
        vertex = geometry.vertices[face[vertexIndices[v]]];
        normalizedAxis = normalized.subVectors(vertex, bbox.min).divide(size)[axis];
        if (reverse) {
          normalizedAxis = 1 - normalizedAxis;
        }
        if (normalizedAxis >= colors[c].stop && normalizedAxis <= colors[c + 1].stop) {
          var localNormalizedAxis = (normalizedAxis - colors[c].stop) / colorDiff;
          face.vertexColors[v] = colors[c].color.clone().lerp(colors[c + 1].color, localNormalizedAxis);
        }
      }
    }
  }
}

var mat = new THREE.MeshBasicMaterial({
  vertexColors: THREE.VertexColors,
  wireframe: true
});
var obj = new THREE.Mesh(geom, mat);
scene.add(obj);

render();

function render() {
  requestAnimationFrame(render);
  obj.rotation.y +=...