JSFiddle - React, Tailwind, and code Playground
by realhunts
HTML
<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>
JavaScript
// a basic three.js scene
var container, renderer, scene, camera, controls;
init();
animate();
function init() {
// renderer
renderer = new THREE.WebGLRenderer({
antialias: false
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0xccccff);
container = document.createElement('div');
document.body.appendChild(container);
container.appendChild(renderer.domElement);
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, 200, 800);
camera.lookAt(scene.position);
// (camera) controls
// mouse controls: left button to rotate,
// mouse wheel to zoom, right button to pan
controls = new THREE.OrbitControls(camera, renderer.domElement);
// light
var light = new THREE.PointLight(0xffffff);
light.position.set(100, 250, 250);
scene.add(light);
// mesh
var sphereGeometry = new THREE.SphereGeometry(100, 32, 16);
var sphereMaterial = new THREE.MeshLambertMaterial({
color: 0xff0000,
wireframe: true
});
var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.position.y = 100;
scene.add(sphere);
// Create geometry
var geo = new THREE.Geometry();
var geofaces = [];
var geovertices = [];
var original_geometry = sphereGeometry
// original_geometry.updateMatrix();
for(var index in original_geometry.faces){
// Get original face vertexNormals to know its 3 vertices
var face = original_geometry[index];
var vertexNormals = face.vertexNormals;
// Create 3 new vertices, add it to the array and then create a new face using the vertices indexes
var vertexIndexes = [null, null, null];
for (var i = 0, l = vertexNormals.length;...