JSFiddle - React, Tailwind, and code Playground
by realhunts
HTML
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://stemkoski.github.io/Three.js/js/Stats.js"></script>
<canvas id = "renderCanvas">
</canvas>
<style>
#renderCanvas {
}
</style>
<script>
// a basic three.js scene
var w = window.innerWidth;
var h = window.innerHeight;
var container, renderer, scene, camera, controls;
var colliders = [];
var sphere;
var MovingCube;
var stats;
var raycaster;
init();
animate();
function init() {
// renderer
renderer = new THREE.WebGLRenderer({
antialias: false,
canvas: document.querySelector("#renderCanvas")
});
// renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true; // ----- added
renderer.setClearColor(0xccccff);
renderer.setSize(w, h);
container = document.querySelector("#renderCanvas")
// container.appendChild(renderer.domElement);
raycaster = new THREE.Raycaster();
// STATS
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.top = '0px';
//stats.domElement.style.zIndex = 100;
document.body.appendChild( stats.domElement );
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 160000);
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);
// mesh
var sphereGeometry = new THREE.SphereGeometry(6, 6, 6);
var sphereMaterial = new THREE.MeshLambertMaterial({
color: 0xff0000
});
sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.scale.set(40, 40, 40)
// sphere.position.y = 5;
...