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="//cdn.rawgit.com/mrdoob/three.js/master/examples/js/loaders/GLTFLoader.js"></script>
<script src="https://stemkoski.github.io/Three.js/js/Stats.js"></script>

JavaScript

// a basic three.js scene

var container, renderer, scene, camera, controls;
var dummy = new THREE.Object3D();
var stats;
init();
animate();

function init() {

    // renderer
    renderer = new THREE.WebGLRenderer({
        antialias: false
    });
    renderer.setSize(window.innerWidth, window.innerHeight);
    renderer.setClearColor(0xccccff);
    renderer.setPixelRatio(.8)
    container = document.createElement('div');
    document.body.appendChild(container);
    container.appendChild(renderer.domElement);

    // scene
    scene = new THREE.Scene();
	stats = new Stats();
	stats.domElement.style.position = 'absolute';
	stats.domElement.style.top = '30px';
	stats.domElement.style.zIndex = 100;
	container.appendChild( stats.domElement );
    // 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 loader = new THREE.GLTFLoader();

      var url = "https://cdn.glitch.com/0af9046a-4c96-4a49-b7af-029b483303dc%2Fscene.glb?v=1584022702518"
      loader.load(url, (data) => {
              gltf = data;
            var object;
            if (gltf.scene !== undefined) {
                object = gltf.scene; // default scene
            } else if (gltf.scenes.length > 0) {
                object = gltf.scenes[0]; // other scene
            }
       
       
       
      data.scene.traverse((child) => {
    
            if (child instanceof THREE.Mesh) {
        
          if (child.material.type = "MeshStandardMaterial") {
                    child.material.dispose();
                   ...