JSFiddle - React, Tailwind, and code Playground

by realhunts

HTML

<script src="https://cdn.rawgit.com/mrdoob/three.js/r104/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/r104/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/r104/examples/js/loaders/GLTFLoader.js"></script>
<div id="container"></div>

CSS

body {
	background-color: #000;
	margin: 0px;
	overflow: hidden;
}

JavaScript

// Simple three.js example

var mesh, renderer, scene, camera, controls;

init();
animate();

function init() {

    // renderer
    renderer = new THREE.WebGLRenderer();
     renderer.setClearColor(0xccccff);
     /*renderer.gammaFactor = .2;
    	renderer.physicallyCorrectLights = true;
			
			renderer.gammaOutput = true;*/
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.body.appendChild( renderer.domElement );

    // scene
    scene = new THREE.Scene();
    
    // camera
    camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
    camera.position.set( 20, 20, 20 );

    // controls
    controls = new THREE.OrbitControls( camera );
    
    // ambient
   scene.add( new THREE.AmbientLight( 0xffffff, .5 ) );

    // axes
    scene.add( new THREE.AxisHelper( 20 ) );

   var manager = new THREE.LoadingManager();
    manager.onProgress = function ( item, loaded, total ) {
        console.log( item, loaded, total );
    };

    var loader = new THREE.GLTFLoader();
    loader.setCrossOrigin( 'anonymous' );

    var scale = .01;
    var url = "https://cdn.glitch.com/cde26173-9149-4647-9172-1d9d5dc1c2f6%2Ftest19.gltf?1557838567998";
    loader.load(url, function (data) {
        gltf = data;
        var object;
        data.scene.traverse((light) => {
            if (light instanceof THREE.Light) {

light.intensity = 400
scene.add(light)

}
})
        if ( gltf.scene !== undefined ) {
            object = gltf.scene; // default scene
        } else if ( gltf.scenes.length > 0 ) {
            object = gltf.scenes[0]; // other scene
        }
        object.scale.set(scale, scale, scale);
        var animations = gltf.animations;
        if ( animations && animations.length ) {
            mixer = new THREE.AnimationMixer( object );
            for ( var i = 0; i < animations.length; i ++ ) {
                var animation = animations[ i ];
                mixer.clipAction( animation ).play();
        ...