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();
...