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>
<script src="https://cdnjs.cloudflare.com/ajax/libs/babylonjs/2.3.0/babylon.js"></script>
<canvas id="main"></canvas>
CSS
#main{
display: none;
}
JavaScript
// a basic three.js scene
var canvas = document.getElementById("main");
var engine = new BABYLON.Engine(canvas);
var scene = new BABYLON.Scene(engine);
var light = new BABYLON.PointLight("light", new BABYLON.Vector3(10,10,0),scene);
var box = BABYLON.MeshBuilder.CreateSphere("sphere", {diameter: 2, segments: 32}, scene);
console.log(box)
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 geom = new THREE.Geometry();
var positions = box.getVerticesData(BABYLON.VertexBuffer.PositionKind);
var norm = box.getVerticesData(BABYLON.VertexBuffer.NormalKind);
var numberOfVertices = positions.length/3;
for(var i = 0; i<numberOfVertices; i++) {
geom.vertices.push(new THREE.Vector3(positions[i*3], positions[i*3+1], positions[i*3+2]));
}
var numNorm = norm.length/2
for(var j = 0; j<numNorm.length; j++){
geom.faces.push(new THREE.Face3(norm[i*3], norm[i*3+1], norm[i*3+2]));
geom.computeFaceNormals();
}
console.log(box.getIndices() )
var object = new THREE.Mesh( geom );
object.scale.set(40, 40, 40)
scene.add(object);
console.log(object)
...