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://rawcdn.githack.com/Fyrestar/THREE.BufferGeometry-toIndexed/master/BufferGeometryToIndexed.js"></script>

JavaScript

// a basic three.js scene

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);

			var ambient = new THREE.AmbientLight("#6122A1");
       scene.add(ambient);
        
    // light    
    var light = new THREE.PointLight(0xffffff);
    light.position.set(100, 250, 250);
    scene.add(light);

    // mesh
    var sphereGeometry = new THREE.BoxBufferGeometry(100, 100, 100).toNonIndexed();
    var sphereMaterial = new THREE.MeshLambertMaterial({
        color: 0xff0000
    });
    var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
    sphere.position.y = 300;
    scene.add(sphere);
    
    
    
    var sp = new THREE.BoxBufferGeometry(100, 100, 100)
    var geo = new THREE.BufferGeometry()
    geo.merge(sp)
    
    
    
    //console.log(sp)
    var pos = sphere.geometry.attributes.position.array
    
    //create modifiable box
    
    const geometry = new THREE.BufferGeometry();

    const MAX_POINTS = 500;

    const vertices = new Float32Array(MAX_POINTS * 3);



   
    
    var newPos = [-50, -50, -50, 25, 50, -50, 25, -50, -50]
    //[-50, -50, 50, 25, -50, 50]
    
    var ind = 0
    for(var i = 0; i<newPos.length; i++){

		vertices[i] = newPos[i];

    }
    
   ...