JSFiddle - React, Tailwind, and code Playground
by realhunts
HTML
<script src="https://cdn.rawgit.com/mrdoob/three.js/r95/build/three.min.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/r85/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/r95/examples/js/loaders/GLTFLoader.js"></script>
<script src="https://micicle.glitch.me/animationUtils.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;
var mixer;
var clock = new THREE.Clock();
init();
animate();
function init() {
// renderer
renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0xaaaaaa );
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 ) );
// light
var light = new THREE.DirectionalLight( 0xffffff, 1 );
light.position.set( 20, 20, 20 );
scene.add( light );
// 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 = 2;
//var url = "https://raw.githubusercontent.com/lasalvavida/glTF-Sample-Models/2.0/2.0/Avocado/glTF/Avocado.gltf";
THREE.TextureLoader.crossOrigin = '';
var textureLoader = new THREE.TextureLoader();
var url = "https://cdn.glitch.com/832401c3-8cbf-42db-acce-98209736affc%2Fdragonx.gltf?v=1578877313903";
loader.load(url, function (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
}
object.scale.set(scale, scale, scale);
var nwmap = textureLoader.load('https://cdn.glitch.com/ca440387-5ef4-4401-a707-6a988d4e8bc5%2Flambert8_diffuse.png?v=1578877668820')
nwmap.flipY = false
...