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>

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);

    // light    
    var light = new THREE.PointLight(0xffffff);
    light.position.set(100, 250, 250);
    scene.add(light);

    // mesh
    var createRock = function(){
var rockGeometry = new THREE.SphereGeometry(100, 32, 16)

var vert = rockGeometry.vertices;

var midway = 0
for(var i = 0; i<vert.length; i++){
vert[i].z += Math.random()*1.5*Math.pow(i/2, .5)
vert[i].x += Math.random()*1.5*Math.pow(i/2, .5)
vert[i].y += Math.pow(i/4, .5)
midway = vert[i].y/2.0

if(midway < vert[i].y)vert[i].y *= -0.04, vert[i].x *= -0.04, vert[i].z *= -0.04; 
}

THREE.ImageUtils.crossOrigin = '';
var texture = THREE.ImageUtils.loadTexture('https://raw.githubusercontent.com/waverider404/game-assets/master/environ/frontend-large.jpg');
var rockMat = new THREE.MeshLambertMaterial( { color: "gray", map: texture, vertexColors: THREE.VertexColors });
var buffGeom = new THREE.BufferGeometry().fromGeometry(rockGeometry)
var rock = new THREE.Mesh(rockGeometry, rockMat)
rock.geometry.computeFaceNormals();
rock.geometry.computeVertexNormals();
rock.material.shading = THREE.SmoothShading;
rock.geometry.verticesNeedUpdate = true;...