JSFiddle - React, Tailwind, and code Playground
HTML
<script src="https://cdn.jsdelivr.net/npm/[email protected]/build/three.js"></script>
JavaScript
var camera, scene, renderer, mesh;
var mouse = new THREE.Vector2();
var worldPosition = new THREE.Vector3();
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 100 );
camera.position.z = 5;
scene = new THREE.Scene();
var geometry = new THREE.BoxBufferGeometry( 0.01, 0.01, 0.01 );
var material = new THREE.MeshNormalMaterial();
mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
event.preventDefault();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
}
//
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
worldPosition.set( mouse.x, mouse.y, 0.5 ).unproject( camera );
mesh.position.copy( worldPosition );
renderer.render( scene, camera );
}