JSFiddle - React, Tailwind, and code Playground

by Shashank D

HTML

<script src="https://threejs.org/build/three.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

CSS

body {
	background-color: #000;
	margin: 0px;
	overflow: hidden;
}

JavaScript

// Simple three.js example

var mesh, renderer, scene, camera, controls;

init();
animate();

function init() {

    // renderer
    renderer = new THREE.WebGLRenderer();
    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, renderer.domElement );
    
    // ambient
    scene.add( new THREE.AmbientLight( 0x222222 ) );
    
    // light
    var light = new THREE.DirectionalLight( 0xffffff, 1 );
    light.position.set( 20, 20, 0 );
    scene.add( light );
    
    // axes
    scene.add( new THREE.AxesHelper( 20 ) );

    // geometry
    var geometry = new THREE.BufferGeometry( 5, 12, 8 );
		
  	var vertices = new Float32Array( [-1.0, -1.0,  1.0, 1.0, -1.0,  1.0, 1.0,  1.0,  1.0,

      1.0,  1.0,  1.0,
      -1.0,  1.0,  1.0,
      -1.0, -1.0,  1.0
		] );

console.log(vertices)
		// itemSize = 3 because there are 3 values (components) per vertex
		geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );

		var positionAttribute = geometry.attributes.position;
		
		var colors = [];
		var color = new THREE.Color();
		
		for ( var i = 0; i < positionAttribute.count; i ++ ) {
		
			color.set( 0xffffff * Math.random() );
			colors.push( color.r, color.g, color.b );
		
		}
		
		geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( colors, 3 ) );
            console.log(geometry);

    // material
    var material = new THREE.MeshPhongMaterial( {
        color: 0x00ffff, 
        flatShading: true,
        transparent: true,
        opacity: 0.7,
    } );
    
    // mesh
    mesh = new THREE.Mesh( geometry, material );
    scene.add( mesh );
    
   
	 // points
	 
    var vertexMaterial = new...