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Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

HTML

              
                <div style="text-align:center;width: 80%;float:right">
  Rotations: 
<input id="x" type="checkbox" checked /><label for="x">X axis</label>
<input id="y" type="checkbox" /><label for="y">Y axis</label>
<input id="z" type="checkbox" /><label for="z">Z axis</label>
<button id="play">Play/pause animation</button>
</div>
              
            
!

CSS

              
                body {
  margin: 0;
  padding: 0;
  overflow: hidden;
}
              
            
!

JS

              
                // create a three.js scene
var scene = new THREE.Scene();

// create a camera
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
camera.position.set(50, 30, 50);
camera.lookAt(0, 0, 0)

// create the renderer
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );

// create a simple cube
var geometry = new THREE.BoxGeometry( 20, 20, 20);
var material = new THREE.MeshLambertMaterial( { color: 0x10a315 } );
var cube = new THREE.Mesh( geometry, material );
scene.add( cube );

// add a light so we can see something
var light = new THREE.PointLight( 0xFFFF00 );
light.position.set( 25, 25, 25 );
scene.add( light );

const rotateX = () => {
    cube.rotation.x += Math.PI / 180
}
rotateX.id = 'x'
rotateX.alive = true

const rotateY = () => {
    cube.rotation.y += Math.PI / 180
}
rotateY.id = 'y'
rotateY.alive = true

const rotateZ = () => {
    cube.rotation.z += Math.PI / 180
}
rotateZ.id = 'z'
rotateZ.alive = true

let loops = [
  rotateX,
]

const removeLoop = (loop) => {
  loops = loops.filter(item => item.id !== loop.id)
}
// declare a subscriber to remove loops
PubSub.subscribe('x.loops.remove', (msg, loop) => removeLoop(loop))
// declare a subscriber to add a loop
PubSub.subscribe('x.loops.push', (msg, loop) => loops.push(loop))
// declare a subscriber to add a loop that will be executed first
PubSub.subscribe('x.loops.unshift', (msg, loop) => loops.unshift(loop))

const cleanLoops = () => {
  loops.forEach(loop => {
    if (loop.alive !== undefined && loop.alive === false && loop.object) {
      scene.remove(loop.object)
    }
  })
  loops = loops.filter(loop => loop.alive === undefined || loop.alive === true)
}

const stats = new Stats()
document.body.appendChild(stats.dom)

let play = true
PubSub.subscribe('x.toggle.play', () => { play = !play })

let lastTimestamp = 0
var mainLoop = (timestamp) => {
  requestAnimationFrame(mainLoop)
  let delta = timestamp - lastTimestamp
  lastTimestamp = timestamp

  if (play) {
    loops.forEach(loop => {
      loop.loop ? loop.loop(timestamp, delta) : loop(timestamp, delta)
    })
    
    renderer.render(scene, camera)
  }

  cleanLoops()

  stats.update()
}

mainLoop(0)

$("#x").change(() => {
  if ($('#x').is(':checked')) {
    PubSub.publish('x.loops.push', rotateX)
  } else {
    PubSub.publish('x.loops.remove', rotateX)
  }
})

$("#y").change(() => {
  if ($('#y').is(':checked')) {
    PubSub.publish('x.loops.push', rotateY)
  } else {
    PubSub.publish('x.loops.remove', rotateY)
  }
})

$("#z").change(() => {
  if ($('#z').is(':checked')) {
    PubSub.publish('x.loops.push', rotateZ)
  } else {
    PubSub.publish('x.loops.remove', rotateZ)
  }
})

$('#play').click(() => PubSub.publish('x.toggle.play'))
              
            
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999px

Console