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HTML

              
                <body></body>
              
            
!

CSS

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

JS

              
                /*
 * Copyright MIT © <2013> <Francesco Trillini>
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated 
 * documentation files (the "Software"), to deal in the Software without restriction, including without limitation 
 * the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and 
 * to permit persons to whom the Software is furnished to do so, subject to the following conditions:
 
 * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, 
 * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR 
 * PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE 
 * FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 
 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */

var self = window;

;(function(self) {	
	
	var container, scene, camera, renderer, Obj3D, stats, concentricsParticles = [], mouse = { x: 0, y: 0, lastCameraX: 0, lastCameraY: 0, lastCameraZ: 500 }, theta = 0, radius = 400;
	
	// Dat GUI default values
	var particles = 700, speed = 0.20, orbit = 40, depth = 1000, interactive = false, showStats = false;

	/*
	 * Settings.
	 */
	
	var Settings = function() {
		
		this.particles = 700;
		this.speed = 0.20;
		this.orbit = 30;
		this.depth = 1000;
		this.interactive = false;
		this.showStats = false;
		
		this.changeParticles = function(value) {
		
			// Reset 'em all
			concentricsParticles = [];
			scene.remove(Obj3D);
			
			Obj3D = new THREE.Object3D();
			scene.add(Obj3D);
			
			var geometry = new THREE.Geometry();
			geometry.dynamic = true;
			
			particles = value;
			
			populate(geometry);
		
		};
		
		this.changeSpeed = function(value) {
		
			[].forEach.call(concentricsParticles, function(concentrics, index) {
				
				concentrics.speed = value - 0.15 + Math.random() * value;
			
			});
		
		};
		
		this.changeOrbit = function(value) {
		
			orbit = value;
		
		};
		
		this.changeDepth = function(value) {
		
			depth = value;
					
		};
		
		this.changeDepth = function(value) {
		
			depth = value;
		
		};
		
		this.enableInteractivity = function(value) {
		
			interactive = value;
		
		};
		
		this.enableStats = function(value) {
		
			showStats = value;
		
			showStats ? stats.domElement.style.visibility = 'visible' : stats.domElement.style.visibility = 'hidden';
		
		};
				
	};	

	var context2D = function(context) { 
			
		context.save();	
		context.beginPath();
		context.arc(0, 0, 1, 0, Math.PI * 2);
		context.fill();	
		context.restore();
		
	}
	
	window.addEventListener ? window.addEventListener('load', init, false) : window.onload = init;
	
	/*
	 * Init.
	 */
	
	function init() {
			
		var settings = new Settings();
		var GUI = new dat.GUI();
		
		// Dat GUI main
		GUI.add(settings, 'particles').min(100).max(1000).onChange(settings.changeParticles);
		GUI.add(settings, 'speed').min(0.10).max(0.30).onChange(settings.changeSpeed);
		GUI.add(settings, 'orbit').min(0).max(100).onChange(settings.changeOrbit);
		GUI.add(settings, 'depth').min(100).max(1000).onChange(settings.changeDepth);
		GUI.add(settings, 'interactive').onChange(settings.enableInteractivity);
		GUI.add(settings, 'showStats').onChange(settings.enableStats);
			
		var body = document.querySelector('body');
	
		container = document.createElement('div');
		
		container.width = innerWidth;
		container.height = innerHeight;
		
		container.style.position = 'absolute';
		container.style.top = 0;
		container.style.bottom = 0;
		container.style.left = 0;
		container.style.right = 0;
		container.style.zIndex = -1;
		container.style.overflow = 'hidden';
		
		container.style.background = '-webkit-linear-gradient(to top right, #c1c1c1, #ffffff)';
		container.style.background = '-moz-linear-gradient(to top right, #c1c1c1, #ffffff)';
		container.style.background = '-ms-linear-gradient(to top right, #c1c1c1, #ffffff)';
		container.style.background = '-o-linear-gradient(to top right, #c1c1c1, #ffffff)';
		container.style.background = 'linear-gradient(to top right, #c1c1c1, #ffffff)';
			
		document.body.appendChild(container);
	
		// Setup
		camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 5000);
		camera.position.z = depth;

		scene = new THREE.Scene();
		scene.add(camera);

		renderer = new THREE.CanvasRenderer();
		renderer.setSize(window.innerWidth, window.innerHeight);
		container.appendChild(renderer.domElement);

		Obj3D = new THREE.Object3D();
		scene.add(Obj3D);
			
		var geometry = new THREE.Geometry();
		geometry.dynamic = true;
		
		populate(geometry);
			
		// Stats
		stats = new Stats();
		
		stats.domElement.style.position = 'absolute';
		stats.domElement.style.top = '0px';
		
		container.appendChild(stats.domElement);

		// Hide stats
		settings.enableStats();
			
		// Listeners
		document.addEventListener('mousemove', onMouseMove, false);
		document.addEventListener('touchmove', onTouchMove, false);

		window.onresize = onResize;
		
		render();
		
	}
	
	/*
	 * Let's create the fluctuating particles.
	 */
	
	function populate(geometry) {
	
		for(var quantity = 0, len = particles; quantity < len; quantity++) {
		
			var particle = new THREE.Particle(new THREE.ParticleCanvasMaterial(({ color: 0xffffff, opacity: Math.max(Math.random(), 0.3), program: context2D })));
			
			particle.position.x = Math.random() * 3000 - 1500;
			particle.position.y = Math.random() * 3000 - 1500;
			particle.position.z = Math.random() * 3000 - 1500;
				
			particle.scale.x = particle.scale.y = 10;
		
			concentricsParticles.push({
			
				originX: particle.position.x,
				originY: particle.position.y,
				angle: 0,
				speed: 0.05 + Math.random() * 0.20,
				
				particle: particle
			
			});
			
			geometry.vertices.push(particle.position);
			Obj3D.add(particle);
			
		}
	
	}

	/*
	 * Mouse move event.
	 */

	function onMouseMove(event) {

		event.preventDefault();

		mouse.x = event.pageX - (window.innerWidth * 0.5);
		mouse.y = event.pageY - (window.innerHeight * 0.5);

	}

	/*
	 * Touch move event.
	 */
	
	function onTouchMove(event) {

		event.preventDefault();
		
		var touch = event.touches[0];
		
		if(event.touches.length === 1) {

			mouse.x = touch.pageX - (window.innerWidth * 0.5);
			mouse.y = touch.pageY - (window.innerHeight * 0.5);
			
		}

	}

	/*
	 * On resize event.
	 */

	function onResize(event) {

		camera.aspect = window.innerWidth / window.innerHeight;
		camera.updateProjectionMatrix();
		
		renderer.setSize(window.innerWidth, window.innerHeight);

	}
	
	/*
	 * Render the animation.
	 */
	
	function render() {
	
		requestAnimationFrame(render);
		
		[].forEach.call(concentricsParticles, function(concentrics, index) {	
					
			concentrics.particle.position.x = concentrics.originX + Math.sin(index + concentrics.angle) * orbit;
			concentrics.particle.position.y = concentrics.originY + Math.cos(index + concentrics.angle) * orbit;
			
			concentrics.particle.scale.x = concentrics.particle.scale.y = 1 + Math.sin(concentrics.angle * 0.5) * 10;
			
			concentrics.angle += concentrics.speed;
				
		});

		if(!!interactive) {
		
			camera.position.x += (mouse.x - camera.position.x) * 0.05;
			camera.position.y += (-mouse.y - camera.position.y) * 0.05;
			camera.position.z = mouse.lastCameraZ;
			
			// Save the current position to be used as base for non-interactive mode
			mouse.lastCameraX = camera.position.x;
			mouse.lastCameraY = camera.position.y;
			
			theta = 0;
			
		}
		
		else {
		
			theta += 1;
		
			camera.position.x = mouse.lastCameraX + radius * Math.sin(theta * Math.PI / 360);
			camera.position.y = mouse.lastCameraY + radius * Math.sin(theta * Math.PI / 360);
								
		}
		
		mouse.lastCameraZ += (depth - mouse.lastCameraZ) * 0.08;
		camera.position.z = mouse.lastCameraZ + radius * Math.cos(theta * Math.PI / 360);				
				
		camera.lookAt(scene.position);

		stats.update();
		
		renderer.render(scene, camera);
		
	}
	
})(self);
              
            
!
999px

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