Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using it's URL and the proper URL extention.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

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.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Save Automatically?

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <svg viewBox="0 0 600 552">
  <path d="M300,107.77C284.68,55.67,239.76,0,162.31,0,64.83,0,0,82.08,0,171.71c0,.48,0,.95,0,1.43-.52,19.5,0,217.94,299.87,379.69v0l0,0,.05,0,0,0,0,0v0C600,391.08,600.48,192.64,600,173.14c0-.48,0-.95,0-1.43C600,82.08,535.17,0,437.69,0,360.24,0,315.32,55.67,300,107.77" fill="#ee5282"/>
</svg>

              
            
!

CSS

              
                body {
  margin: 0;
  overflow: hidden;
}
.controls {
  position: absolute;
  top: 0;
  left: 0;
  z-index: 1;
}

canvas {
  position: absolute;
}
svg {
  position: absolute;
  display: none;
}
              
            
!

JS

              
                console.clear();

/* SETUP */
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(
  75,
  window.innerWidth / window.innerHeight,
  0.1,
  5000
);
camera.position.z = 500;

const renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio > 1 ? 2 : 1);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);

/* CONTROLS */
const controlsWebGL = new THREE.OrbitControls(camera, renderer.domElement);

/* PARTICLES */
// Get the Path in the DOM
const path = document.querySelector("path");
// Store the total length of the path
const length = path.getTotalLength();

// Empty array to store all vertices
const vertices = [];
// Loop along the path
for (let i = 0; i < length; i += 0.2) {
  // Get the coordinates of a point based on the index value
  const point = path.getPointAtLength(i);
  // Create a new vector at the coordinates
  const vector = new THREE.Vector3(point.x, -point.y, 0);
  // Randomize a little bit the point to make the heart fluffier
  vector.x += (Math.random() - 0.5) * 30;
  vector.y += (Math.random() - 0.5) * 30;
  vector.z += (Math.random() - 0.5) * 70;
  // Push the vector into the array
  vertices.push(vector);
}
// Create a new geometry from the vertices
const geometry = new THREE.BufferGeometry().setFromPoints(vertices);
// Define a pink material
const material = new THREE.PointsMaterial( { color: 0xee5282, blending: THREE.AdditiveBlending, size: 3 } );
// Create a Points mesh based on the geometry and material
const particles = new THREE.Points(geometry, material);
// Offset the particles in the scene based on the viewbox values
particles.position.x -= 600 / 2;
particles.position.y += 552 / 2;
// Add the particles in to the scene
scene.add(particles);

/* Animate the scene rotation */
gsap.fromTo(scene.rotation, {
  y: -0.3
}, {
  y: 0.3,
  repeat: -1,
  yoyo: true,
  ease: 'power2.inOut',
  duration: 3
});

/* RENDERING */
function render() {
  requestAnimationFrame(render);
  renderer.render(scene, camera);
}

/* EVENTS */
function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize(window.innerWidth, window.innerHeight);
}
window.addEventListener("resize", onWindowResize, false);

requestAnimationFrame(render);

              
            
!
999px

Console