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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.

            
              *{
	margin:0;
	padding:0;
	box-sizing:border-box;
}

html,body{
	min-width: 100%;
  	min-height: 100%;
  	background-color: #222;
  	font-family: 'Lato', sans-serif;
}

body{
	font-size:80%;
	font-weight:lighter;
  cursor:move;
	//cursor:none;
}
body{
	background: radial-gradient(#333 40%,#000 100%);
	overflow:hidden;
}
            
          
!
            
              var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var FLOOR = -250;
var container, stats;
var camera, scene;
var renderer;
var time = 0;
var mesh, helper;
var raycaster = new THREE.Raycaster();
var morph_logic;

var å = {
  mouse: {
    x: 0,
    y: 0,
    z: 0.5
  },
  targetList: []
}
var controls;
var eye_driver, eye_l, eye_r;

var mouseX = 0,
  mouseY = 0;

var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;

var clock = new THREE.Clock();

init();
animate();

function init() {

  container = document.getElementById('container');

  camera = new THREE.PerspectiveCamera(30, SCREEN_WIDTH / SCREEN_HEIGHT, .1, 10000);
  camera.position.x = 100;
  camera.position.y = 50;
  camera.position.z = 400;
  camera.move_direction = 1;
  scene = new THREE.Scene();
  scene.fog = new THREE.FogExp2(0x000000, 0.0015);

  scene.add(camera);

  eye_driver = new THREE.Object3D();
  eye_driver.position.set(0, 0, 0);
  scene.add(eye_driver);
  // GROUND

  var geometry = new THREE.CylinderGeometry(23, 23, 23, 32);
  var material = new THREE.MeshLambertMaterial({
    color: 0x222222
  });

  var floor = new THREE.Mesh(geometry, material);
  floor.position.y = -45;
  floor.position.z = -8;
  //floor.rotation.x = -90 * Math.PI/180;
  floor.receiveShadow = true;
  floor.castShadow = true;
  scene.add(floor);
  //
  controls = new THREE.OrbitControls(camera);
  controls.damping = 0.2;
  controls.addEventListener('change', render);
  //
  //controls.maxPolarAngle = Math.PI / 2;
  camera.lookAt(new THREE.Vector3(0, 50, 0));
  controls.target = new THREE.Vector3(0, 50, 0);

  var ambient = new THREE.AmbientLight(0x302A43);
  scene.add(ambient);

  var light = new THREE.DirectionalLight(0xFFFBE6, .5);
  light.position.set(-1500, 2500, 1000).multiplyScalar(1);
  scene.add(light);

  light.castShadow = true;

  light.shadowMapWidth = 1024;
  light.shadowMapHeight = 1024;

  var d = 70;

  light.shadowCameraLeft = -d;
  light.shadowCameraRight = d;
  light.shadowCameraTop = d * 1.5;
  light.shadowCameraBottom = -d;

  light.shadowCameraFar = 3500;
  //light.shadowCameraVisible = true;

  // RENDERER

  renderer = new THREE.WebGLRenderer({
    antialias: true,
    transparent: true,
    alpha: true
  });
  //renderer.setClearColor( 0xffffff );
  renderer.setPixelRatio(window.devicePixelRatio);
  renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
  renderer.domElement.style.position = "relative";

  container.appendChild(renderer.domElement);

  renderer.gammaInput = true;
  renderer.gammaOutput = true;

  renderer.shadowMapEnabled = true;

  //__________________________________ LOAD MODEL

  var image = document.createElement( 'img' );
  image.crossOrigin = 'anonymous';
image.src = 'http://crossorigin.me/https://s3-us-west-2.amazonaws.com/s.cdpn.io/61062/eye.jpg';
  

var texture = new THREE.Texture( image );
texture.needsUpdate = true;
  
  var loader = new THREE.JSONLoader(true);
  loader.load("https://s3-us-west-2.amazonaws.com/s.cdpn.io/61062/head.json", function(geometry) {
    mesh = new THREE.Mesh(geometry, new THREE.MeshPhongMaterial({
      color: 0xFCFFFE,
      morphTargets: true,
      overdraw: 1,
      shading: THREE.FlatShading,
      side: THREE.DoubleSide
    }));
    mesh.scale.set(10, 10, 10);

    mesh.receiveShadow = true;
    mesh.castShadow = true;
    mesh.position.y = 0;
    scene.add(mesh);

    //ANIMATION
    

    animation = new THREE.MorphAnimation(mesh);
    // EYE LEFT
    var eye_geometry = new THREE.SphereGeometry(6, 32, 32);
    var eye_material = new THREE.MeshLambertMaterial({
      color: 0xffffff,
      map: texture

    });
    // modify UVs to accommodate MatCap texture
    var faceVertexUvs = eye_geometry.faceVertexUvs[0];
    for (i = 0; i < faceVertexUvs.length; i++) {

      var uvs = faceVertexUvs[i];
      var face = eye_geometry.faces[i];
      for (var j = 0; j < 3; j++) {

        uvs[j].x = face.vertexNormals[j].x * 0.5 + 0.5;
        uvs[j].y = face.vertexNormals[j].y * 0.5 + 0.5;

      }
    }

    eye_l = new THREE.Mesh(eye_geometry, eye_material);
    eye_l.position.set(-12.5, 33, 20);
    eye_l.update = function(time) {
      this.rotation.copy(eye_driver.rotation);
    }
    scene.add(eye_l);

    eye_r = new THREE.Mesh(eye_geometry, eye_material);
    eye_r.update = function(time) {
      this.rotation.copy(eye_driver.rotation);
    }
    eye_r.position.set(12.5, 33, 20);
    scene.add(eye_r);

    morph_logic = new Logic(mesh);
  });

  window.addEventListener('resize', onWindowResize, false);

}

function onWindowResize() {

  windowHalfX = window.innerWidth / 2;
  windowHalfY = window.innerHeight / 2;

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

  renderer.setSize(window.innerWidth, window.innerHeight);

}

// __________________________________ Only for Skinned Mesh Animation
function ensureLoop(animation) {
  for (var i = 0; i < animation.hierarchy.length; i++) {

    var bone = animation.hierarchy[i];
    var first = animation.data.hierarchy[0];
    var last = animation.data.hierarchy[animation.data.hierarchy.length - 1];

    last.pos = first.pos;
    last.rot = first.rot;
    last.scl = first.scl;
  }
}

function clicker(obj) {
  obj.parent.ex_bool = true;
  obj.parent.children.forEach(function(el)  {
    explosion = new Explode(el);
  });
}

var radius = 600;
var theta = 0;
var prevTime = Date.now();

function animate() {

  requestAnimationFrame(animate);

  render();

}

var duration = 5000;
var keyframes = 150;
var interpolation = duration / keyframes;
var currentKeyframe = 0;
var lastKeyframe = 0;
var animOffset = 1;

function render(time) {
  theta += 0.1;

  var delta = 1 * clock.getDelta();

  // update morph

  if (typeof animation !== "undefined") {
    var keyframe = Math.floor(time / interpolation) + animOffset;

    //eye_l.update(time);
    //eye_r.update(time);
    morph_logic.loop_all_morphs(time);
    var time = Date.now();
    //animation.update( time - prevTime );
    prevTime = time;

  }

  var bounds = 200;
  var speed = 2;

  if (camera.position.x < -bounds || camera.position.x > bounds) {
    camera.move_direction *= -1;
  }

  camera.position.x += speed * camera.move_direction;
  camera.position.y += speed * camera.move_direction;
  camera.lookAt(new THREE.Vector3(0, 20, 0));

  if (typeof morph_logic != "undefined") {
    // EYE MOVEMENT
    eye_l.rotation.copy(camera.rotation);
    eye_r.rotation.copy(camera.rotation);
  }
  renderer.render(scene, camera);

}

function Logic(mesh) {
  this.ready = true;
  this.reset_all_morphs = function() {
    for (var i = 0; i < mesh.morphTargetInfluences.length; i++) {
      mesh.morphTargetInfluences[i] = 0;
    }
  }
  var curr = 0;
  this.counter = 0;
  var Presets = [
    'default',
    'eye_l',
    'mouth_open',
    'char_m',
    'char_u',
    'laugh'
  ]
  this.set_specific_morph = function(type, intensity) {
    var speed = 0.01;
    switch (type) {
      case 'default':
        this.reset_all_morphs();
        mesh.morphTargetInfluences[0] = intensity * speed;
        break;
      case 'eye_l':
        this.reset_all_morphs();
        mesh.morphTargetInfluences[1] = intensity * speed;
        break;
      case 'mouth_open':
        this.reset_all_morphs();
        mesh.morphTargetInfluences[2] = intensity * speed;
        break;
      case 'char_m':
        this.reset_all_morphs();
        mesh.morphTargetInfluences[3] = intensity * speed;
        break;
      case 'char_u':
        this.reset_all_morphs();
        mesh.morphTargetInfluences[4] = intensity * speed;
        break;
      case 'laugh':
        this.reset_all_morphs();
        mesh.morphTargetInfluences[5] = intensity * speed;
        break;
    }
  }
  this.direction = 1;
  this.loop_all_morphs = function(time) {

    if (this.counter % 100 == 0) {
      this.direction *= (-1);
    }
    if (this.counter <= 0) {
      this.direction *= (-1);
      if (curr < Presets.length) {
        curr++;
      } else {
        curr = 0;
      }
    }
    this.set_specific_morph(Presets[curr], this.counter);
    this.counter += 4 * this.direction;
  }

  return;
}

//___________________________________________ Event in Space
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('mousemove', onDocumentMouseMove, false);

//___________________________________________ click
function onDocumentMouseDown(event) {
    å.mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
    å.mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
    // find intersections
    var vector = new THREE.Vector3(å.mouse.x, å.mouse.y, 1);
    vector.unproject(camera);
    var ray = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
    var intersects = ray.intersectObjects(å.targetList);
    if (intersects.length > 0) {
      clicker(intersects[0].object);
    }
  }
  //___________________________________________ move

function onDocumentMouseMove(event) {
  å.mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
  å.mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
  // find intersections
  var vector = new THREE.Vector3(å.mouse.x, å.mouse.y, 1);
  vector.unproject(camera);
  var ray = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());

  var intersects = ray.intersectObjects(å.targetList);

  if (intersects.length > 0) {
    mover(intersects[0].object);
  }
  if (typeof morph_logic != "undefined") {

    morph_logic.loop_all_morphs(time);
  }

}
            
          
!
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