Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs 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 its URL and the proper URL extension.

+ 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

Auto Save

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

              
                <canvas data-canvas class="world"></canvas>

<div class="input-group">
	<label for="bothAngle">Move Character (Wip)</label>
	<input type="range" min="-90" max="90" value='0' data-input-both id="bothAngle">
</div>

<div class="copy">
      <code>&lt;&sol;πŸ’»&gt; with ❀ by <a href="https://github.com/Sp0ne" target="_blank">${SpπŸ§™β€β™‚οΈne}</a>. Have Fun 🍻.</code>
</div>
              
            
!

CSS

              
                /**
* Author: Vinces
* Website: https://vinces.io
* v.0.1
*/
@import url("https://fonts.googleapis.com/css?family=BenchNine");

html,
body {
  margin: 0;
  padding: 0;
  overflow: hidden;
  font-family: BenchNine, sans-serif;
}

.world{
  background: #2980b9; /* fallback for old browsers */
  background: -webkit-linear-gradient(to bottom, #2980b9, #6dd5fa, #ffffff); /* Chrome 10-25, Safari 5.1-6 */
  background: linear-gradient(to bottom, #2980b9, #6dd5fa, #ffffff); /* W3C, IE 10+/ Edge, Firefox 16+, Chrome 26+, Opera 12+, Safari 7+ */
}
.input-group {
	position: absolute;
	top: 5%;
	right: 5%;
	padding: 1rem;
	color: black;
  font-size:18px;
  z-index:999;
	
	> * {
		display: block;
	}
	
	> * + * {
		margin-top: 0.5rem;
	}
}

// Copy footer
.copy {
  margin: 15px;
  font-size: 14px;
  font-weight:bold;
  color: black;
  position: absolute;
	bottom: 0;
	left: 0%;
  z-index:999;
  a {
    color: #2980b9;
    text-decoration: none;
    font-size: 16px;
  }
}
              
            
!

JS

              
                /**
* Author: Vinces
* Website: https://vinces.io
* v.0.1
* Three.js -  Low Poly Floating Island in Threejs geometry only
* Work In Progress
* -----
*/
/**
* DEFAULTS
* ------------------------------------------------------------------------
*/
var container = { width: window.innerWidth, height: window.innerHeight };

/**
* HELPERS
* ------------------------------------------------------------------------
*/
// Rotate arms / legs
const degreesToRadians = (degrees) => { 
  return degrees * (Math.PI / 180); 
};
// Add shadow support to object
const shadowSupport = (group) => {
  group.traverse((object) => {
    if (object instanceof THREE.Mesh) {
      object.castShadow = true;
      object.receiveShadow = true;
    }
  });
};
// Get random number
const randomize = (min, max, float = false) => {
  const val = Math.random() * (max - min) + min;
  if (float) {
    return val;
  }
  return Math.floor(val);
};
// Box Helper 
const boxHelperSupport = (group) => {
  const box = new THREE.BoxHelper(group, 0xffff00);
  scene.add(box);
};
// Random MORE VERTICES
const map = (val, smin, smax, emin, emax) => ((emax - emin) * (val - smin)) / (smax - smin) + emin;
const jitter = (geo, per) => geo.vertices.forEach((v) => {
    v.x += map(Math.random(), 0, 1, -per, per);
    v.y += map(Math.random(), 0, 1, -per, per);
    v.z += map(Math.random(), 0, 1, -per, per);
});
// Cut Object helpers
const chopBottom = (geo, bottom) => geo.vertices.forEach((v) => (v.y = Math.max(v.y, bottom)));
const chopTop = (geo, top) => geo.vertices.forEach((v) => (v.y = Math.min(v.y, top)));



/**
* OBJECTS : SCENE, ISLAND, BBLOCK
* ------------------------------------------------------------------------
*/
class Scene {
  constructor(params) {
		this.params = {
			x: 0,
			y: 0,
			z: 0,
      aspectRatio: container.width / container.height,
      fieldOfView: 60,
      nearPlane: 0.1,
      farPlane: 3000,
			...params
		}
    this.camera;
    this.scene;
    this.controls;
    this.renderer;
	}
  initStats(){
    // STATS
    this.stats = new Stats();
    this.stats.setMode(0); // 0: fps, 1: ms, 2: mb, 3+: custom
    // align top-left
    this.stats.domElement.style.position = "absolute";
    this.stats.domElement.style.left = "0px";
    this.stats.domElement.style.top = "0px";
    document.body.appendChild(this.stats.domElement);
  }
  initScene(){
    this.scene = new THREE.Scene();
    this.scene.background = null; /*new THREE.Color(0xa3e2ff)*/
    this.scene.fog = new THREE.FogExp2( 0x6dd5fa, 0.015 );
  }
  initCamera(){
    this.camera = new THREE.PerspectiveCamera(
      this.params.fieldOfView,
      this.params.aspectRatio,
      this.params.nearPlane,
      this.params.farPlane
    );
    //this.camera.position.set(0, 3.5, 22);
    this.camera.updateProjectionMatrix();
    this.camera.position.set(6, 8.5, 25);
    this.camera.lookAt(this.scene.position);
  }
  initControls(){
    this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement);
    // Force control
    // controls.minPolarAngle = -Math.PI*.45;
    // controls.maxPolarAngle = Math.PI*.45;
    this.controls.minDistance = 10;
    this.controls.maxDistance = 10000;
    this.controls.autoRotate = true;
    this.controls.autoRotateSpeed = -3;
  }
  initRenderer(){
    let pixelRatio = window.devicePixelRatio
    let AA = true
    if (pixelRatio > 1) { AA = false }
    const canvas = document.querySelector("[data-canvas]");
    this.renderer = new THREE.WebGLRenderer({ canvas, alpha: true, antialias: AA, powerPreference: "high-performance" });
    this.renderer.setSize(container.width, container.height);
    this.renderer.setPixelRatio(window.devicePixelRatio);
    //renderer.setClearColor(0xc5f5f5, 0);
    this.renderer.physicallyCorrectLights; /*accurate lighting that uses SI units.*/
    this.renderer.shadowMap.enabled = true;
    this.renderer.shadowMap.soft = true;
  }
  initLights(){
    this.directionalLight = new THREE.DirectionalLight(0xffffff, 0.4, 100);
    this.light = new THREE.HemisphereLight(0xffffff, 0xb3858c, 0.9);

    this.scene.add(this.light);
    this.scene.add(this.directionalLight);

    this.directionalLight.position.set(10, 12, 8);
    this.directionalLight.castShadow = true;
    this.directionalLight.receiveShadow = true;
    this.directionalLight.shadow.mapSize.width = 512; // default
    this.directionalLight.shadow.mapSize.height = 512; // default
    this.directionalLight.shadow.camera.near = 0.5; // default
    this.directionalLight.shadow.camera.far = 500;
  }
  render(){
    this.stats.begin();
    requestAnimationFrame(this.render.bind(this));
    this.renderer.render(this.scene, this.camera);
    this.stats.end();
  }
  init() {
    this.initStats();
    this.initScene();
    this.initCamera();
    this.initRenderer();
    this.initControls();
    this.initLights();
  }
}

class Island {
  constructor(scenesss, params) {
		this.params = {
			x: 0,
			y: 0,
			z: 0,
      herbs: 2,
			...params
		}
		
		// Create group and add to scene
		this.island = new THREE.Group()
		scenesss.add(this.island)
		
		// Position according to params
		this.island.position.x = this.params.x
		this.island.position.y = this.params.y
		this.island.position.z = this.params.z
    
    // TEXTURES
    this.cloudMaterial = new THREE.MeshPhongMaterial({ color: 0xdef9ff, transparent: true, opacity: 0.8, flatShading: true });
    this.greenMaterial = new THREE.MeshPhongMaterial({ color: 0x379351, flatShading: true });
    this.earthMaterial = new THREE.MeshPhongMaterial({ color: 0x664e31, flatShading: true });
    this.stoneMaterial = new THREE.MeshLambertMaterial({ color: 0x9eaeac });
	}
  drawGround() {
    this.ground = new THREE.Group();
    const geoGround = new THREE.CylinderGeometry(7, 2, 9, 12, 5);
    jitter(geoGround, 0.6);
    geoGround.translate(0, -0.5, 0);
    const earth = new THREE.Mesh(geoGround, this.earthMaterial);

    const geoGreen = new THREE.CylinderGeometry(7.4, 5.5, 3.7, 30, 2);
    jitter(geoGreen, 0.2);
    geoGreen.translate(0, 3.1, 0);
    const green = new THREE.Mesh(geoGreen, this.greenMaterial);
    
    const geoGroundParticule = new THREE.TetrahedronGeometry(randomize(0.5, 1.5), randomize(2, 3));
    jitter(geoGroundParticule, 0.2);
    //geoGroundParticule.translate(-5, randomize(-4, -1, true), randomize(-2, 2, true));
    const particule = new THREE.Mesh(geoGroundParticule, this.earthMaterial);
    particule.scale.set(randomize(1, 1.5, true), randomize(1, 1.8, true), randomize(1, 1.5, true));
    particule.position.set(-5, randomize(-4, -1, true), randomize(-2, 2, true));
    this.ground.add(particule);
    
    this.ground.add(earth);
    this.ground.add(green);
    this.ground.position.y = -5.6;
    shadowSupport(this.ground);
    this.island.add(this.ground);
  }
  drawCloud() {
    this.clouds = new THREE.Group();

    const geoCloud = new THREE.SphereGeometry(2, 6, 6);
    jitter(geoCloud, 0.2);
    const cloud = new THREE.Mesh(geoCloud, this.cloudMaterial);
    cloud.scale.set(1, 0.8, 1);

    const cloud2 = cloud.clone();
    cloud2.scale.set(0.75, 0.5, 1);
    cloud2.position.set(1.95, -0.5, 0);

    const cloud3 = cloud.clone();
    cloud3.scale.set(0.75, 0.5, 1);
    cloud3.position.set(-1.85, -1, 0);

    this.clouds.add(cloud);
    this.clouds.add(cloud2);
    this.clouds.add(cloud3);

    shadowSupport(this.clouds);

    this.clouds.position.x = -5;
    this.clouds.position.y = 8;
    this.clouds.position.z = -4.6;

    this.island.add(this.clouds);

    const cloneCloudGroup = this.clouds.clone();
    cloneCloudGroup.scale.set(1, 1.2, 1.2);
    cloneCloudGroup.position.x = 6;
    cloneCloudGroup.position.y = -9;
    cloneCloudGroup.position.z = 4;

    this.island.add(cloneCloudGroup);
  }
  drawRocks() {
    this.rocks = new THREE.Group();
    const geoRocks = new THREE.DodecahedronGeometry(1, 0);
    //jitter(geometry,0.6) /*chopTop(geometry,2)*/
    //geometry.translate(0,0,0);
    const rock = new THREE.Mesh(geoRocks, this.stoneMaterial);
    rock.scale.set(randomize(0.8, 1.2, true), randomize(0.5, 3, true), 1);
    const rock2 = rock.clone();
    rock2.scale.set(randomize(0.8, 1.2, true), randomize(0.5, 3, true), 1);
    rock2.position.set(1.2, 0, -1.3);

    this.rocks.add(rock);
    this.rocks.add(rock2);
    this.rocks.position.x = -5;
    this.rocks.position.y = 0;
    this.rocks.position.z = -2.5;
    
    shadowSupport(this.rocks);
    this.island.add(this.rocks);
  }
  drawHerbs(position = {x: 1.1, y: 0, z: 2}) {
    const width = 0.2;
    this.herbs = new THREE.Group();
    const geoHerbs = new THREE.ConeBufferGeometry(width, 1, 6);
    const herb = new THREE.Mesh(geoHerbs, this.greenMaterial);
    herb.position.set(0, -0.40, 0);
    herb.rotation.set(0, randomize(-0.7, 0.7, true), 0);
    this.herbs.add(herb);
    
    let i;

    for (i = 0; i < 2; i++) {
      const herbX = herb.clone();
      herbX.position.set(randomize(-0.5, 0.5, true), -0.40, randomize(-0.5, 0.5, true));
      herbX.rotation.set(randomize(-0.2, 0.2, true), randomize(-0.7, 0.7, true), randomize(-0.2, 0.2, true));
      this.herbs.add(herbX);
    }
  
    this.herbs.position.x = position.x;
    this.herbs.position.y = position.y;
    this.herbs.position.z = position.z;
    shadowSupport(this.herbs);
    this.island.add(this.herbs);
  }
  init() {
    this.drawGround();
    this.drawCloud();
    this.drawRocks();
  
    this.drawHerbs();
    let i;
    for (i = 0; i < this.params.herbs; i++) {
      this.drawHerbs({x: randomize(-5, 5, true), y: 0, z: randomize(-5, 5, true)});
    }
  }
}

class Bblock {
  constructor(scenesss, params) {
		this.params = {
			x: 0,
			y: 0,
			z: 0,
			...params
		}
    // Create group and add to scene
		this.bblock = new THREE.Group()
		scenesss.add(this.bblock)
    
    // Position according to params
		this.bblock.position.x = this.params.x
		this.bblock.position.y = this.params.y
		this.bblock.position.z = this.params.z
    
    this.arms = [];
    this.legs = [];
    
        // TEXTURES
    this.skinMaterial = new THREE.MeshPhongMaterial({ color: 0xffdbac, flatShading: false });
    this.hairMaterial = new THREE.MeshPhongMaterial({ color: 0x543f3a, flatShading: false });
    this.pantsMaterial = new THREE.MeshPhongMaterial({ color: 0x333333, flatShading: false });
    this.sweatMaterial = new THREE.MeshPhongMaterial({ color: 0xffffff, flatShading: false });
    this.shoesMaterial = new THREE.MeshPhongMaterial({ color: 0xffffff, flatShading: false });
  }
  drawHead(){
    // cube = new THREE.Mesh(new THREE.CubeGeometry(2, 2, 2), new THREE.MeshNormalMaterial());
    this.head = new THREE.Mesh(new THREE.BoxBufferGeometry(2.5, 2.5, 2.5), this.skinMaterial);
    this.head.castShadow = true;
    this.head.receiveShadow = true;
    this.head.position.set(0, 4.8, 0);

    this.hair = new THREE.Mesh(new THREE.BoxBufferGeometry(2.95, 2.5, 2.3), this.hairMaterial);
    this.hair.castShadow = true;
    this.hair.receiveShadow = true;
    this.hair.position.set(0, 5.3, -0.3);

    this.hairFront = new THREE.Mesh(new THREE.BoxBufferGeometry(1.5, 0.5, 0.8), this.hairMaterial);
    this.hairFront.castShadow = true;
    this.hairFront.receiveShadow = true;
    this.hairFront.position.set(0, 6.3, 0.85);

    const geoHairBun = new THREE.Geometry();
    const tuft1 = new THREE.BoxGeometry(1.3, 1.3, 1.3).translate(0, 0, 0);
    const tuft2 = new THREE.BoxGeometry(0.8, 0.8, 0.8).translate(0, 0.5, -0.5);
    geoHairBun.merge(tuft1);
    geoHairBun.merge(tuft2);

    this.hairBun = new THREE.Mesh(geoHairBun, this.hairMaterial);
    this.hairBun.position.set(0, 6.3, -1.3);
    shadowSupport(this.hairBun);

    this.bblock.add(this.head);
    this.bblock.add(this.hair);
    this.bblock.add(this.hairFront);
    this.bblock.add(this.hairBun);
  }
  drawEyes() {
    this.retines = new THREE.Group();
    this.eyesbrow = new THREE.Group();
    const geoRetine = new THREE.BoxBufferGeometry(0.2, 0.5, 0.1);
    const geoEyebrow = new THREE.BoxBufferGeometry(0.8, 0.25, 0.1);

    let i;

    for (i = 0; i < 2; i++) {
      const retine = new THREE.Mesh(geoRetine, this.pantsMaterial);
      const eyebrow = new THREE.Mesh(geoEyebrow, this.hairMaterial);

      this.retines.add(retine);
      this.eyesbrow.add(eyebrow);

      const m = i % 2 === 0 ? 0.5 : -0.5;
      retine.position.x = m;
      eyebrow.position.x = m;
    }

    this.head.add(this.retines);
    this.head.add(this.eyesbrow);
    
    shadowSupport(this.eyesbrow);

    this.retines.position.y = 0;
    this.retines.position.z = 1.30;
    this.eyesbrow.position.y = 0.7;
    this.eyesbrow.position.z = 1.30;
  }
  drawBody(){
    this.body = new THREE.Mesh(new THREE.BoxBufferGeometry(2.3, 2, 2.2), this.sweatMaterial);
    this.body.castShadow = true;
    this.body.receiveShadow = true;
    this.body.position.set(0, 2.5, 0);
    this.bblock.add(this.body);
  }
  drawArms() {
    const height = 1.9;
    const geoArms = new THREE.BoxBufferGeometry(0.45, height, 0.85);
    const geoHands = new THREE.BoxBufferGeometry(0.45, 0.2, 0.65);

    let i;

    for (i = 0; i < 2; i++) {
      const armGroup = new THREE.Group()
      const arm = new THREE.Mesh(geoArms, this.sweatMaterial);
      const hand = new THREE.Mesh(geoHands, this.skinMaterial);

      armGroup.add(arm);
      armGroup.add(hand);
      this.arms.push(armGroup);
      this.bblock.add(armGroup);

      shadowSupport(armGroup);
      
      const m = i % 2 === 0 ? 1 : -1;
      armGroup.position.x = m * 1.4;
      armGroup.position.y = 3.5;
      arm.position.y = height * -0.5;
      hand.position.y = -height - 0.1;
    }
  }
  drawLegs() {
    const height = 1.8;
    const geoPants = new THREE.BoxBufferGeometry(0.9, height, 1.6);
    const geoFoot = new THREE.BoxBufferGeometry(0.75, 0.45, 1.9);

    let i;

    for (i = 0; i < 2; i++) {
      const legGroup = new THREE.Group();
      const leg = new THREE.Mesh(geoPants, this.pantsMaterial);
      const foot = new THREE.Mesh(geoFoot, this.shoesMaterial);
      
      legGroup.add(leg);
      legGroup.add(foot);
      this.legs.push(legGroup);
      this.bblock.add(legGroup)
      
      shadowSupport(legGroup);
      
      const m = i % 2 === 0 ? 0.5 : -0.5;
      legGroup.position.x = m;
      legGroup.position.y = 1.4;
      leg.position.y = height * -0.45;
      foot.position.y = -height - 0.1;
      foot.position.z = 0.2;
    }
  }
  moveArms(angle) {
    this.arms.forEach((arm, i) => {
      const m = i % 2 === 0 ? 1 : -1;
      arm.rotation.x = degreesToRadians(angle * m);
    });
  }
  moveLegs(angle) {
    this.legs.forEach((leg, i) => {
      const m = i % 2 === 0 ? 1 : -1;
      leg.rotation.x = degreesToRadians(angle * m);
    });
  }
  init() {
    this.drawHead();
    this.drawEyes();
    this.drawBody();
    this.drawArms();
    this.drawLegs();
  }
}  



/**
* GENERATOR
* ------------------------------------------------------------------------
*/
// Generate Scene
const scene = new Scene();
scene.init();
scene.render();

// Generate Island
const island = new Island(scene.scene, {x: 0,y: 0,z: 0, herbs: 10});
island.init();
// Generate Bblock
const bblock = new Bblock(scene.scene);
bblock.init();

// Other Island Example
const island2 = new Island(scene.scene, {x: 25,y: -40, z:-70, herbs: 10});
island2.init();
const bblock2 = new Bblock(scene.scene, {x: 25,y: -40, z:-70, herbs: 10});
bblock2.init();


const island3 = new Island(scene.scene, {x: -70,y: 20, z:-100, herbs: 10});
island3.init();
const bblock3 = new Bblock(scene.scene, {x: -70,y: 20, z:-100, herbs: 10});
bblock3.init();


// Trigger
const inputboth = document.querySelector("[data-input-both]");
inputboth.addEventListener("input", (e) => {
  bblock.moveArms(-e.target.value);
  bblock.moveLegs(e.target.value);
});
// Resize
window.addEventListener('resize', () => {
  container.width = window.innerWidth;
  container.height = window.innerHeight;
  scene.camera.aspect = container.width / container.height;
  scene.camera.updateProjectionMatrix();
  scene.renderer.setSize(window.innerWidth, window.innerHeight);
})
    



              
            
!
999px

Console