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

              
                <div id="world"></div>
<div id="instructions">Press and drag to make wind<br/><span class="lightInstructions">the lion will surely appreciate</span></div>

<div id="credits">
  <p>Prints on <a class="society6" href="https://society6.com/yakudoo/"  target="blank">society6</a> | <a href="https://codepen.io/Yakudoo/"  target="blank">my other codepens</a> | <a href="https://www.epic.net" target="blank">epic.net</a></p>
</div>
              
            
!

CSS

              
                @import url(https://fonts.googleapis.com/css?family=Open+Sans:800);
#world {
  background: #ebe5e7;
  position:absolute;
  width:100%;
  height:100%;
  overflow:hidden;
}
#instructions{
  position:absolute;
  width:100%;
  top:50%;
  margin: auto;
  margin-top:120px;
  font-family:'Open Sans', sans-serif;
  color:#653f4c;
  font-size:.9em;
  text-transform: uppercase;
  text-align : center;
  user-select: none;
}
.lightInstructions {
  color:#993f4c;
  font-size:.8em;
}

#credits{
  position:absolute;
  width:100%;
  margin: auto;
  bottom:0;
  margin-bottom:20px;
  font-family:'Open Sans', sans-serif;
  color:#b297a2;
  font-size:0.7em;
  text-transform: uppercase;
  text-align : center;
}
#credits a {
  color:#b297a2;
}

#credits .society6 {
  color:#993f4c;
}
              
            
!

JS

              
                
//THREEJS RELATED VARIABLES 

var scene, 
    camera,
    controls,
    fieldOfView,
  	aspectRatio,
  	nearPlane,
  	farPlane,
    shadowLight, 
    backLight,
    light, 
    renderer,
		container;

var clock = new THREE.Clock();
var time = 0;
var deltaTime = 0;

//SCENE
var floor, lion, fan,
    isBlowing = false;

//SCREEN VARIABLES

var HEIGHT,
  	WIDTH,
    windowHalfX,
  	windowHalfY,
    mousePos = {x:0,y:0};
    dist = 0;

//INIT THREE JS, SCREEN AND MOUSE EVENTS

function init(){
  scene = new THREE.Scene();
  HEIGHT = window.innerHeight;
  WIDTH = window.innerWidth;
  aspectRatio = WIDTH / HEIGHT;
  fieldOfView = 60;
  nearPlane = 1;
  farPlane = 2000; 
  camera = new THREE.PerspectiveCamera(
    fieldOfView,
    aspectRatio,
    nearPlane,
    farPlane);
  camera.position.z = 800;  
  camera.position.y = 0;
  camera.lookAt(new THREE.Vector3(0,0,0));    
  renderer = new THREE.WebGLRenderer({alpha: true, antialias: true });
  renderer.setPixelRatio( window.devicePixelRatio );
  renderer.setSize(WIDTH, HEIGHT);
  renderer.shadowMapEnabled = true;
  container = document.getElementById('world');
  container.appendChild(renderer.domElement);
  windowHalfX = WIDTH / 2;
  windowHalfY = HEIGHT / 2;
  window.addEventListener('resize', onWindowResize, false);
  document.addEventListener('mousemove', handleMouseMove, false);
  document.addEventListener('mousedown', handleMouseDown, false);
  document.addEventListener('mouseup', handleMouseUp, false);
  document.addEventListener('touchstart', handleTouchStart, false);
	document.addEventListener('touchend', handleTouchEnd, false);
	document.addEventListener('touchmove',handleTouchMove, false);
  /*
  controls = new THREE.OrbitControls( camera, renderer.domElement);
  //*/
}

function onWindowResize() {
  HEIGHT = window.innerHeight;
  WIDTH = window.innerWidth;
  windowHalfX = WIDTH / 2;
  windowHalfY = HEIGHT / 2;
  renderer.setSize(WIDTH, HEIGHT);
  camera.aspect = WIDTH / HEIGHT;
  camera.updateProjectionMatrix();
}

function handleMouseMove(event) {
  mousePos = {x:event.clientX, y:event.clientY};
}

function handleMouseDown(event) {
  isBlowing = true;
}
function handleMouseUp(event) {
  isBlowing = false;
}

function handleTouchStart(event) {
  if (event.touches.length > 1) {
    event.preventDefault();
		mousePos = {x:event.touches[0].pageX, y:event.touches[0].pageY};
    isBlowing = true;
  }
}

function handleTouchEnd(event) {
    //mousePos = {x:windowHalfX, y:windowHalfY};
    isBlowing = false;
}

function handleTouchMove(event) {
  if (event.touches.length == 1) {
    event.preventDefault();
		mousePos = {x:event.touches[0].pageX, y:event.touches[0].pageY};
    isBlowing = true;
  }
}

function createLights() {
  light = new THREE.HemisphereLight(0xffffff, 0xffffff, .5)
  
  shadowLight = new THREE.DirectionalLight(0xffffff, .8);
  shadowLight.position.set(200, 200, 200);
  shadowLight.castShadow = true;
  shadowLight.shadowDarkness = .2;
 	
  backLight = new THREE.DirectionalLight(0xffffff, .4);
  backLight.position.set(-100, 200, 50);
  backLight.shadowDarkness = .1;
  backLight.castShadow = true;
 	
  scene.add(backLight);
  scene.add(light);
  scene.add(shadowLight);
}

function createFloor(){ 
  floor = new THREE.Mesh(new THREE.PlaneBufferGeometry(1000,500), new THREE.MeshBasicMaterial({color: 0xebe5e7}));
  floor.rotation.x = -Math.PI/2;
  floor.position.y = -100;
  floor.receiveShadow = true;
  scene.add(floor);
}

function createLion(){
  lion = new Lion();
  scene.add(lion.threegroup);
}

function createFan(){
  fan = new Fan();
  fan.threegroup.position.z = 350;
  scene.add(fan.threegroup);
}

Fan = function(){
  this.isBlowing = false;
  this.speed = 0;
  this.acc =0;
  this.redMat = new THREE.MeshLambertMaterial ({
    color: 0xad3525, 
    shading:THREE.FlatShading
  });
  this.greyMat = new THREE.MeshLambertMaterial ({
    color: 0x653f4c, 
    shading:THREE.FlatShading
  });
  
  this.yellowMat = new THREE.MeshLambertMaterial ({
    color: 0xfdd276, 
    shading:THREE.FlatShading
  });
  
  var coreGeom = new THREE.BoxGeometry(10,10,20);
  var sphereGeom = new THREE.BoxGeometry(10, 10, 3);
  var propGeom = new THREE.BoxGeometry(10,30,2);
  propGeom.applyMatrix( new THREE.Matrix4().makeTranslation( 0,25,0) );
  
  this.core = new THREE.Mesh(coreGeom,this.greyMat);
  
  // propellers
  var prop1 = new THREE.Mesh(propGeom, this.redMat);
  prop1.position.z = 15;
  var prop2 = prop1.clone();
  prop2.rotation.z = Math.PI/2;
  var prop3 = prop1.clone();
  prop3.rotation.z = Math.PI;
  var prop4 = prop1.clone();
  prop4.rotation.z = -Math.PI/2;
  
  this.sphere = new THREE.Mesh(sphereGeom, this.yellowMat);
  this.sphere.position.z = 15;
  
  this.propeller = new THREE.Group();
  this.propeller.add(prop1);
  this.propeller.add(prop2);
  this.propeller.add(prop3);
  this.propeller.add(prop4);
  
  this.threegroup = new THREE.Group();
  this.threegroup.add(this.core);
  this.threegroup.add(this.propeller);
  this.threegroup.add(this.sphere);
}

Fan.prototype.update = function(xTarget, yTarget, deltaTime){
  this.threegroup.lookAt(new THREE.Vector3(0,80,60));
  this.tPosX = rule3(xTarget, -200, 200, -250, 250);
  this.tPosY = rule3(yTarget, -200, 200, 250, -250);

  this.threegroup.position.x += (this.tPosX - this.threegroup.position.x) * deltaTime * 4;
  this.threegroup.position.y += (this.tPosY - this.threegroup.position.y) * deltaTime * 4;
  
  this.targetSpeed = (this.isBlowing) ? 15 * deltaTime: 5 * deltaTime;
  if (this.isBlowing && this.speed < this.targetSpeed){
    this.acc += .01 * deltaTime;
    this.speed += this.acc;
  }else if (!this.isBlowing){
    this.acc = 0;
    this.speed *= Math.pow(.4, deltaTime);
  }
  this.propeller.rotation.z += this.speed ; 
}

Lion = function(){
  this.windTime = 0;
  this.bodyInitPositions = [];
  this.maneParts = [];
  this.threegroup = new THREE.Group();
  this.yellowMat = new THREE.MeshLambertMaterial ({
    color: 0xfdd276, 
    shading:THREE.FlatShading
  });
  this.redMat = new THREE.MeshLambertMaterial ({
    color: 0xad3525, 
    shading:THREE.FlatShading
  });
  
  this.pinkMat = new THREE.MeshLambertMaterial ({
    color: 0xe55d2b, 
    shading:THREE.FlatShading
  });
  
  this.whiteMat = new THREE.MeshLambertMaterial ({
    color: 0xffffff, 
    shading:THREE.FlatShading
  });
  
  this.purpleMat = new THREE.MeshLambertMaterial ({
    color: 0x451954, 
    shading:THREE.FlatShading
  });
  
  this.greyMat = new THREE.MeshLambertMaterial ({
    color: 0x653f4c, 
    shading:THREE.FlatShading
  });
  
  this.blackMat = new THREE.MeshLambertMaterial ({
    color: 0x302925, 
    shading:THREE.FlatShading
  });
  
  
  var bodyGeom = new THREE.CylinderGeometry(30,80, 140, 4);
  var maneGeom = new THREE.BoxGeometry(40,40,15);
  var faceGeom = new THREE.BoxGeometry(80,80,80);
  var spotGeom = new THREE.BoxGeometry(4,4,4);
  var mustacheGeom = new THREE.BoxGeometry(30,2,1);
  mustacheGeom.applyMatrix( new THREE.Matrix4().makeTranslation( 15, 0, 0 ) );
  
  var earGeom = new THREE.BoxGeometry(20,20,20);
  var noseGeom = new THREE.BoxGeometry(40,40,20);
  var eyeGeom = new THREE.BoxGeometry(5,30,30);
  var irisGeom = new THREE.BoxGeometry(4,10,10);
  var mouthGeom = new THREE.BoxGeometry(20,20,10);
  var smileGeom = new THREE.TorusGeometry( 12, 4, 2, 10, Math.PI );
  var lipsGeom = new THREE.BoxGeometry(40,15,20);
  var kneeGeom = new THREE.BoxGeometry(25, 80, 80);
  kneeGeom.applyMatrix( new THREE.Matrix4().makeTranslation( 0, 50, 0 ) );
  var footGeom = new THREE.BoxGeometry(40, 20, 20);
  
  // body
  this.body = new THREE.Mesh(bodyGeom, this.yellowMat);
  this.body.position.z = -60;
  this.body.position.y = -30;
  this.bodyVertices = [0,1,2,3,4,10];
  
  for (var i=0;i<this.bodyVertices.length; i++){
    var tv = this.body.geometry.vertices[this.bodyVertices[i]];
    tv.z =70;
    //tv.x = 0;
    this.bodyInitPositions.push({x:tv.x, y:tv.y, z:tv.z});
  }
  
  // knee
  this.leftKnee = new THREE.Mesh(kneeGeom, this.yellowMat);
  this.leftKnee.position.x = 65;
  this.leftKnee.position.z = -20;
  this.leftKnee.position.y = -110;
  this.leftKnee.rotation.z = -.3;
  
  this.rightKnee = new THREE.Mesh(kneeGeom, this.yellowMat);
  this.rightKnee.position.x = -65;
  this.rightKnee.position.z = -20;
  this.rightKnee.position.y = -110;
  this.rightKnee.rotation.z = .3;
  
  // feet
  this.backLeftFoot = new THREE.Mesh(footGeom, this.yellowMat);
  this.backLeftFoot.position.z = 30;
  this.backLeftFoot.position.x = 75;
  this.backLeftFoot.position.y = -90;
  
  this.backRightFoot = new THREE.Mesh(footGeom, this.yellowMat);
  this.backRightFoot.position.z = 30;
  this.backRightFoot.position.x = -75;
  this.backRightFoot.position.y = -90;
  
  this.frontRightFoot = new THREE.Mesh(footGeom, this.yellowMat);
  this.frontRightFoot.position.z = 40;
  this.frontRightFoot.position.x = -22;
  this.frontRightFoot.position.y = -90;
  
  this.frontLeftFoot = new THREE.Mesh(footGeom, this.yellowMat);
  this.frontLeftFoot.position.z = 40;
  this.frontLeftFoot.position.x = 22;
  this.frontLeftFoot.position.y = -90;
  
  // mane
  
  this.mane = new THREE.Group();
  
  for (var j=0; j<4; j++){
    for (var k=0; k<4; k++){
      var manePart = new THREE.Mesh(maneGeom, this.redMat);
      manePart.position.x = (j*40)-60;
      manePart.position.y = (k*40)-60;
      
      var amp;
      var zOffset;
      var periodOffset = Math.random()*Math.PI*2;     
      var angleOffsetY, angleOffsetX;
      var angleAmpY, angleAmpX;
      var xInit, yInit;
      
      
      if ((j==0 && k==0) || (j==0 && k==3) || (j==3 && k==0) || (j==3 && k==3)){
        amp = -10-Math.floor(Math.random()*5);
        zOffset = -5;
      }else if (j==0 || k ==0 || j==3 || k==3){
        amp = -5-Math.floor(Math.random()*5);
        zOffset = 0;
      }else{
        amp = 0;
        zOffset = 0;
      }
      
      this.maneParts.push({mesh:manePart, amp:amp, zOffset:zOffset, periodOffset:periodOffset, xInit:manePart.position.x, yInit:manePart.position.y});
      this.mane.add(manePart);
    }
  }
  
  this.mane.position.y = -10;
  this.mane.position.z = 80;
  //this.mane.rotation.z = Math.PI/4;
  
  // face
  this.face = new THREE.Mesh(faceGeom, this.yellowMat);
  this.face.position.z = 135;
  
  // Mustaches
  
  this.mustaches = [];
  
  this.mustache1 = new THREE.Mesh(mustacheGeom, this.greyMat);
  this.mustache1.position.x = 30;
  this.mustache1.position.y = -5;
  this.mustache1.position.z = 175; 
  this.mustache2 = this.mustache1.clone();
  this.mustache2.position.x = 35;
  this.mustache2.position.y = -12;
  this.mustache3 = this.mustache1.clone();
  this.mustache3.position.y = -19;
  this.mustache3.position.x = 30;  
  this.mustache4 = this.mustache1.clone();
  this.mustache4.rotation.z = Math.PI;
  this.mustache4.position.x = -30;
  this.mustache5 = new THREE.Mesh(mustacheGeom, this.blackMat);
  this.mustache5 = this.mustache2.clone();
  this.mustache5.rotation.z = Math.PI;
  this.mustache5.position.x = -35;
  this.mustache6 = new THREE.Mesh(mustacheGeom, this.blackMat);
  this.mustache6 = this.mustache3.clone();
  this.mustache6.rotation.z = Math.PI;
  this.mustache6.position.x = -30;
  
  this.mustaches.push(this.mustache1);
  this.mustaches.push(this.mustache2);
  this.mustaches.push(this.mustache3);
  this.mustaches.push(this.mustache4);
  this.mustaches.push(this.mustache5);
  this.mustaches.push(this.mustache6);
    
  // spots
  this.spot1 = new THREE.Mesh(spotGeom, this.redMat);
  this.spot1.position.x = 39;
  this.spot1.position.z = 150;
  
  this.spot2 = this.spot1.clone();
  this.spot2.position.z = 160;
  this.spot2.position.y = -10;
  
  this.spot3 = this.spot1.clone();
  this.spot3.position.z = 140;
  this.spot3.position.y = -15;
  
  this.spot4 = this.spot1.clone();
  this.spot4.position.z = 150;
  this.spot4.position.y = -20;
  
  this.spot5 = this.spot1.clone();
  this.spot5.position.x = -39;
  this.spot6 = this.spot2.clone();
  this.spot6.position.x = -39;
  this.spot7 = this.spot3.clone();
  this.spot7.position.x = -39;
  this.spot8 = this.spot4.clone();
  this.spot8.position.x = -39;
    
  // eyes
  this.leftEye = new THREE.Mesh(eyeGeom, this.whiteMat);
  this.leftEye.position.x = 40;
  this.leftEye.position.z = 120;
  this.leftEye.position.y = 25;
  
  this.rightEye = new THREE.Mesh(eyeGeom, this.whiteMat);
  this.rightEye.position.x = -40;
  this.rightEye.position.z = 120;
  this.rightEye.position.y = 25;
  
  // iris
  this.leftIris = new THREE.Mesh(irisGeom, this.purpleMat);
  this.leftIris.position.x = 42;
  this.leftIris.position.z = 120;
  this.leftIris.position.y = 25;
  
  this.rightIris = new THREE.Mesh(irisGeom, this.purpleMat);
  this.rightIris.position.x = -42;
  this.rightIris.position.z = 120;
  this.rightIris.position.y = 25;
  
  // mouth
  this.mouth = new THREE.Mesh(mouthGeom, this.blackMat);
  this.mouth.position.z = 171;
  this.mouth.position.y = -30;
  this.mouth.scale.set(.5,.5,1);
  
  // smile
  this.smile = new THREE.Mesh(smileGeom, this.greyMat);
  this.smile.position.z = 173;  
  this.smile.position.y = -15;
  this.smile.rotation.z = -Math.PI;
  
  // lips
  this.lips = new THREE.Mesh(lipsGeom, this.yellowMat);
  this.lips.position.z = 165;
  this.lips.position.y = -45;
  
   
  // ear
  this.rightEar = new THREE.Mesh(earGeom, this.yellowMat);
  this.rightEar.position.x = -50;
  this.rightEar.position.y = 50;
  this.rightEar.position.z = 105;
  
  this.leftEar = new THREE.Mesh(earGeom, this.yellowMat);
  this.leftEar.position.x = 50;
  this.leftEar.position.y = 50;
  this.leftEar.position.z = 105;
  
  // nose
  this.nose = new THREE.Mesh(noseGeom, this.greyMat);
  this.nose.position.z = 170;
  this.nose.position.y = 25;
  
  // head
  this.head = new THREE.Group();
  this.head.add(this.face);
  this.head.add(this.mane);
  this.head.add(this.rightEar);
  this.head.add(this.leftEar);
  this.head.add(this.nose);
  this.head.add(this.leftEye);
  this.head.add(this.rightEye);
  this.head.add(this.leftIris);
  this.head.add(this.rightIris);
  this.head.add(this.mouth);
  this.head.add(this.smile);
  this.head.add(this.lips);
  this.head.add(this.spot1);
  this.head.add(this.spot2);
  this.head.add(this.spot3);
  this.head.add(this.spot4);
  this.head.add(this.spot5);
  this.head.add(this.spot6);
  this.head.add(this.spot7);
  this.head.add(this.spot8);
  this.head.add(this.mustache1);
  this.head.add(this.mustache2);
  this.head.add(this.mustache3);
  this.head.add(this.mustache4);
  this.head.add(this.mustache5);
  this.head.add(this.mustache6);
  
  
  this.head.position.y = 60;
  
  this.threegroup.add(this.body);
  this.threegroup.add(this.head);
  this.threegroup.add(this.leftKnee);
  this.threegroup.add(this.rightKnee);
  this.threegroup.add(this.backLeftFoot);
  this.threegroup.add(this.backRightFoot);
  this.threegroup.add(this.frontRightFoot);
  this.threegroup.add(this.frontLeftFoot);
    
  this.threegroup.traverse( function ( object ) {
		if ( object instanceof THREE.Mesh ) {
			object.castShadow = true;
			object.receiveShadow = true;
		}
	} );
}

Lion.prototype.updateBody = function(speed){
  
  this.head.rotation.y += (this.tHeagRotY - this.head.rotation.y) / speed;
  this.head.rotation.x += (this.tHeadRotX - this.head.rotation.x) / speed;
  this.head.position.x += (this.tHeadPosX-this.head.position.x) / speed; 
  this.head.position.y += (this.tHeadPosY-this.head.position.y) / speed; 
  this.head.position.z += (this.tHeadPosZ-this.head.position.z) / speed; 
  
  this.leftEye.scale.y += (this.tEyeScale - this.leftEye.scale.y) / (speed*2);
  this.rightEye.scale.y = this.leftEye.scale.y;
  
  this.leftIris.scale.y += (this.tIrisYScale - this.leftIris.scale.y) / (speed*2);
  this.rightIris.scale.y = this.leftIris.scale.y;
  
  this.leftIris.scale.z += (this.tIrisZScale - this.leftIris.scale.z) / (speed*2);
  this.rightIris.scale.z = this.leftIris.scale.z;
  
  this.leftIris.position.y += (this.tIrisPosY - this.leftIris.position.y) / speed;
  this.rightIris.position.y = this.leftIris.position.y;
  this.leftIris.position.z += (this.tLeftIrisPosZ - this.leftIris.position.z) / speed;
  this.rightIris.position.z += (this.tRightIrisPosZ - this.rightIris.position.z) / speed;
  
  this.rightKnee.rotation.z += (this.tRightKneeRotZ - this.rightKnee.rotation.z) / speed;
  this.leftKnee.rotation.z += (this.tLeftKneeRotZ - this.leftKnee.rotation.z) / speed;
  
  this.lips.position.x += (this.tLipsPosX - this.lips.position.x) / speed;
  this.lips.position.y += (this.tLipsPosY - this.lips.position.y) / speed;
  this.smile.position.x += (this.tSmilePosX - this.smile.position.x) / speed;
  this.mouth.position.z += (this.tMouthPosZ - this.mouth.position.z) / speed;
  this.smile.position.z += (this.tSmilePosZ - this.smile.position.z) / speed;
  this.smile.position.y += (this.tSmilePosY - this.smile.position.y) / speed;
  this.smile.rotation.z += (this.tSmileRotZ - this.smile.rotation.z) / speed;
}

Lion.prototype.look = function(xTarget, yTarget){
  this.tHeagRotY = rule3(xTarget, -200, 200, -Math.PI/4, Math.PI/4);
  this.tHeadRotX = rule3(yTarget, -200,200, -Math.PI/4, Math.PI/4);
  this.tHeadPosX = rule3(xTarget, -200, 200, 70,-70);
  this.tHeadPosY = rule3(yTarget, -140, 260, 20, 100);
  this.tHeadPosZ = 0;
  
    
  this.tEyeScale = 1;
  this.tIrisYScale = 1;
  this.tIrisZScale = 1;
  this.tIrisPosY = rule3(yTarget, -200,200, 35,15);
  this.tLeftIrisPosZ = rule3(xTarget, -200, 200, 130, 110);
  this.tRightIrisPosZ = rule3(xTarget, -200, 200, 110, 130);
  
  this.tLipsPosX = 0;
  this.tLipsPosY = -45;
  
  this.tSmilePosX = 0;
  this.tMouthPosZ = 174;
  this.tSmilePosZ = 173;
  this.tSmilePosY = -15;
  this.tSmileRotZ = -Math.PI;
  
  this.tRightKneeRotZ = rule3(xTarget, -200, 200, .3-Math.PI/8, .3+Math.PI/8);
  this.tLeftKneeRotZ = rule3(xTarget, -200, 200, -.3-Math.PI/8, -.3+Math.PI/8)
  
  
  this.updateBody(10);
  
  this.mane.rotation.y = 0;
  this.mane.rotation.x = 0;
 
  for (var i=0; i<this.maneParts.length; i++){
    var m = this.maneParts[i].mesh;
    m.position.z = 0;
    m.rotation.y = 0;
  }
  
  for (var i=0; i<this.mustaches.length; i++){
    var m = this.mustaches[i];
    m.rotation.y = 0;
  }
  
  
  for (var i=0; i<this.bodyVertices.length; i++){
     var tvInit = this.bodyInitPositions[i];
      var tv = this.body.geometry.vertices[this.bodyVertices[i]];
      tv.x = tvInit.x + this.head.position.x;
  }
  this.body.geometry.verticesNeedUpdate = true;
}

Lion.prototype.cool = function(xTarget, yTarget, deltaTime){
  this.tHeagRotY = rule3(xTarget, -200, 200, Math.PI/4, -Math.PI/4);
  this.tHeadRotX = rule3(yTarget, -200,200, Math.PI/4, -Math.PI/4);
  this.tHeadPosX = rule3(xTarget, -200, 200, -70,70);
  this.tHeadPosY = rule3(yTarget, -140, 260, 100, 20);
  this.tHeadPosZ = 100;
  
  this.tEyeScale = 0.1;
  this.tIrisYScale = 0.1;
  this.tIrisZScale = 3;
  
  this.tIrisPosY = 20;
  this.tLeftIrisPosZ = 120;
  this.tRightIrisPosZ = 120;
  
  this.tLipsPosX = rule3(xTarget, -200, 200, -15,15);
  this.tLipsPosY = rule3(yTarget, -200, 200, -45,-40);
  
  this.tMouthPosZ = 168;
  this.tSmilePosX = rule3(xTarget, -200, 200, -15,15); 
  this.tSmilePosY = rule3(yTarget, -200, 200, -20,-8); 
  this.tSmilePosZ = 176;
  this.tSmileRotZ = rule3(xTarget, -200, 200, -Math.PI-.3, -Math.PI+.3);
  
  this.tRightKneeRotZ = rule3(xTarget, -200, 200, .3+Math.PI/8, .3-Math.PI/8);
  this.tLeftKneeRotZ = rule3(xTarget, -200, 200, -.3+Math.PI/8, -.3-Math.PI/8);
   
  this.updateBody(10);
  
  this.mane.rotation.y = -.8*this.head.rotation.y;
  this.mane.rotation.x = -.8*this.head.rotation.x;
  
  var dt = 20000 / (xTarget*xTarget+yTarget*yTarget);
  dt = Math.max(Math.min(dt,1), .5);
  this.windTime += dt * deltaTime * 40;
  
  for (var i=0; i<this.maneParts.length; i++){
    var m = this.maneParts[i].mesh;
    var amp = this.maneParts[i].amp;
    var zOffset = this.maneParts[i].zOffset;
    var periodOffset = this.maneParts[i].periodOffset;
        
    m.position.z = zOffset + Math.sin(this.windTime+periodOffset)*amp*dt*2;   
  }
  
  this.leftEar.rotation.x = Math.cos(this.windTime)*Math.PI/16*dt; 
  this.rightEar.rotation.x = -Math.cos(this.windTime)*Math.PI/16*dt; 
  
   
  for (var i=0; i<this.mustaches.length; i++){
    var m = this.mustaches[i];
    var amp = (i<3) ? -Math.PI/8 : Math.PI/8;
    m.rotation.y = amp + Math.cos(this.windTime + i)*dt*amp;   
  };
  
  for (var i=0; i<this.bodyVertices.length; i++){
     var tvInit = this.bodyInitPositions[i];
      var tv = this.body.geometry.vertices[this.bodyVertices[i]];
      tv.x = tvInit.x + this.head.position.x;
  }
  this.body.geometry.verticesNeedUpdate = true;
}

function loop(){
  
  deltaTime = clock.getDelta();
  time += deltaTime;
  
  render();
  var xTarget = (mousePos.x-windowHalfX);
  var yTarget= (mousePos.y-windowHalfY);
  
  fan.isBlowing = isBlowing;
  fan.update(xTarget, yTarget, deltaTime);
  if(isBlowing) {
    lion.cool(xTarget, yTarget, deltaTime);
  }else{
    lion.look(xTarget, yTarget);
  }
  requestAnimationFrame(loop);
}

function render(){
  if (controls) controls.update();
  renderer.render(scene, camera);
}


init();
createLights();
createFloor();
createLion();
createFan();
loop();


function clamp(v,min, max){
  return Math.min(Math.max(v, min), max);
}

function rule3(v,vmin,vmax,tmin, tmax){
  var nv = Math.max(Math.min(v,vmax), vmin);
  var dv = vmax-vmin;
  var pc = (nv-vmin)/dv;
  var dt = tmax-tmin;
  var tv = tmin + (pc*dt);
  return tv;
  
}

              
            
!
999px

Console