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<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>
@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;
}
//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;
}
Also see: Tab Triggers