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HTML

              
                	<div id="world"/>

<div id="credits">
  <p><a href="http://babeltheking.com" target="blank">Babel the king</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{
	position: absolute;
	width:100%;
	height: 100%;
	background-color: #6ecccc;
  overflow:hidden;
}

#credits{
  position:absolute;
  width:100%;
  margin: auto;
  bottom:0;
  margin-bottom:20px;
  font-family:'Open Sans', sans-serif;
  color:#328685;
  font-size:0.7em;
  text-transform: uppercase;
  text-align : center;
}
#credits a {
  color:#328685;
}

#credits a:hover {
  color:#630d15;
}
              
            
!

JS

              
                
//THREEJS RELATED VARIABLES 

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

//SCREEN & MOUSE VARIABLES

var HEIGHT, WIDTH, windowHalfX, windowHalfY,
    mousePos = { x: 0, y: 0 },
    oldMousePos = {x:0, y:0},
    ballWallDepth = 28;

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


//3D OBJECTS VARIABLES

var hero;

//INIT THREE JS, SCREEN AND MOUSE EVENTS

function initScreenAnd3D() {
  
  HEIGHT = window.innerHeight;
  WIDTH = window.innerWidth;
  windowHalfX = WIDTH / 2;
  windowHalfY = HEIGHT / 2;

  scene = new THREE.Scene();
  aspectRatio = WIDTH / HEIGHT;
  fieldOfView = 50;
  nearPlane = 1;
  farPlane = 2000;
  camera = new THREE.PerspectiveCamera(
    fieldOfView,
    aspectRatio,
    nearPlane,
    farPlane
    );
  camera.position.x = 0;
  camera.position.z = 300;
  camera.position.y = 250;
  camera.lookAt(new THREE.Vector3(0, 60, 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);
  
  window.addEventListener('resize', handleWindowResize, false);
  document.addEventListener('mousemove', handleMouseMove, false);
  document.addEventListener('touchmove', handleTouchMove, false);
}

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

function createLights() {
  globalLight = new THREE.HemisphereLight(0xffffff, 0xffffff, .5)
  
  shadowLight = new THREE.DirectionalLight(0xffffff, .9);
  shadowLight.position.set(200, 200, 200);
  shadowLight.castShadow = true;
  shadowLight.shadowDarkness = .2;
  shadowLight.shadowMapWidth = shadowLight.shadowMapHeight = 2048;
  
  backLight = new THREE.DirectionalLight(0xffffff, .4);
  backLight.position.set(-100, 100, 100);
  backLight.castShadow = true;
  backLight.shadowDarkness = .1;
  backLight.shadowMapWidth = shadowLight.shadowMapHeight = 2048;
  
  scene.add(globalLight);
  scene.add(shadowLight);
  scene.add(backLight);
}

function createFloor(){ 
  floor = new THREE.Mesh(new THREE.PlaneBufferGeometry(1000,1000), new THREE.MeshBasicMaterial({color: 0x6ecccc}));
  floor.rotation.x = -Math.PI/2;
  floor.position.y = 0;
  floor.receiveShadow = true;
  scene.add(floor);
}

function createHero() {
  hero = new Cat();
  scene.add(hero.threeGroup);
}

function createBall() {
  ball = new Ball();
  scene.add(ball.threeGroup);
}

// BALL RELATED CODE


var woolNodes = 10,
	woolSegLength = 2,
	gravity = -.8,
	accuracy =1;


Ball = function(){

	var redMat = new THREE.MeshLambertMaterial ({
	    color: 0x630d15, 
	    shading:THREE.FlatShading
	});

	var stringMat = new THREE.LineBasicMaterial({
    	color: 0x630d15,
    	linewidth: 3
	});

	this.threeGroup = new THREE.Group();
	this.ballRadius = 8;

	this.verts = [];

	// string
	var stringGeom = new THREE.Geometry();

	for (var i=0; i< woolNodes; i++	){
		var v = new THREE.Vector3(0, -i*woolSegLength, 0);
		stringGeom.vertices.push(v);

		var woolV = new WoolVert();
		woolV.x = woolV.oldx = v.x;
		woolV.y = woolV.oldy = v.y;
		woolV.z = 0;
		woolV.fx = woolV.fy = 0;
		woolV.isRootNode = (i==0);
		woolV.vertex = v;
		if (i > 0) woolV.attach(this.verts[(i - 1)]);
		this.verts.push(woolV);
		
	}
  	this.string = new THREE.Line(stringGeom, stringMat);

  	// body
  	var bodyGeom = new THREE.SphereGeometry(this.ballRadius, 5,4);
	this.body = new THREE.Mesh(bodyGeom, redMat);
  	this.body.position.y = -woolSegLength * woolNodes;

  	var wireGeom = new THREE.TorusGeometry( this.ballRadius, .5, 3, 10, Math.PI*2 );
  	this.wire1 = new THREE.Mesh(wireGeom, redMat);
  	this.wire1.position.x = 1;
  	this.wire1.rotation.x = -Math.PI/4;

  	this.wire2 = this.wire1.clone();
  	this.wire2.position.y = 1;
  	this.wire2.position.x = -1;
  	this.wire1.rotation.x = -Math.PI/4 + .5;
  	this.wire1.rotation.y = -Math.PI/6;

  	this.wire3 = this.wire1.clone();
  	this.wire3.rotation.x = -Math.PI/2 + .3;

  	this.wire4 = this.wire1.clone();
  	this.wire4.position.x = -1;
  	this.wire4.rotation.x = -Math.PI/2 + .7;

  	this.wire5 = this.wire1.clone();
  	this.wire5.position.x = 2;
  	this.wire5.rotation.x = -Math.PI/2 + 1;

  	this.wire6 = this.wire1.clone();
  	this.wire6.position.x = 2;
  	this.wire6.position.z = 1;
  	this.wire6.rotation.x = 1;

  	this.wire7 = this.wire1.clone();
  	this.wire7.position.x = 1.5;
  	this.wire7.rotation.x = 1.1;

  	this.wire8 = this.wire1.clone();
  	this.wire8.position.x = 1;
  	this.wire8.rotation.x = 1.3;

  	this.wire9 = this.wire1.clone();
  	this.wire9.scale.set(1.2,1.1,1.1);
  	this.wire9.rotation.z = Math.PI/2;
  	this.wire9.rotation.y = Math.PI/2;
  	this.wire9.position.y = 1;
  	
  	this.body.add(this.wire1);
  	this.body.add(this.wire2);
  	this.body.add(this.wire3);
  	this.body.add(this.wire4);
  	this.body.add(this.wire5);
  	this.body.add(this.wire6);
  	this.body.add(this.wire7);
  	this.body.add(this.wire8);
  	this.body.add(this.wire9);

  	this.threeGroup.add(this.string);
	this.threeGroup.add(this.body);

	this.threeGroup.traverse( function ( object ) {
    if ( object instanceof THREE.Mesh ) {
      object.castShadow = true;
      object.receiveShadow = true;
    }});

}

/* 
The next part of the code is largely inspired by this codepen :
https://codepen.io/dissimulate/pen/KrAwx?editors=001
thanks to dissimulate for his great work
*/

WoolVert = function(){
	this.x = 0;
	this.y = 20;
	this.z = 0;
	this.oldx = 0;
	this.oldy = 20;
	this.fx = 0;
	this.fy = 0;
	this.isRootNode = false;
	this.constraints = [];
	this.vertex = null;
}


WoolVert.prototype.update = function(multiplier){
	var wind = 0;//.1+Math.random()*.5;
  var m = Math.max(multiplier, .1);
  this.add_force(wind, gravity);

  newx = this.x + ((this.x - this.oldx) * m) + this.fx;
  newy = this.y + ((this.y - this.oldy) * m) + this.fy;
  
  this.oldx = this.x;
  this.oldy = this.y;
  this.x = newx;
  this.y = newy;

  this.vertex.x = this.x;
  this.vertex.y = this.y;
  this.vertex.z = this.z;

  this.fy = this.fx = 0
}

WoolVert.prototype.attach = function(point) {
  this.constraints.push(new Constraint(this, point));
};

WoolVert.prototype.add_force = function(x, y) {
  this.fx += x;
  this.fy += y;
};

Constraint = function(p1, p2) {
  this.p1 = p1;
  this.p2 = p2;
  this.length = woolSegLength;
};

Ball.prototype.update = function(posX, posY, posZ){
		
	var i = accuracy;
	
	while (i--) {
		
		var nodesCount = woolNodes;
		
		while (nodesCount--) {
		
			var v = this.verts[nodesCount];
			
			if (v.isRootNode) {
			    v.x = posX;
			    v.y = posY;
			    v.z = posZ;
			}
		
			else {
		
				var constraintsCount = v.constraints.length;
		  		
		  		while (constraintsCount--) {
		  			
		  			var c = v.constraints[constraintsCount];

		  			var diff_x = c.p1.x - c.p2.x,
					    diff_y = c.p1.y - c.p2.y,
					    dist = Math.sqrt(diff_x * diff_x + diff_y * diff_y),
					    diff = (c.length - dist) / dist;

				  	var px = diff_x * diff * .5;
				  	var py = diff_y * diff * .5;

				  	c.p1.x += px;
				  	c.p1.y += py;
				  	c.p2.x -= px;
				  	c.p2.y -= py;
				  	c.p1.z = c.p2.z = posZ;
		  		}

		  		if (nodesCount == woolNodes-1){
		  			this.body.position.x = this.verts[nodesCount].x;
					this.body.position.y = this.verts[nodesCount].y;
					this.body.position.z = this.verts[nodesCount].z;

					this.body.rotation.z += (v.y <= this.ballRadius)? (v.oldx-v.x)/10 : Math.min(Math.max( diff_x/2, -.1 ), .1);
		  		}
		  	}
		  	
		  	if (v.y < this.ballRadius) {
		  		v.y = this.ballRadius;
		  	}
		}
	}

	nodesCount = woolNodes;
	while (nodesCount--) this.verts[nodesCount].update(deltaTime * 80);

	this.string.geometry.verticesNeedUpdate = true;

	
}

Ball.prototype.receivePower = function(tp, multiplier){
	this.verts[woolNodes-1].add_force(tp.x * multiplier, tp.y * multiplier);
}

// End of the code inspired by dissmulate


// Make everything work together :

var t=0;

function loop(){
  render();
  
  deltaTime = clock.getDelta();
  time += deltaTime;
  
  t+=.05;
  hero.updateTail(time * 2);
  
  if (t>1){
    var ballPos = getBallPos();
    ball.update(ballPos.x,ballPos.y, ballPos.z);
    ball.receivePower(hero.transferPower, deltaTime * 80);
    hero.interactWithBall(ball.body.position);
    
  }

  requestAnimationFrame(loop);
}


function getBallPos(){
  var vector = new THREE.Vector3();

  vector.set(
      ( mousePos.x / window.innerWidth ) * 2 - 1, 
      - ( mousePos.y / window.innerHeight ) * 2 + 1,
      0.1 );

  vector.unproject( camera );
  var dir = vector.sub( camera.position ).normalize();
  var distance = (ballWallDepth - camera.position.z) / dir.z;
  var pos = camera.position.clone().add( dir.multiplyScalar( distance ) );
  return pos;
}

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

window.addEventListener('load', init, false);

function init(event){
  initScreenAnd3D();
  createLights();
  createFloor()
  createHero();
  createBall();
  loop();
}
              
            
!
999px

Console