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HTML

              
                
              
            
!

CSS

              
                body {
    min-height: 100vh;
    display: flex;
    justify-content: center;
    align-items: center;
    position: relative;
    background: #F5F9FC;
}
              
            
!

JS

              
                const { timeline, to } = gsap

const width = 440
const height = 440

let renderer = new THREE.WebGLRenderer({
    antialias: true,
    alpha: true
})

renderer.setSize(width, height)
renderer.setPixelRatio(window.devicePixelRatio || 1)
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFSoftShadowMap

document.querySelector('body').appendChild(renderer.domElement)

const scene = new THREE.Scene()
const camera = new THREE.PerspectiveCamera(45, width / height, 0.1, 1000)

camera.position.z = 700

let rectangle = function roundedRect(ctx, x, y, width, height, radius) {
    ctx.moveTo(x, y + radius)
    ctx.lineTo(x, y + height - radius)
    ctx.quadraticCurveTo(x, y + height, x + radius, y + height)
    ctx.lineTo(x + width - radius, y + height)
    ctx.quadraticCurveTo(x + width, y + height, x + width, y + height - radius)
    ctx.lineTo(x + width, y + radius)
    ctx.quadraticCurveTo(x + width, y, x + width - radius, y)
    ctx.lineTo(x + radius, y)
    ctx.quadraticCurveTo(x, y, x, y + radius)
}

let rectangleReverse = function roundedRect(ctx, x, y, width, height, radius) {
    ctx.moveTo(x, y + height - radius)
    ctx.lineTo(x, y + radius)
    ctx.quadraticCurveTo(x, y, x + radius, y)
    ctx.lineTo(x + width - radius, y)
    ctx.quadraticCurveTo(x + width, y, x + width, y + radius)
    ctx.lineTo(x + width, y + height - radius)
    ctx.quadraticCurveTo(x + width, y + height, x + width - radius, y + height)
    ctx.lineTo(x + radius, y + height)
    ctx.quadraticCurveTo(x, y + height, x, y + height - radius)
}

let rect = new THREE.Shape()
rectangle(rect, -72, -72, 144, 144, 66)
var rectSmall = new THREE.Path()
rectangleReverse(rectSmall, -60, -60, 120, 120, 52)
rect.holes.push(rectSmall)

let shape = new THREE.ExtrudeBufferGeometry(rect, {
    curveSegments: 24,
    depth: 8,
    bevelEnabled: true,
    bevelSegments: 10,
    steps: 10,
    bevelSize: 6,
    bevelThickness: 6
})

const geometry = new THREE.Geometry()
geometry.fromBufferGeometry(shape)
geometry.mergeVertices()
geometry.center()

let material = new THREE.MeshPhongMaterial({
    color: 0x008FFD,
    shininess: 20
})
let donut = new THREE.Mesh(geometry, material)

donut.castShadow = true
donut.receiveShadow = true

scene.add(donut)

let planeGeometry = new THREE.PlaneGeometry(400, 400),
    planeMaterial = new THREE.ShadowMaterial()

planeMaterial.opacity = .04

let plane = new THREE.Mesh(planeGeometry, planeMaterial)
plane.position.z = -120
plane.receiveShadow = true
scene.add(plane)

let lightFront = new THREE.DirectionalLight(0xFFFFFF, .5)
lightFront.position.set(0, 50, 300)
lightFront.castShadow = true

let d = 200
lightFront.shadow.camera.left = -d
lightFront.shadow.camera.right = d
lightFront.shadow.camera.top = d
lightFront.shadow.camera.bottom = -d

lightFront.shadow.mapSize.width = 1024
lightFront.shadow.mapSize.height = 1024

let lightTop = new THREE.DirectionalLight(0xFFFFFF, .5)
lightTop.position.set(0, 400, 40)

scene.add(lightFront)
scene.add(lightTop)

scene.add(new THREE.AmbientLight(0x0184fa))

function twist(geometry, amount, axis) {
    const quaternion = new THREE.Quaternion()
    for(let i = 0; i < geometry.vertices.length; i++) {
        quaternion.setFromAxisAngle(new THREE.Vector3(axis == 'x' ? 1 : 0, axis == 'y' ? 1 : 0, 0), geometry.vertices[i][axis] * amount)
        geometry.vertices[i].applyQuaternion(quaternion)
    }
    geometry.verticesNeedUpdate = true
}

gsap.to(donut.rotation, {
    repeat: -1,
    keyframes: [{
        x: THREE.Math.degToRad(180),
        duration: 1,
        ease: 'power1.inOut'
    }, {
        y: THREE.Math.degToRad(-180),
        duration: 1,
        ease: 'power1.inOut'
    }]
})

geometry.lastDegreeX = 0
geometry.lastDegreeY = 0
geometry.degreeX = 0
geometry.degreeY = 0

to(geometry, {
    duration: 2,
    repeat: -1,
    ease: 'none',
    keyframes: [{
        degreeX: .005
    }, {
        degreeX: 0
    }, {
        degreeY: .005
    }, {
        degreeY: 0
    }],
    onUpdate() {
        let x = gsap.getProperty(this.targets()[0], 'degreeX'),
            y = gsap.getProperty(this.targets()[0], 'degreeY')

        twist(geometry, x - geometry.lastDegreeX, 'x')
        twist(geometry, y - geometry.lastDegreeY, 'y')

        geometry.lastDegreeX = x
        geometry.lastDegreeY = y
    }
})

let render = () => {
    requestAnimationFrame(render)

    renderer.render(scene, camera)
}

render()

              
            
!
999px

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