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HTML

              
                  <div class="levelContainer">
    <div id="levelBar"></div>
  </div>
<!--   <textarea name="" id="record" rows="10"></textarea> -->

<script src="https://cdnjs.cloudflare.com/ajax/libs/cannon.js/0.6.2/cannon.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/95/three.js"></script>
<script src="https://cdn.rawgit.com/mrdoob/three.js/r79/examples/js/controls/OrbitControls.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.2/dat.gui.js"></script>
              
            
!

CSS

              
                .levelContainer {
  width: 100%;
  height: 100%;
  display: block;
  position: absolute;
  top: 0;
  left: 0;
  pointer-events: none;
}

#levelBar {
  width: 40%;
  height: 2px;
  margin: auto;
  display: block;
  position: absolute;
  background: aquamarine;
  top: 0;
  left: 0;
  right: 0;
  bottom: 0;
}

#record {
  position: absolute;
  background: #00000066;
  color: #ccc;
  width: 100%;
  border: none;
}
              
            
!

JS

              
                    // hello2の内容と20180827-2__cannonjsをつなぐ

    const state = {}

    let lastTime
    var fixedTimeStep = 1.0 / 60.0; // seconds
    var maxSubSteps = 10;

    function PROPS() {
      this.initPoint = {
        x: 0,
        y: 0,
        z: 0,
      }
      this.amount = 50
      this.initWeight = 0.1 // meter
      this.initLength = 0.3 // meter
      this.margin = 0.2 // meter
      this.rotate = {
        x: 0,
        y: 0,
        z: 0,
      }
      this.axis_rotate = 0
      this.limit = 2
      this.width = 100;
      this.height = 100;
      this.color1 = "#23372f"
      this.ground = {
        color: "#23372f",
        position_y: 0,
        rotation_x: 0,
        rotation_y: 0,
      }
    }

    window.onload = function () {
      datProps = new PROPS();
      const gui = new dat.GUI();
      const ground = gui.addFolder('ground')
      ground.addColor(datProps.ground, 'color').onChange(e => {
        const color = new THREE.Color(e)
        state.ground.mesh.material.color = color
      });
      ground.add(datProps.ground, 'position_y', -10, 20).onChange(e => {
        state.ground.body.position.y = e
      });
      // ground.add(datProps.ground, 'rotation_x', -60, 60).onChange(e => updateGround(e, 'x'))
      // ground.add(datProps.ground, 'rotation_y', -60, 60).onChange(e => updateGround(e, 'y'))
      function updateGround(e, key) {
        if (key === 'x') {
          state.ground.body.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), Degree2Radian(e - 90));
        }
      }
      ground.open()

      init()
      render()
      animate(0)
      orientation()
      
    }

    function init() {
      // init World
      world = new CANNON.World();
      world.gravity.set(0, -9.82, 0); // m/s²
      world.solver.iterations = 10 // 検証回数
      world.solver.tolerance = 0.1 // 許容誤差
      // set
      scene = new THREE.Scene();
      camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 10000);
      camera.position.set(4, 2, 0);
      // generate object
      generate()
      // light
      const ambient = new THREE.AmbientLight(0xFFFFFF, 1.0)
      scene.add(ambient)
      const direction = new THREE.DirectionalLight(0xFFFFFF, 1)
      scene.add(direction)
      // render
      renderer = new THREE.WebGLRenderer();
      renderer.setSize(window.innerWidth, window.innerHeight);
      // controls ------------------------------
      controls = new THREE.OrbitControls(camera, renderer.domElement);
      controls.maxDistance = 5000.0;
      controls.autoRotate = false;
      controls.autoRotateSpeed = 1.0;

      document.body.appendChild(renderer.domElement);
      // helper
      {
        const gridHelper = new THREE.GridHelper(1000, 50); // size, step
        // scene.add(gridHelper);
        const axisHelper = new THREE.AxisHelper(1000, 50);
        scene.add(axisHelper);
        // X軸が赤色、Y軸が緑色、Z軸が青色
      }
    }

    function Ground(props) {
      const {
        size = 100,
        weight = 0.2
      } = props
      // cannon
      const body = new CANNON.Body({
        mass: 0 // mass == 0 makes the body static
      })
      body.addShape(new CANNON.Box(new CANNON.Vec3( size / 2, size / 2, weight/2)))
      body.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2)
      // three
      const geometry = new THREE.BoxGeometry(size, size, weight);
      var material = new THREE.MeshStandardMaterial({
        color: datProps.ground.color,
        side: THREE.DoubleSide,
        roughness: 0.0
      })
      var mesh = new THREE.Mesh(geometry, material)
      mesh.rotation.x = -Math.PI / 2;
      mesh.position.y = 0;
      return {
        body,
        mesh
      }
    }

    function Box(props) {
      const {
        point,
        weight,
        color = 0xAA0000
      } = props
      //body
      var body = new CANNON.Body({
        mass: 0.1, // kg
        position: new CANNON.Vec3(point.x, point.y, point.z), // m
        shape: new CANNON.Box(new CANNON.Vec3(weight / 2, weight / 2, weight / 2)),
      })
      body.angularVelocity.set(Math.random(), Math.random(), 0)
      // mesh
      const geometry = new THREE.BoxGeometry(weight, weight, weight);
      const material = new THREE.MeshStandardMaterial({
        color: color,
        roughness: 0.0
      })
      const mesh = new THREE.Mesh(geometry, material)
      mesh.position.set(point.x, point.y, point.z)
      return {
        body,
        mesh
      }
    }

    function Sphere(props) {
      const {
        point,
        weight,
        color = 0xAA0000
      } = props
      //body
      var radius = 1; // m
      var body = state.sphere = new CANNON.Body({
        mass: 50, // kg
        position: new CANNON.Vec3(point.x, point.y, point.z), // m
        shape: new CANNON.Sphere(weight)
      });
      // mesh
      const geometry = new THREE.SphereGeometry(weight);
      const material = new THREE.MeshStandardMaterial({
        color: color,
        roughness: 0.0
      })
      const mesh = new THREE.Mesh(geometry, material);
      mesh.position.set(point.x, point.y, point.z);
      return {
        body,
        mesh
      }
    }

    function Cylinder(props) {
      const {
        point,
        weight,
        color = 0xAA0000
      } = props
      //body
      const body = new CANNON.Body({
        mass: 1,
        position: new CANNON.Vec3(point.x, point.y, point.z), // m
        shape: new CANNON.Cylinder(weight, weight, 2 * weight, 10)
      })
      body.angularVelocity.set(Math.random(), Math.random(), 0);
      // mesh
      const geometry = new THREE.CylinderGeometry(weight, weight, weight);
      const material = new THREE.MeshStandardMaterial({
        color: color,
        roughness: 0.0
      })
      const mesh = new THREE.Mesh(geometry, material);
      mesh.position.set(point.x, point.y, point.z);
      return {
        body,
        mesh
      }
    }

    function generate(props = {}) {
      // 床
      const ground = state.ground = new Ground({
        size: 10
      })
      scene.add(ground.mesh);
      world.addBody(ground.body);
      const {
        point = datProps.initPoint,
          generation = 0,
      } = props
      const weight = datProps.initWeight;
      const length = datProps.initLength;
      state.boxes = []
      state.boxesState = []
      for (let i = 0; i < datProps.amount; i++) {
        // randPoint = datProps.initPoint
        const randPoint = {
          x: randScale(1),
          y: randScale(1),
          z: randScale(1),
        }
        const boxState = state.boxesState[i] = {
          ...state.boxesState[i],
          seed: Math.random(),
        }
        const boxPosition = {
          x: randPoint.x,
          y: 1 + i * datProps.initWeight * 2,
          z: randPoint.z
        }
        const box = state.boxes[i] = i < datProps.amount / 3 ? new Box({
            point: boxPosition,
            weight: weight,
          }) :
          i < datProps.amount * 2 / 3 ?
          new Cylinder({
            point: boxPosition,
            weight: weight,
          }) :
          new Sphere({
            point: boxPosition,
            weight: weight,
          })
        scene.add(box.mesh);
        world.addBody(box.body);
      }
    }

    function orientation() {
      state.deviceorientationFlg = false
      // DeviceOrientation Event
      const record = document.getElementById('record')
      const levelBar = document.getElementById('levelBar')
      // record.value = "hoge"
      levelBar.setAttribute("style", "transform: rotate(10deg)")

      window.addEventListener("deviceorientation", deviceorientationHandler)

      function deviceorientationHandler(e) {
        if (!state.deviceorientationFlg) state.deviceorientationFlg = true
        const beta = e.beta; // X軸
        const gamma = e.gamma; // Y軸
        const alpha = e.alpha; // Z軸
        // record.value = `x:${beta},\ny:${gamma},\nz:${alpha}`
        const rotate = gamma
        levelBar.setAttribute("style", `transform: rotate(${rotate}deg)`)
        state.ground.body.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), Degree2Radian(-1 * rotate - 90));
      }

      document.addEventListener("mousemove", mousemoveHandler)

      function mousemoveHandler(e) {
        if (state.deviceorientationFlg) return
        if (!state.windowWidth) {
          state.windowWidth = window.innerWidth
          state.windowHeight = window.innerHeight
        }
        const max = 30
        const mX = e.pageX; //X座標
        const mY = e.pageY; //Y座標
        const width = state.windowWidth
        const height = state.windowHeight
        const rotate = (mX / width * max * -2) + max
        // record.value = `x:${mX},\ny:${mY},\nwidth:${width},\nheight:${height},\nrotate:${rotate}`
        levelBar.setAttribute("style", `transform: rotate(${rotate}deg)`)
        state.ground.body.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), Degree2Radian(-1 * rotate - 90));
      }
    }

    function animate(time) {
      requestAnimationFrame(animate);
      const {
        ground,
        boxes
      } = state
      if (lastTime !== undefined) {
        var dt = (time - lastTime) / 1000;
        world.step(fixedTimeStep, dt, maxSubSteps);
      }

      ground.mesh.position.copy(ground.body.position);
      ground.mesh.quaternion.copy(ground.body.quaternion);

      for (let i = 0; i < datProps.amount; i++) {
        const {
          mesh,
          body
        } = boxes[i]
        mesh.position.copy(body.position);
        mesh.quaternion.copy(body.quaternion);
      }
      lastTime = time;
      render();
    }

    function render() {
      renderer.render(scene, camera);
    }
    const randScale = (scale = 1) => ((-0.5 + Math.random()) * scale)
    const Degree2Radian = (degree) => (degree * (Math.PI / 180))
    const Radian2Degree = (radian) => (radian * (180 / Math.PI))
              
            
!
999px

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