Pen Settings



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


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


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.


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.


                <meta name="viewport" content="width=device-width, initial-scale=1, minimum-scale=1, user-scalable=0" />
<script src=""></script>


                * {margin:0;background:black;}


var mousePos = {x:.5,y:.5};
document.addEventListener('mousemove', function (event) {  mousePos = {x:event.clientX/window.innerWidth, y:event.clientY/window.innerHeight};});
var phase = 0;

var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(95, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.z = 30;

var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);

var boxSize = 0.2;
var geometry = new THREE.BoxGeometry(boxSize, boxSize, boxSize);
var materialGreen = new THREE.MeshBasicMaterial({transparent: true,  color: 0xff0000,  opacity: 0.4,  side: THREE.DoubleSide});

var pitchSegments = 60;
var elevationSegments = pitchSegments/2;
var particles = pitchSegments*elevationSegments
var side = Math.pow(particles, 1/3);

var radius = 16;

var parentContainer = new THREE.Object3D();

function posInBox(place) {
  return ((place/side) - 0.5) * radius * 1.2;  

//Plant the seeds, grow some trees in a grid!
for (var p = 0; p < pitchSegments; p++) {
  var pitch = Math.PI * 2 * p / pitchSegments ;
  for (var e = 0; e < elevationSegments; e++) {
    var elevation = Math.PI  * ((e / elevationSegments)-0.5)
    var particle = new THREE.Mesh(geometry, materialGreen);

    var dest = new THREE.Vector3();
    dest.z = (Math.sin(pitch) * Math.cos(elevation)) * radius; //z pos in sphere
    dest.x = (Math.cos(pitch) * Math.cos(elevation)) * radius; //x pos in sphere
    dest.y = Math.sin(elevation) * radius; //y pos in sphere

    particle.position.x = posInBox(parentContainer.children.length % side);
    particle.position.y = posInBox(Math.floor(parentContainer.children.length/side) % side);
    particle.position.z = posInBox(Math.floor(parentContainer.children.length/Math.pow(side,2)) % side);
    console.log(side, parentContainer.children.length, particle.position.x, particle.position.y, particle.position.z)
    particle.userData = {dests: [dest,particle.position.clone()], speed: new THREE.Vector3() };

function render() {
  phase += 0.002;
  for (var i = 0, l = parentContainer.children.length; i < l; i++) {
    var particle = parentContainer.children[i];
    var dest = particle.userData.dests[Math.floor(phase)%particle.userData.dests.length].clone();
    var diff = dest.sub(particle.position);
    particle.userData.speed.divideScalar(1.02); // Some drag on the speed
    particle.userData.speed.add(diff.divideScalar(400));// Modify speed by a fraction of the distance to the dest    
  parentContainer.rotation.y = phase*3;
  parentContainer.rotation.x = (mousePos.y-0.5) * Math.PI;
  parentContainer.rotation.z = (mousePos.x-0.5) * Math.PI;

  renderer.render(scene, camera);