Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URL's added here will be added as <link>s in order, and before the CSS in the editor. If you link to another Pen, it will include the CSS from that Pen. If the preprocessor matches, it will attempt to combine them before processing.

+ add another resource

JavaScript

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

Packages

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.

Behavior

Save Automatically?

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.

HTML

              
                <a id="logo" href="https://playcanvas.com/" target="_blank"><img src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/476907/pc.png" /></a>
              
            
!

CSS

              
                body {
  overflow: hidden;
}

canvas {
  position: fixed;
  top: 0;
  left: 0;
  width: 100%;
  height: 100%;
}

#logo {
  z-index: 2;
  position: fixed;
  padding: 24px;
  top: 0;
  right: 0;
  user-select: none;
}
              
            
!

JS

              
                /**********************************************
*  https://github.com/playcanvas/engine
**********************************************/

const SOCIAL_LINKS = [{
  image: 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/476907/social_codepen.png',
  link: 'https://codepen.io/halvves/'
}, {
  image: 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/476907/social_github.png',
  link: 'https://github.com/halvves'
}, {
  image: 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/476907/social_dribbble.png',
  link: 'https://dribbble.com/halvves'
}, {
  image: 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/476907/social_instagram.png',
  link: 'https://www.instagram.com/coolandgood.gif/'
}, {
  image: 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/476907/social_twitter.png',
  link: 'https://twitter.com/halvves'
}, {
  image: 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/476907/social_tumblr.png',
  link: 'https://halvves.tumblr.com/'
}];

/**********************************************
* SETUP
* ---------------------------------------------
* create canvas and add it to the DOM
* create app and attach canvas and inputs
* enable crossorigin asset loading
* setup window resize listeners
* setup canvasFillMode, canvasResolution,
*   gammaCorrection, and toneMapping.
**********************************************/
const canvas = document.createElement('canvas');
document.body.appendChild(canvas);

const app = new pc.Application(canvas, {
  elementInput: new pc.ElementInput(canvas),
  mouse: new pc.Mouse(canvas),
  touch: 'ontouchstart' in window ? new pc.TouchDevice(canvas) : null,
});
app.start();
app.loader.getHandler('texture').crossOrigin = 'anonymous';

app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW);
app.setCanvasResolution(pc.RESOLUTION_AUTO);

window.addEventListener('resize', function () {
  app.resizeCanvas(canvas.width, canvas.height);
});

app.scene.gammaCorrection = pc.GAMMA_SRGB;
app.scene.toneMapping = pc.TONEMAP_ACES;

/**********************************************
* ASSET: BLACK MARBLE
* ---------------------------------------------
* used as in the cubemap for reflections on the
* central entity and as the diffuse map on the
* inner surfaces of the environment entity
**********************************************/
const blackmarble = new pc.Asset('blackmarble-texture', 'texture', {
  url: 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/476907/black-marble.jpg'
});
app.assets.add(blackmarble);
app.assets.load(blackmarble);

/**********************************************
* ASSET: INVERTED BLACK MARBLE
* ---------------------------------------------
* used as the diffuse map on the face of the
* central cube entity
**********************************************/
const blackmarbleInverted = new pc.Asset('blackmarbleInverted-texture', 'texture', {
  url: 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/476907/black-marble--inverted.jpg',
});
app.assets.add(blackmarbleInverted);
app.assets.load(blackmarbleInverted);

/**********************************************
* ASSET: CUBEMAP
* ---------------------------------------------
* used for reflections etc on the
* central cube entity
**********************************************/
const cubemapAsset = new pc.Asset('blackmarble-map', 'cubemap', null, {
  'textures': [
    blackmarble.id,
    blackmarble.id,
    blackmarble.id,
    blackmarble.id,
    blackmarble.id,
    blackmarble.id
  ],
  'magFilter': 1,
  'minFilter': 5,
  'anisotropy': 1,
  'name': 'blackmarble',
});
app.assets.add(cubemapAsset);
app.assets.load(cubemapAsset);

/**********************************************
* SCRIPT: CAMERA DRIFT
* ---------------------------------------------
* uses mouse and touch events to cause an
* entity to drift in the general direction
* of user input
**********************************************/
const CameraDrift = pc.createScript('camera-drift');
CameraDrift.prototype.initialize = function() {
  this.toPos = new pc.Vec3(0, 0, 2);
  this.currPos = new pc.Vec3().copy(this.toPos)
  if (this.app.touch) {
    this.app.touch.on(pc.EVENT_TOUCHMOVE, this.handleMove, this);  
  } else {
    this.app.mouse.on(pc.EVENT_MOUSEMOVE, this.handleMove, this);
  }
};
CameraDrift.prototype.update = function(dt) {
  this.currPos.lerp(this.entity.getPosition(), this.toPos, dt);
  this.entity.setPosition(this.currPos);
};
CameraDrift.prototype.handleMove = function(e) {
  const min = (e.event.view.innerWidth, e.event.view.innerHeight);
  const x = e.event.type === pc.EVENT_TOUCHMOVE ? e.touches[0].x : e.x;
  const y = e.event.type === pc.EVENT_TOUCHMOVE ? e.touches[0].y : e.y;
  this.toPos.x = 0.75 * (x - e.event.view.innerWidth / 2) / min;
  this.toPos.y = 0.75 * (y - e.event.view.innerHeight / 2) / -min
};

/**********************************************
* ENTITY: CAMERA
* ---------------------------------------------
* add and setup camera to render the scene
* attach the CameraDrift script
**********************************************/
const camera = new pc.Entity();
camera.addComponent('camera', { clearColor: new pc.Color(0, 0, 0) });
camera.addComponent('script');
camera.script.create(CameraDrift.__name);
app.root.addChild(camera);

/**********************************************
* SCRIPT: INERTIAL SPIN
* ---------------------------------------------
* uses mouse and touch events to a allow a user
* to spin an entity with inertia
**********************************************/
const InertialSpin = pc.createScript('inertial-spin');
InertialSpin.prototype.initialize = function() {
  this.ROTATION_SPEED = 0.25;
  this.DRAG = 0.95;
  this.MIN_DELTA = 0.001;
  this.MOVE_RELEASE_DELTA = 50;

  this.horizontalQuat = new pc.Quat();
  this.verticalQuat = new pc.Quat();
  this.resultQuat = new pc.Quat();

  this.dx = 0;
  this.dy = 0;
  this.lastPoint = new pc.Vec2(0, 0);
  this.isUserControlling = false;

  if (this.app.touch) {
    this.app.touch.on(pc.EVENT_TOUCHSTART, this.handleStart, this);
    this.app.touch.on(pc.EVENT_TOUCHMOVE, this.handleMove, this);  
    this.app.touch.on(pc.EVENT_TOUCHEND, this.handleEnd, this);  
  } else {
    this.app.mouse.on(pc.EVENT_MOUSEDOWN, this.handleStart, this);
    this.app.mouse.on(pc.EVENT_MOUSEMOVE, this.handleMove, this);
    this.app.mouse.on(pc.EVENT_MOUSEUP, this.handleEnd, this);
  }
};
InertialSpin.prototype.update = function () {
  if (!this.isUserControlling) { 
    this.dx = Math.abs(this.dx) > this.MIN_DELTA
      ? this.dx * this.DRAG
    : 0;
    this.dy = Math.abs(this.dy) > this.MIN_DELTA
      ? this.dy * this.DRAG
    : 0;
    if (this.dx && this.dx) {
      this.rotate();
    }
  }
};
InertialSpin.prototype.rotate = function () {
  this.horizontalQuat.setFromAxisAngle(this.app.root.up, this.dx);
  this.verticalQuat.setFromAxisAngle(this.app.root.right, this.dy);
  this.resultQuat.mul2(this.horizontalQuat, this.verticalQuat);
  this.resultQuat.mul(this.entity.getRotation());
  this.entity.setRotation(this.resultQuat);    
};
InertialSpin.prototype.updateDeltas = function(x, y) {
  this.dx = (x - this.lastPoint.x) * this.ROTATION_SPEED;
  this.dy = (y - this.lastPoint.y) * this.ROTATION_SPEED;
  this.lastPoint.set(x, y);
}
InertialSpin.prototype.handleStart = function (e) {
  this.isUserControlling = true;
  if (e.event.type === pc.EVENT_TOUCHSTART) {
    this.lastPoint.set(e.touches[0].x, e.touches[0].y);
  } else {
    this.lastPoint.set(e.x, e.y);
  }
};
InertialSpin.prototype.handleMove = function (e) {
  if (e.event.type === pc.EVENT_TOUCHMOVE) {
    this.updateDeltas(e.touches[0].x, e.touches[0].y);
    this.rotate();
  } else if (this.app.mouse.isPressed(pc.MOUSEBUTTON_LEFT)) {
    this.updateDeltas(e.x, e.y);
    this.rotate();
  }
}
InertialSpin.prototype.handleEnd = function (e) {
  this.isUserControlling = false;
}

/**********************************************
* UTIL: RAYCASTER
* ---------------------------------------------
* used for hit detecting meshs
* TODO: slightly hacky, but working-ish
* distances are inaccurate, only works
* right now b/c we can cull to only get
* front faceing normals
**********************************************/
class Raycaster {
  constructor(config) {
    this.debug = config && config.debug;
    this.ray = new pc.Ray();
    this.RED = new pc.Color(1, 0, 0, 1);

    this.diff = new pc.Vec3();
    this.edge1 = new pc.Vec3();
    this.edge2 = new pc.Vec3();
    this.normal = new pc.Vec3();
  }

  _intersectTriangle(a, b, c, cull, modelMatrix) {
    this.diff.copy(pc.Vec3.ZERO);
    this.edge1.copy(pc.Vec3.ZERO);
    this.edge2.copy(pc.Vec3.ZERO);
    this.normal.copy(pc.Vec3.ZERO);

    modelMatrix.transformPoint(a, a);
    modelMatrix.transformPoint(b, b);
    modelMatrix.transformPoint(c, c);

    this.edge1.sub2(b, a);
    this.edge2.sub2(c, a);
    this.normal.cross(this.edge1, this.edge2);

    let DdN = this.ray.direction.dot(this.normal);
    let sign;

    if (DdN > 0) {
      if (cull) return null;
      sign = 1;
    } else if (DdN < 0) {
      sign = -1;
      DdN = - DdN;
    } else {
      return null;
    }

    this.diff.sub2(this.ray.origin, a);

    const DdQxE2 = sign * this.ray.direction.dot(this.edge2.cross(this.diff, this.edge2));
    if (DdQxE2 < 0) return null;

    const DdE1xQ = sign * this.ray.direction.dot(this.edge1.cross(this.edge1, this.diff));
    if (DdE1xQ < 0) return null;

    if (DdQxE2 + DdE1xQ > DdN) return null;

    const QdN = -sign * this.diff.dot(this.normal);
    if (QdN < 0) return null;

    return new pc.Vec3().copy(this.ray.direction).scale(QdN / DdN);
  }

  _checkIntersection(object, i, a, b, c, cull, modelMatrix) {
    const intersect = this._intersectTriangle(a, b, c, cull, modelMatrix);
    if (intersect === null) return null;

    modelMatrix.transformPoint(intersect, intersect);

    return {
      distance: intersect.sub(this.ray.origin).length(),
      index: i,
      point: intersect.clone(),
      object: object
    };
  }

  intersectObject(meshInstances, cull = false) {
    const intersects = [];
    for (let i = 0; i < meshInstances.length; i++) {
      const a = new pc.Vec3();
      const b = new pc.Vec3();
      const c = new pc.Vec3();
      const modelMatrix = new pc.Mat4();

      const mi = meshInstances[i];
      const mesh = mi.mesh;
      // TODO: remove 1.75 hack for making sphere big enough
      const sphere = new pc.BoundingSphere(mi.aabb.center, Math.max(...mi.aabb.halfExtents.data) * 1.75);

      modelMatrix.copy(mi.node.getWorldTransform());

      if (sphere.intersectRay(this.ray) === false) continue;

      const indexBuffer = mesh.indexBuffer[0];
      const indices = new Uint16Array(indexBuffer.lock());

      const iterator = new pc.VertexIterator(mesh.vertexBuffer);
      const vertices = [];
      for (let i = 0; i < iterator.vertexBuffer.numVertices; i++) {
        const index = iterator.element.POSITION.index;
        vertices.push([
          iterator.element.POSITION.array[index],
          iterator.element.POSITION.array[index + 1],
          iterator.element.POSITION.array[index + 2],
        ]);
        iterator.next();
      }

      for (let i = 0; i < indices.length / 3; i++) {
        a.set(...vertices[indices[i * 3]]);
        b.set(...vertices[indices[i * 3 + 1]]);
        c.set(...vertices[indices[i * 3 + 2]]);

        const intersect = this._checkIntersection(mi, i, a, b, c, cull, modelMatrix);

        if (intersect) {
          intersects.push(intersect);

          if (this.debug) {
            app.renderLine(a, b, this.RED);
            app.renderLine(b, c, this.RED);
            app.renderLine(c, a, this.RED);
          }
        }
      }

      indexBuffer.unlock();
    }
    return intersects.length > 0 ? intersects : null;
  };

  setFromCamera(screen, camera) {
    camera.camera.screenToWorld(screen.x, screen.y, camera.camera.nearClip, this.ray.origin);
    camera.camera.screenToWorld(screen.x, screen.y, camera.camera.farClip, this.ray.direction);
    this.ray.direction.sub(this.ray.origin).normalize();
  }
}

/**********************************************
* SCRIPT: RAYCAST FACES
* ---------------------------------------------
* raycast faces of our cube and launch urls
* based on which face is clicked
**********************************************/
const RaycastFaces = pc.createScript('raycaster');
RaycastFaces.prototype.initialize = function () {
  this.cameraEntity = camera;
  this.raycaster = new Raycaster();
  this.meshInstances = this.entity.faces.reduce(
    (acc, f) => [...acc, ...f.model.model.meshInstances], []
  );

  if (this.app.touch) {
    this.app.touch.on(pc.EVENT_TOUCHSTART, this.handleStart, this);
  } else {
    this.app.mouse.on(pc.EVENT_MOUSEDOWN, this.handleStart, this);
    this.app.mouse.on(pc.EVENT_MOUSEMOVE, this.handleMouseMove, this);
  }
}
RaycastFaces.prototype.handleStart = function (e) {
  if (Array.isArray(this.entity.faces) && this.entity.faces.length) {
    const screen = e.event.type === pc.EVENT_TOUCHSTART ? e.touches[0] : e;
    const intersects = this._getIntersects(screen);
    if (Array.isArray(intersects) && intersects.length) {
      this._bindActions();
      setTimeout(this._unbindActions.bind(this), 1400);
    }
  }
};
RaycastFaces.prototype.handleEnd = function(e) {
  if (
    (e.button == pc.MOUSEBUTTON_LEFT || e.event.type === pc.EVENT_TOUCHEND) &&
    Array.isArray(this.meshInstances) &&
    this.meshInstances.length
  ) {
    // TODO: crazy logic b/c touch events are hard
    let screen;
    if (e.event.type === pc.EVENT_TOUCHEND && e.touches.length > 0) {
      screen = e.touches[0];
    } else if (e.event.type === pc.EVENT_TOUCHEND && e.changedTouches.length > 0) {
      screen = e.changedTouches[0];
    } else if (e.event.type === pc.EVENT_TOUCHEND && e.event.pageX) {
      screen = {
        x: e.event.pageX,
        y: e.event.pageY,
      }
    } else {
      screen = e;
    }
    const intersects = this._getIntersects(screen);
    if (Array.isArray(intersects) && intersects.length) {
      intersects[0].object.node.parent.onClick(e);
    }
  }
}
RaycastFaces.prototype.handleMouseMove = function (e) {
  const intersects = this._getIntersects(e);
  if (Array.isArray(intersects) && intersects.length) {
    document.body.style.cursor = 'pointer';
  } else {
    document.body.style.cursor = 'default';
  }
}
RaycastFaces.prototype._bindActions = function () {
  if (this.app.touch) {
    this.app.touch.on(pc.EVENT_TOUCHEND, this.handleEnd, this);
    this.app.touch.on(pc.EVENT_TOUCHMOVE, this._unbindActions, this);
  } else {
    this.app.mouse.on(pc.EVENT_MOUSEUP, this.handleEnd, this);
    this.app.mouse.on(pc.EVENT_MOUSEMOVE, this._unbindActions, this);
  }
}
RaycastFaces.prototype._unbindActions = function () {
  if (this.app.touch) {
    this.app.touch.off(pc.EVENT_TOUCHEND, this.handleEnd, this);
    this.app.touch.off(pc.EVENT_TOUCHMOVE, this._unbindActions, this);
  } else {
    this.app.mouse.off(pc.EVENT_MOUSEUP, this.handleEnd, this);
    this.app.mouse.off(pc.EVENT_MOUSEMOVE, this._unbindActions, this);
  }
}
RaycastFaces.prototype._getIntersects = function (screen) {
  this.raycaster.setFromCamera(screen, this.cameraEntity);
  return this.raycaster.intersectObject(this.meshInstances, true);
};

/**********************************************
* ENTITY: MULTITEX CUBE
* ---------------------------------------------
* creates an entity that contains several
* plane entities arranged in the shape of a cube
*
* this allows for setting individual textures on
* each face of the cube
*
* face orientation is written as such:
*  [
*    ...
*    [[posX, poxY, posZ], [rotX, rotY, rotZ]],
*    ...
*  ]
**********************************************/
class MultiTexCube extends pc.Entity {
  constructor(...p) {
    super(...p);
    this.faces = [
      [[0.5, 0, 0], [0, 0, -90]],
      [[-0.5, 0, 0], [0, 0, 90]],
      [[0, 0.5, 0], [0, 0, 0]],
      [[0, -0.5, 0], [180, 0, 0]],
      [[0, 0, 0.5], [90, 0, 0]],
      [[0, 0, -0.5], [-90, 0, 0]]
    ].map(([p, r]) => {
      const mat = new pc.StandardMaterial();
      const face = new pc.Entity();
      face.setLocalEulerAngles(r[0], r[1], r[2]);
      face.setLocalPosition(p[0], p[1], p[2]);
      face.addComponent('model', { type: 'plane' });
      face.model.model.meshInstances[0].material = mat;
      this.addChild(face);
      return face;
    });
  }

  setLinks(urls) {
    if (!Array.isArray(urls) || !urls.length) return;
    urls.slice(0, 6).forEach((url, i) => {
      this.faces[i].onClick = function() {
        window.open(url, '_blank', '', '')
      }
    })
  }

  setTextures(urls) {
    if (!Array.isArray(urls) || !urls.length) return;
    urls.slice(0, 6).forEach((url, i) => {
      const mat = this.faces[i].model.model.meshInstances[0].material;
      const asset = new pc.Asset(url, 'texture', { url });
      app.assets.add(asset);
      app.assets.load(asset);

      asset.ready(() => {
        asset.resource.addressU = pc.ADDRESS_CLAMP_TO_EDGE;
        asset.resource.addressV = pc.ADDRESS_CLAMP_TO_EDGE;
        mat.shininess = 95;
        mat.useMetalness = true;
        mat.metalnessMapOffset.set(-0.5, -0.5);
        mat.metalnessMapTiling.set(2, 2);
        mat.metalnessMap = asset.resource;
        mat.update();
      });
    });
  }

  setDiffuseMap(asset) {
    asset.ready(() => {
      this.faces.forEach(f => {
        const mat = f.model.model.meshInstances[0].material;
        mat.diffuseMap = asset.resource;
        mat.update();
      });
    })
  };

  setCubemap(cubemap) {
    cubemap.ready(() => {
      this.faces.forEach(f => {
        const mat = f.model.model.meshInstances[0].material;
        mat.cubeMap = cubemap.resources;
        mat.update();
      });
    });
  }
}

const cube = new MultiTexCube();
cube.setLinks(SOCIAL_LINKS.map(l => l.link));
cube.setTextures(SOCIAL_LINKS.map(l => l.image));
cube.setDiffuseMap(blackmarbleInverted);
cube.setCubemap(cubemapAsset);
cube.addComponent('script');
cube.script.create(InertialSpin.__name);
cube.script.create(RaycastFaces.__name);
cube.setLocalScale(0.6, 0.6, 0.6);
app.root.addChild(cube);

/**********************************************
* ENTITY: ENVIRONMENT CUBE
* ---------------------------------------------
* creates a simple cube that is inverted
* to display textures on the inner surfaces
**********************************************/
const environment = new pc.Entity();
const environmentMaterial = new pc.StandardMaterial();
environment.addComponent('model', { type: 'box', isStatic: true });
environment.setLocalScale(-7, 7, -7);
app.root.addChild(environment);
blackmarble.ready(() => {
  environment.model.model.meshInstances[0].material = environmentMaterial;
  environmentMaterial.cull = pc.CULLFACE_FRONT;
  environmentMaterial.diffuseMap = blackmarble.resource;
  environmentMaterial.update();
});

/**********************************************
* ENTITIES: LIGHTS
* ---------------------------------------------
* creates and places lights throughout
* the scene
**********************************************/
const lightA = new pc.Entity();
lightA.addComponent('light', {
  type: 'point',
  range: 20,
  intensity: 0.9,
});
lightA.setPosition(-4, 6, 2);
app.root.addChild(lightA);

const lightB = new pc.Entity();
lightB.addComponent('light', {
  type: 'point',
  range: 20,
});
lightB.setPosition(4, -6, -6);
app.root.addChild(lightB);

const lightC = new pc.Entity();
lightC.addComponent('light', {
  type: 'point',
  range: 20,
  intensity: 0.9,
});
lightC.setPosition(4, -6, 6);
app.root.addChild(lightC);
              
            
!
999px

Console