Pen Settings

HTML

CSS

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

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

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.

HTML

              
                <html lang="en">

<head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Cubes Dance</title>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/2.0.2/TweenMax.min.js"></script>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r123/three.min.js"></script>
    <script src="https://unpkg.com/three@0.145.0/examples/js/controls/OrbitControls.js"></script>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.2/dat.gui.js"></script>
</head>

<body>
</body>

</html>

              
            
!

CSS

              
                body {
  background:#333d6a;
  color: #fff;
  width: 100%;
  height: 100vh;
  margin: 0;
  padding: 0;
  box-sizing: border-box;
  overflow: hidden;
  cursor: -webkit-grab;
  cursor: -moz-grab;
}

canvas {
  width: 100%;
  height: 100%
}

              
            
!

JS

              
                function RoundedBoxGeometry ( 
	width , 
	height , 
	depth , 
	radius, 
	radiusSegments
) {

	THREE.BufferGeometry.call( this );

	this.type = 'RoundedBoxGeometry';


	//validate params ===================================

	radiusSegments = !isNaN( radiusSegments ) ? Math.max( 1, Math.floor( radiusSegments ) ) : 1 ;

	width =  !isNaN(width)  ? width  : 1;
	height = !isNaN(height) ? height : 1;
	depth =  !isNaN(depth)  ? depth  : 1;

	radius = !isNaN(radius) ? radius : .15;

	radius = Math.min( radius , Math.min( width , Math.min( height , Math.min( depth ) ) ) / 2 );

	var edgeHalfWidth =  width / 2 - radius;
	var edgeHalfHeight = height / 2 - radius;
	var edgeHalfDepth =  depth / 2 - radius;


	//not sure why this is needed, for querying? ========

	this.parameters = {
		width: width , 
		height: height , 
		depth: depth , 
		radius: radius, 
		radiusSegments: radiusSegments
	};


	//calculate vertices count ==========================

	var rs1 =  radiusSegments + 1; //radius segments + 1 

	var totalVertexCount = ( rs1 * radiusSegments + 1 ) << 3; 


	//make buffers ======================================

	var positions = 	new THREE.BufferAttribute( new Float32Array( totalVertexCount * 3 ), 3 );
	
	var normals = 		new THREE.BufferAttribute( new Float32Array( totalVertexCount * 3 ), 3 );
	

	//some vars =========================================

	var 
		cornerVerts = [], 
		cornerNormals = [],
		normal = new THREE.Vector3(),
		vertex = new THREE.Vector3(),
		vertexPool = [],
		normalPool = [],
		indices = []
	;

	var
		lastVertex = rs1 * radiusSegments,
		cornerVertNumber = rs1 * radiusSegments + 1
	;

	doVertices();
	doFaces();
	doCorners();
	doHeightEdges();
	doWidthEdges();
	doDepthEdges()

	// calculate vert positions =========================

	function doVertices(){

		//corner offsets
		var cornerLayout = [
			new THREE.Vector3(  1 ,  1 ,  1 ),
			new THREE.Vector3(  1 ,  1 , -1 ),
			new THREE.Vector3( -1 ,  1 , -1 ),
			new THREE.Vector3( -1 ,  1 ,  1 ),
			new THREE.Vector3(  1 , -1 ,  1 ),
			new THREE.Vector3(  1 , -1 , -1 ),
			new THREE.Vector3( -1 , -1 , -1 ),
			new THREE.Vector3( -1 , -1 ,  1 )
		];

		//corner holder 
		for ( var j = 0 ; j < 8 ; j ++ ){

			cornerVerts.push([]); 
			cornerNormals.push([]); 

		}

		//construct 1/8 sphere ==============================

		var PIhalf = Math.PI / 2;

		var cornerOffset = new THREE.Vector3( edgeHalfWidth , edgeHalfHeight , edgeHalfDepth );

		for ( var y = 0; y <= radiusSegments; y ++ ) {

			var v = y / radiusSegments;

			var va = v * PIhalf; //arrange in 90 deg

			var cosVa = Math.cos( va ); //scale of vertical angle 

			var sinVa = Math.sin( va );

			if( y == radiusSegments ){

				vertex.set( 0 , 1 , 0 );

				var vert = vertex.clone().multiplyScalar( radius ).add( cornerOffset );
				
				cornerVerts[0].push( vert );

				vertexPool.push( vert );
				
				var norm = vertex.clone();

				cornerNormals[0].push( norm );

				normalPool.push( norm );

				continue; //skip row loop
			
			} 	

			for ( var x = 0; x <= radiusSegments; x ++ ) {

				var u = x / radiusSegments;

				var ha = u * PIhalf;

				//make 1/8 sphere points
				vertex.x = cosVa * Math.cos( ha );
				vertex.y = sinVa;
				vertex.z = cosVa * Math.sin( ha );

				//copy sphere point, scale by radius, offset by half whd
				var vert = vertex.clone().multiplyScalar( radius ).add( cornerOffset );

				cornerVerts[0].push( vert );

				vertexPool.push( vert );
				
				//sphere already normalized, just clone

				var norm = vertex.clone().normalize();
				cornerNormals[0].push( norm );
				normalPool.push( norm );

			}

		}

		//distribute corner verts ===========================

		for ( var i = 1 ; i < 8 ; i ++ ){

			for( var j = 0 ; j < cornerVerts[0].length ; j ++ ){

				var vert = cornerVerts[0][j].clone().multiply( cornerLayout[i] );

				cornerVerts[i].push( vert );
				
				vertexPool.push( vert );

				var norm = cornerNormals[0][j].clone().multiply( cornerLayout[i] );

				cornerNormals[i].push( norm );

				normalPool.push( norm );

			}

		}	

	}
	

	// weave corners ====================================

	function doCorners(){

		var indexInd = 0;


		var flips = [
			true,
			false,
			true,
			false,
			false,
			true,
			false,
			true
		];

		var lastRowOffset = rs1 * ( radiusSegments - 1 );

		for ( var i = 0 ; i < 8 ; i ++ ){

			var cornerOffset = cornerVertNumber * i;

			for ( var v = 0 ; v < radiusSegments - 1 ; v ++ ){

				var r1 = v * rs1; 		//row offset
				var r2 = (v + 1) * rs1; //next row

				for ( var u = 0 ; u < radiusSegments ; u ++ ){

					var u1 = u + 1;
					var a = cornerOffset + r1 + u;
					var b = cornerOffset + r1 + u1;
					var c = cornerOffset + r2 + u;
					var d = cornerOffset + r2 + u1;

					if( !flips[i] ){

						indices.push( a );
						indices.push( b );
						indices.push( c );

						indices.push( b );
						indices.push( d );
						indices.push( c );

					} else {

						indices.push( a );
						indices.push( c );
						indices.push( b );

						indices.push( b );
						indices.push( c );
						indices.push( d );

					}

				}

			}
			
			for ( var u = 0 ; u < radiusSegments ; u ++ ){

				var a = cornerOffset + lastRowOffset + u;
				var b = cornerOffset + lastRowOffset + u + 1;
				var c = cornerOffset + lastVertex;

				if( !flips[i] ){

					indices.push( a );
					indices.push( b );
					indices.push( c );

				} else {

					indices.push( a );
					indices.push( c );
					indices.push( b );

				}

			}

		}

	}
	

	//plates ============================================
	//fix this loop matrices find pattern something

	function doFaces(){

		//top
		var a = lastVertex;// + cornerVertNumber * 0;
		var b = lastVertex + cornerVertNumber;// * 1;
		var c = lastVertex + cornerVertNumber * 2;
		var d = lastVertex + cornerVertNumber * 3;

		indices.push( a );
		indices.push( b );
		indices.push( c );
		indices.push( a );
		indices.push( c );
		indices.push( d );

		//bottom
		a = lastVertex + cornerVertNumber * 4;// + cornerVertNumber * 0;
		b = lastVertex + cornerVertNumber * 5;// * 1;
		c = lastVertex + cornerVertNumber * 6;
		d = lastVertex + cornerVertNumber * 7;

		indices.push( a );
		indices.push( c );
		indices.push( b );
		indices.push( a );
		indices.push( d );
		indices.push( c );

		//left 
		a = 0;
		b = cornerVertNumber;
		c = cornerVertNumber * 4;
		d = cornerVertNumber * 5;

		indices.push( a );
		indices.push( c );
		indices.push( b );
		indices.push( b );
		indices.push( c );
		indices.push( d );

		//right 
		a = cornerVertNumber * 2;
		b = cornerVertNumber * 3;
		c = cornerVertNumber * 6;
		d = cornerVertNumber * 7;

		indices.push( a );
		indices.push( c );
		indices.push( b );
		indices.push( b );
		indices.push( c );
		indices.push( d );

		//front 
		a = radiusSegments;
		b = radiusSegments + cornerVertNumber * 3;
		c = radiusSegments + cornerVertNumber * 4;
		d = radiusSegments + cornerVertNumber * 7;

		indices.push( a );
		indices.push( b );
		indices.push( c );
		indices.push( b );
		indices.push( d );
		indices.push( c );

		//back 
		a = radiusSegments + cornerVertNumber;
		b = radiusSegments + cornerVertNumber * 2;
		c = radiusSegments + cornerVertNumber * 5;
		d = radiusSegments + cornerVertNumber * 6;

		indices.push( a );
		indices.push( c );
		indices.push( b );
		indices.push( b );
		indices.push( c );
		indices.push( d );

	}


	// weave edges ======================================

	function doHeightEdges(){

		for ( var i = 0 ; i < 4 ; i ++ ){

			var cOffset = i * cornerVertNumber;
			var cRowOffset = 4 * cornerVertNumber + cOffset;
			var needsFlip = i & 1 === 1;
			for ( var u = 0 ; u < radiusSegments ; u ++ ){

				var u1 = u + 1;
				var a = cOffset + u;
				var b = cOffset + u1;
				var c = cRowOffset + u;
				var d = cRowOffset + u1;

				if( !needsFlip ){

					indices.push( a );
					indices.push( b );
					indices.push( c );
					indices.push( b );
					indices.push( d );
					indices.push( c );

				} else {

					indices.push( a );
					indices.push( c );
					indices.push( b );
					indices.push( b );
					indices.push( c );
					indices.push( d );

				}

			}

		}

	}
	
	function doDepthEdges(){

		var cStarts = [ 0 , 2 , 4 , 6 ];
		var cEnds =   [ 1 , 3 , 5 , 7 ];
			
		for ( var i = 0 ; i < 4 ; i ++ ){

			var cStart = cornerVertNumber * cStarts[ i ];
			var cEnd =   cornerVertNumber * cEnds[ i ];

			var needsFlip = 1 >= i;

			for ( var u = 0 ; u < radiusSegments ; u ++ ){

				var urs1 =  u * rs1;
				var u1rs1 = (u+1) * rs1;

				var a = cStart + urs1;
				var b = cStart + u1rs1;
				var c = cEnd + urs1;
				var d = cEnd + u1rs1

				if( needsFlip ){

					indices.push( a );
					indices.push( c );
					indices.push( b );
					indices.push( b );
					indices.push( c );
					indices.push( d );

				} else {

					indices.push( a );
					indices.push( b );
					indices.push( c );
					indices.push( b );
					indices.push( d );
					indices.push( c );

				}

			}

		}

	}

	function doWidthEdges(){

		var end = radiusSegments - 1;

		var cStarts = [ 0 , 1 , 4 , 5 ];
		var cEnds =   [ 3 , 2 , 7 , 6 ];
		var needsFlip = [0,1,1,0];

		for ( var i = 0 ; i < 4 ; i ++ ){

			var cStart = cStarts[i] * cornerVertNumber;
			var cEnd = cEnds[i] * cornerVertNumber;
			

			for ( var u = 0 ; u <= end ; u ++ ){

				// var dInd = u != end ? radiusSegments + u * rs1 : cornerVertNumber - 1;

				var a = cStart + radiusSegments + u * rs1;
				var b = cStart + (u != end ? radiusSegments + (u + 1) * rs1 : cornerVertNumber - 1);

				var c = cEnd + radiusSegments + u * rs1;
				var d = cEnd + (u != end ? radiusSegments + (u + 1) * rs1 : cornerVertNumber - 1);

				if( !needsFlip[i] ){

					indices.push( a );
					indices.push( b );
					indices.push( c );
					indices.push( b );
					indices.push( d );
					indices.push( c );

				} 
				else {

					indices.push( a );
					indices.push( c );
					indices.push( b );
					indices.push( b );
					indices.push( c );
					indices.push( d );

				}

			}

		}

	}


	//fill buffers ======================================

	var index = 0;

	for ( var i = 0 ; i < vertexPool.length ; i ++ ){

		positions.setXYZ( 
			index , 
			vertexPool[i].x , 
			vertexPool[i].y , 
			vertexPool[i].z 
		);

		normals.setXYZ( 
			index , 
			normalPool[i].x , 
			normalPool[i].y , 
			normalPool[i].z 
		);

		index++;

	}

	this.setIndex( new THREE.BufferAttribute( new Uint16Array( indices ) , 1 ) );
	
	this.addAttribute( 'position', positions );
	
	this.addAttribute( 'normal', normals );
	
};

RoundedBoxGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
RoundedBoxGeometry.constructor = RoundedBoxGeometry;

class App {
  init() {
    this.ambientLightColor = '#ffffff';
    this.backgroundColor = '#43fa8e';
    this.spotLightColor = 0xffffff;
    this.gridSize = 40;
    this.col = this.gridSize
    this.row = this.gridSize;
    this.boxSize = 1;
    this.easing = Sine.easeInOut;
    this.gui = new dat.GUI();

    this.scene = new THREE.Scene();
    this.camera = new THREE.PerspectiveCamera(20, window.innerWidth / window.innerHeight, 1, 1000);
    this.camera.position.set(-20, 20, -20);
    this.odds = [];
    this.evens = [];

    this.addRenderer();

    this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement);
        this.controls.enableDamping = true;
    this.controls.dampingFactor = 0.04;
    
    document.body.style.cursor = "-moz-grabg";
    document.body.style.cursor = "-webkit-grab";

    this.controls.addEventListener("start", () => {
      requestAnimationFrame(() => {
        document.body.style.cursor = "-moz-grabbing";
        document.body.style.cursor = "-webkit-grabbing";
      });
    });

    this.controls.addEventListener("end", () => {
      requestAnimationFrame(() => {
        document.body.style.cursor = "-moz-grab";
        document.body.style.cursor = "-webkit-grab";
      });
    });

    this.addAmbientLight();

    this.addSpotLight();

    this.animate();

    this.lightMaterialProps = {
      color: '#7d7d7d',
      emissive: '#0f3855',
    };

    this.darkMaterialProps = {
      color: '#25222f',
      emissive: '#031e31',
    };

    const roundedGeometry = new RoundedBoxGeometry(this.boxSize, this.boxSize, this.boxSize, .04, .4);

    this.darkMaterial = new THREE.MeshPhongMaterial(this.darkMaterialProps);
    this.lightMaterial = new THREE.MeshPhongMaterial(this.lightMaterialProps);

    const light = new THREE.PointLight(0xffffff, 1, 1000);
    light.position.set(0, 20, 0);
    light.castShadow = true;
    this.scene.add(light);

    const light1 = new THREE.PointLight(0x00ff00, 1, 100);
    light1.position.set(0, 20, 0);
    light1.castShadow = true;
    this.scene.add(light1);

    const light2 = new THREE.PointLight(0xff00ff, 1, 1000);
    light2.position.set(-50, 50, -20);
    this.scene.add(light2);

    this.addBoxes(roundedGeometry);

    this.animateOdds();

    TweenMax.delayedCall(1.5, this.animateEvens.bind(this));

    this.addGUIControls();

    window.addEventListener('resize', this.onResize.bind(this));
  }

  addRenderer() {
    this.renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });
    this.renderer.shadowMap.enabled = true;
    this.renderer.shadowMap.type = THREE.PCFSoftShadowMap;
    this.renderer.setSize(window.innerWidth, window.innerHeight);

    document.body.appendChild(this.renderer.domElement);
  }

  addAmbientLight() {
    const light = new THREE.AmbientLight(this.ambientLightColor, 1);
    this.scene.add(light);
  }

  addSpotLight() {
    this.spotLight = new THREE.SpotLight(this.spotLightColor);
    this.spotLight.position.set(0, 500, 0);
    this.scene.add(this.spotLight);
  }

  addGUIControls() {
    const backgroundGUI = this.gui.addFolder('Background');
    backgroundGUI.addColor(this, 'backgroundColor').onChange((color) => {
      document.body.style.backgroundColor = color;
    });

    const tileGUI = this.gui.addFolder('Light Material');
    tileGUI.addColor(this.lightMaterialProps, 'color').onChange((color) => {
      this.lightMaterial.color = this.hexToRgbTreeJs(color);
    });

    tileGUI.addColor(this.lightMaterialProps, 'emissive').onChange((emissive) => {
      this.lightMaterial.emissive = this.hexToRgbTreeJs(emissive);
    });

    const tileGUIDark = this.gui.addFolder('Dark Material');
    tileGUIDark.addColor(this.darkMaterialProps, 'color').onChange((color) => {
      this.darkMaterial.color = this.hexToRgbTreeJs(color);
    });

    tileGUIDark.addColor(this.darkMaterialProps, 'emissive').onChange((emissive) => {
      this.darkMaterial.emissive = this.hexToRgbTreeJs(emissive);
    });
  }

  animateOdds() {
    this.animateBoxes(this.odds, this.animateOdds.bind(this));
  }

  animateEvens() {
    this.animateBoxes(this.evens, this.animateEvens.bind(this));
  }

  animateBoxes(list, callback) {
    for (let i = 0; i < list.length; i++) {
      const element = list[i];

      TweenMax.to(element.position, 1.5, { y: 3, ease: this.easing, yoyo: true, yoyoEase: this.easing, repeat: -1 });
      TweenMax.to(element.rotation, .6, { z: '-=' + this.radians(180), delay: 1 + (i/1000) , ease: this.easing});
    }

    TweenMax.delayedCall(3, callback);
  }

  hexToRgbTreeJs(hex) {
    const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
    return result ? {
      r: parseInt(result[1], 16) / 255,
      g: parseInt(result[2], 16) / 255,
      b: parseInt(result[3], 16) / 255
    } : null;
  }

  radians(degrees) {
    return degrees * Math.PI / 180;
  }

  getRandomInt(min, max) {
    return Math.floor(Math.random() * (max - min + 1) + min);
  }

  getMaterial() {
    const number = this.getRandomInt(0, this.gridSize*2);

    return number%2===0 ? this.lightMaterial : this.darkMaterial;
  }

  addBoxes(geometry) {
    for (let i = 0; i < this.col; i++) {
      for (let j = 0; j < this.row; j++) {
        const box = new THREE.Mesh(geometry, this.getMaterial());

        box.position.set((i * this.boxSize) + this.gridSize * -.5, 2, (j * this.boxSize) + this.gridSize * -.5);
        box.castShadow = true;
        box.receiveShadow = true;

        if ((i + j) % 2 === 0) {
          this.evens[this.evens.length] = box;
        } else {
          this.odds[this.odds.length] = box;
        }

        this.scene.add(box);
      }
    }
  }

  animate() {
    this.controls.update();

    this.renderer.render(this.scene, this.camera);
    
    requestAnimationFrame(this.animate.bind(this));
  }

  onResize() {
    const ww = window.innerWidth;
    const wh = window.innerHeight;

    this.camera.aspect = ww / wh;
    this.camera.updateProjectionMatrix();
    this.renderer.setSize(ww, wh);
  }
}

new App().init();
              
            
!
999px

Console