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HTML

              
                <body class="scene">
  <p><a href="https://twitter.com/josep_llodra">@josep_llodra</a></p>
</body>
              
            
!

CSS

              
                @import "compass/css3";

body{
  overflow:hidden;
  background-color: #ffffff;
  @include filter-gradient(#ffffff, #f6f6f6, vertical);
  @include background-image(linear-gradient(top,  #ffffff 0%,#f1f1f1 50%,#e1e1e1 51%,#f6f6f6 100%));
}
p{
  font-family: sans-serif;
  position: absolute;
  bottom:0;
}
a {
  color: black;
  text-decoration: none;
}
a:hover {
  color: black;
}
              
            
!

JS

              
                // by @josep_llodra

function Scene(){
  var self = this;
  var W, H;
  var camera, scene, renderer;
  var geometry, material, mesh;
  var pointLight, ambientLight;
  var mouseX = 0;
  var mouseY = 0;
  var nbmesh = 1;
  var edge_w = 100;
  var edge_h = 150;
  var levels = 10; // slow? lower this
  
  this.init = function(){
    // SET
    scene = new THREE.Scene();
    W = window.innerWidth;
    H = window.innerHeight;
    
    // LIGHTS
    pointLight = new THREE.PointLight(0xD0D0D0, 2, 1000);
	 pointLight.position.z = 100;
	 pointLight.position.y = 100;
	 pointLight.position.x = 500;
	 scene.add(pointLight);
    ambientLight = new THREE.AmbientLight( 0x404040 );
    //scene.add(ambientLight);
    
    // CAMERA
    camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, 10000 );
    camera.position.x = 500;
    
    // CAST
    geometry = new THREE.CubeGeometry( edge_w, edge_h, edge_w );
    
    var mesh;
    var color;
    
    //color = new THREE.Color(0xff0000);
    color = new THREE.Color("rgb(153,90,0)");
    material = new THREE.MeshPhongMaterial( { color:color, wireframe: false } );
    mesh = new THREE.Mesh( geometry, material );
      
    scene.add(mesh);  
    mesh.matrix.makeTranslation(0,-125,0);
    mesh.matrixAutoUpdate=false;

    function tree (n, mat, c) {
      if(n > 0) {
        var new_mat = new THREE.Matrix4();
        var new_mat2 = new THREE.Matrix4();
        var new_mat_t0 = new THREE.Matrix4();
        var new_mat_t = new THREE.Matrix4();
        var new_mat_r = new THREE.Matrix4();
        var new_mat_r2 = new THREE.Matrix4();
        var new_mat_s = new THREE.Matrix4();
        var mat2 = mat.clone();
        var col1 = c.clone();
        var col2 = c.clone();
        //col1.offsetHSL(0.12,0,0);
        col1.g += 0.64/levels;
        material = new THREE.MeshPhongMaterial( { color:col1, wireframe: false } );
        mesh = new THREE.Mesh(geometry, material);
        new_mat_t0.makeTranslation(edge_w/2,0,0);
        new_mat_t.makeTranslation(0,edge_h,0);
        new_mat_r.makeRotationZ(-Math.PI/4);
        new_mat_r2.makeRotationY(Math.PI/2);
        new_mat_s.makeScale(0.75,0.75,0.75);
        new_mat.multiply(new_mat_r2);  //      
        new_mat.multiply(new_mat_t0);
        new_mat.multiply(new_mat_r);        
        new_mat.multiply(new_mat_s);        
        new_mat.multiply(new_mat_t);
        new_mat.multiply(mat);
        mesh.matrix.copy(new_mat);
        mesh.matrixAutoUpdate=false;
        mesh.updateMatrix=false; //
        scene.add(mesh);
        tree(n-1, mesh.matrix.clone(), col1);

        //col2.offsetHSL(0.12,0,0);
        col2.g += 0.64/levels;
        material = new THREE.MeshPhongMaterial( { color:col2, wireframe: false } );
        mesh = new THREE.Mesh(geometry, material);
        new_mat_t0.makeTranslation(-edge_w/2,0,0);
        new_mat_t.makeTranslation(0,edge_h,0);
        new_mat_r.makeRotationZ(Math.PI/4);
        new_mat_r2.makeRotationY(Math.PI/2);
        new_mat_s.makeScale(0.75,0.75,0.75);
        new_mat2.multiply(new_mat_r2);  //      
        new_mat2.multiply(new_mat_t0);
        new_mat2.multiply(new_mat_r);        
        new_mat2.multiply(new_mat_s);        
        new_mat2.multiply(new_mat_t);
        new_mat2.multiply(mat);
        mesh.matrix.copy(new_mat2);
        mesh.matrixAutoUpdate=false;
        mesh.updateMatrix=false; //
        scene.add(mesh);
        tree(n-1, mesh.matrix.clone(), col2);
      }
    }
    
    tree(levels, mesh.matrix, color);
    
    // ACTION
    renderer = new THREE.WebGLRenderer();
    renderer.setSize( window.innerWidth, window.innerHeight );
    document.querySelector('.scene').appendChild( renderer.domElement );
    
    window.addEventListener( "resize", this.onresize);
    document.addEventListener( "mousemove", this.onmousemove);
  }
  
  this.animate = function(){
    requestAnimationFrame(self.animate);

 	camera.position.z += ( mouseX - camera.position.z ) * .05;
 	camera.position.y += ( - mouseY + 100 - camera.position.y ) * .05;
    camera.lookAt( scene.position );
    renderer.render(scene, camera);
  }
  
  this.onresize = function(){
    W = window.innerWidth
    H = window.innerHeight
    camera.aspect = W / H;
    camera.updateProjectionMatrix();
    renderer.setSize(W, H, true);
    renderer.render(scene, camera);
  }
  
  this.onmousemove = function(e){
 	mouseX = ( event.clientX - W/2 );
 	mouseY = ( event.clientY - H/2 ); 
  }
  
  this.init();
  this.animate();
}

var s = new Scene();

// I picked some boilerplate code from https://codepen.io/prisme/pen/wGKpe

              
            
!
999px

Console