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HTML

              
                <div id="screen"> 
<canvas id="canvas">HTML5 CANVAS</canvas> 
<div id="info"> 
	<div class="background"></div> 
		<div class="content"> 
			<h1>3D Cubes</h1> 
			<table> 
				<tr><td class="w">drag</td><td>→ rotate X,Y axis</td></tr> 
				<tr><td class="w">wheel</td><td>→ rotate Z axis</td></tr> 
				<tr><td class="w">click</td><td>→ create cube</td></tr> 
			</table> 
			<hr> 
			<input type="checkbox" id="white"><label for="white"> white background</label><br> 
			<input type="checkbox" id="alpha"><label for="alpha"> transparency</label><br> 
			<input type="checkbox" id="autor"><label for="autor"> auto rotation</label><br> 
			<input type="checkbox" id="destroy"><label for="destroy"> destroy cubes</label><br> 
			<hr> 
			- <span id="fps" class="w">00</span> FPS<br> 
			- <span id="npoly" class="w">00</span> Faces<br> 
			<p align="center"><input type="button" value="RESET" id="reset" class="button"></input><input type="button" value="STOP" id="stopgo" class="button"></input></p> 
		</div> 
	</div> 
</div> 
              
            
!

CSS

              
                html {
  overflow: hidden;
  height: 100%;
}

body {
  position: relative;
  margin: 0px;
  padding: 0px;
  background: #000;
  width: 100%;
  height: 100%;
}

#screen {
  position: absolute;
  top:0;
  left:0;
  width: 100%;
  height: 100%;
  background: #000;
  overflow: hidden;
  font-family: Segoe UI, Verdana, Arial, Sans-Serif;
  color: #fff;
  font-size: 13px;
}

#screen canvas {
  position: absolute;
  width: 100%;
  height: 100%;
  background: #000;
}

#info {
  position: absolute;
  text-align: left;
  top: 19%;
  left: 2%;
  width: 180px;
  height: 340px;
  color: #666;
  font-size: 1em;
}

#info .background {
  position: absolute;
  width: 100%;
  height: 100%;
  background: #000;
  opacity: 0.3;
}

#info .content {
  position: absolute;
  padding: 3px;
  width: 100%;
  height: 100%;
}

#info .w {
  color: #fff;
}

#info hr {
  width: 90%;
  border: none;
  background-color: #666;
  height: 1px;
}

#info h1 {
  color: #fff;
  text-align: center;
}

.button {
  font-family: Arial, Helvetica, sans-serif;
  font-size: 10px;
  color: #ffffff;
  padding: 10px 20px;
  background: -moz-linear-gradient( top, #333333 0%, #000000);
  background: -webkit-gradient( linear, left top, left bottom, from(#333333), to(#000000));
  -moz-border-radius: 1px;
  -webkit-border-radius: 1px;
  border-radius: 1px;
  border: 1px solid #000000;
  -moz-box-shadow: 0px 1px 1px rgba(000, 000, 000, 0.5), inset 0px 0px 1px rgba(255, 255, 255, 1);
  -webkit-box-shadow: 0px 1px 1px rgba(000, 000, 000, 0.5), inset 0px 0px 1px rgba(255, 255, 255, 1);
  box-shadow: 0px 1px 1px rgba(000, 000, 000, 0.5), inset 0px 0px 1px rgba(255, 255, 255, 1);
  text-shadow: 0px -1px 0px rgba(000, 000, 000, 0.7), 0px 1px 0px rgba(255, 255, 255, 0.3);
}
              
            
!

JS

              
                // ============================================== 
// ===== CANVAS 3D experiment ===== 
// ===== simple 3D cubes HTML5 engine ==== 
// script created and written by the 
// AWESOME Gerard Ferrandez - January 2, 2012 
// http://www.dhteumeuleu.com 
// https://codepen.io/ge1doot/
// ============================================== 
 
"use strict"; 
 
(function () { 
	// ======== private vars ======== 
	var scr, canvas, cubes, faces, nx, ny, nw, nh, xm = 0, ym = 0, cx = 50, cy = 50, cz = 0, cxb = 0, cyb = 0; 
	var white, alpha, fps = 0, ncube, npoly, faceOver, drag, moved, startX = 0, startY = 0;
	var cosY, sinY, cosX, sinX, cosZ, sinZ, minZ, angleY = 0, angleX = 0, angleZ = 0; 
	var bkgColor1 = "rgba(0,0,0,0.1)"; 
	var bkgColor2 = "rgba(32,32,32,1)"; 
	var autorotate = false, destroy = false, running = true; 
	// ---- fov ---- 
	var fl = 250; 
	var zoom = 0; 
	// ======== canvas constructor ======== 
	var Canvas = function (id) { 
		this.container = document.getElementById(id); 
		this.ctx = this.container.getContext("2d"); 
		this.resize = function (w, h) { 
			this.container.width = w; 
			this.container.height = h; 
		} 
	}; 
	// ======== vertex constructor ======== 
	var Point = function (parent, xyz, project) { 
		this.project = project; 
		this.xo = xyz[0]; 
		this.yo = xyz[1]; 
		this.zo = xyz[2]; 
		this.cube = parent; 
	}; 
	Point.prototype.projection = function () { 
		// ---- 3D rotation ---- 
		var x = cosY * (sinZ * this.yo + cosZ * this.xo) - sinY * this.zo; 
		var y = sinX * (cosY * this.zo + sinY * (sinZ * this.yo + cosZ * this.xo)) + cosX * (cosZ * this.yo - sinZ * this.xo); 
		var z = cosX * (cosY * this.zo + sinY * (sinZ * this.yo + cosZ * this.xo)) - sinX * (cosZ * this.yo - sinZ * this.xo); 
		this.x = x; 
		this.y = y; 
		this.z = z; 
		if (this.project) { 
			// ---- point visible ---- 
			if (z < minZ) minZ = z; 
			this.visible = (zoom + z > 0); 
			// ---- 3D to 2D projection ---- 
			this.X = (nw * 0.5) + x * (fl / (z + zoom)); 
			this.Y = (nh * 0.5) + y * (fl / (z + zoom)); 
		} 
	}; 
	// ======= polygon constructor ======== 
	var Face = function (cube, index, normalVector) { 
		// ---- parent cube ---- 
		this.cube = cube; 
		// ---- coordinates ---- 
		this.p0 = cube.points[index[0]]; 
		this.p1 = cube.points[index[1]]; 
		this.p2 = cube.points[index[2]]; 
		this.p3 = cube.points[index[3]]; 
		// ---- normal vector ---- 
		this.normal = new Point(this, normalVector, false) 
		// ---- # faces ---- 
		npoly++; 
		document.getElementById('npoly').innerHTML = npoly; 
	}; 
	Face.prototype.pointerInside = function () { 
		// ---- Is Point Inside Triangle? ---- 
		// http://2000clicks.com/mathhelp/GeometryPointAndTriangle2.aspx 
		var fAB = function (p1, p2, p3) { return (ym - p1.Y) * (p2.X - p1.X) - (xm - p1.X) * (p2.Y - p1.Y); }; 
		var fCA = function (p1, p2, p3) { return (ym - p3.Y) * (p1.X - p3.X) - (xm - p3.X) * (p1.Y - p3.Y); }; 
		var fBC = function (p1, p2, p3) { return (ym - p2.Y) * (p3.X - p2.X) - (xm - p2.X) * (p3.Y - p2.Y); }; 
		if ( 
			fAB(this.p0, this.p1, this.p3) * fBC(this.p0, this.p1, this.p3) > 0 && 
			fBC(this.p0, this.p1, this.p3) * fCA(this.p0, this.p1, this.p3) > 0 
		) return true; 
		if ( 
			fAB(this.p1, this.p2, this.p3) * fBC(this.p1, this.p2, this.p3) > 0 && 
			fBC(this.p1, this.p2, this.p3) * fCA(this.p1, this.p2, this.p3) > 0 
		) return true; 
		// ---- 
		return false; 
	}; 
	Face.prototype.faceVisible = function () { 
		// ---- points visible ---- 
		if (this.p0.visible && this.p1.visible && this.p2.visible && this.p3.visible) { 
			// ---- back face culling ---- 
			if ((this.p1.Y - this.p0.Y) / (this.p1.X - this.p0.X) < (this.p2.Y - this.p0.Y) / (this.p2.X - this.p0.X) ^ this.p0.X < this.p1.X == this.p0.X > this.p2.X) { 
				// ---- face visible ---- 
				this.visible = true; 
				return true; 
			} 
		} 
		// ---- face hidden ---- 
		this.visible = false; 
		this.distance = -99999; 
		return false; 
	}; 
	Face.prototype.distanceToCamera = function () { 
		// ---- distance to camera ---- 
		var dx = (this.p0.x + this.p1.x + this.p2.x + this.p3.x ) * 0.25; 
		var dy = (this.p0.y + this.p1.y + this.p2.y + this.p3.y ) * 0.25; 
		var dz = (zoom + fl) + (this.p0.z + this.p1.z + this.p2.z + this.p3.z ) * 0.25; 
		this.distance = Math.sqrt(dx * dx + dy * dy + dz * dz); 
	}; 
	Face.prototype.draw = function () { 
		// ---- shape face ---- 
		canvas.ctx.beginPath(); 
		canvas.ctx.moveTo(this.p0.X, this.p0.Y); 
		canvas.ctx.lineTo(this.p1.X, this.p1.Y); 
		canvas.ctx.lineTo(this.p2.X, this.p2.Y); 
		canvas.ctx.lineTo(this.p3.X, this.p3.Y); 
		canvas.ctx.closePath(); 
		// ---- light ---- 
		if (this == faceOver) { 
			var r = 256; 
			var g = 0; 
			var b = 0; 
		} else { 
			// ---- flat (lambert) shading ---- 
			this.normal.projection(); 
			var light = ( 
				white ? 
				this.normal.y + this.normal.z * 0.5 : 
				this.normal.z 
			) * 256; 
			var r = g = b = light; 
		} 
		// ---- fill ---- 
		canvas.ctx.fillStyle = "rgba(" + 
							Math.round(r) + "," + 
							Math.round(g) + "," + 
							Math.round(b) + "," + this.cube.alpha + ")"; 
		canvas.ctx.fill(); 
	}; 
	// ======== Cube constructor ======== 
	var Cube = function(parent, nx, ny, nz, x, y, z, w) { 
		if (parent) { 
			// ---- translate parent points ---- 
			this.w = parent.w; 
			this.points = []; 
			var i = 0, p; 
			while (p = parent.points[i++]) { 
				this.points.push( 
					new Point( 
						parent, 
						[p.xo + nx, p.yo + ny, p.zo + nz], 
						true 
					) 
				); 
			} 
		} else { 
			// ---- create points ---- 
			this.w = w; 
			this.points = []; 
			var p = [ 
				[x-w, y-w, z-w], 
				[x+w, y-w, z-w], 
				[x+w, y+w, z-w], 
				[x-w, y+w, z-w], 
				[x-w, y-w, z+w], 
				[x+w, y-w, z+w], 
				[x+w, y+w, z+w], 
				[x-w, y+w, z+w] 
			]; 
			for (var i in p) this.points.push( 
				new Point(this, p[i], true) 
			); 
		} 
		// ---- faces coordinates ---- 
		var f  = [ 
			[0,1,2,3], 
			[0,4,5,1], 
			[3,2,6,7], 
			[0,3,7,4], 
			[1,5,6,2], 
			[5,4,7,6] 
		]; 
		// ---- faces normals ---- 
		var nv = [ 
			[0,0,1], 
			[0,1,0], 
			[0,-1,0], 
			[1,0,0], 
			[-1,0,0], 
			[0,0,-1] 
		]; 
		// ---- cube transparency ---- 
		this.alpha = alpha ? 0.5 : 1; 
		// ---- push faces ---- 
		for (var i in f) { 
			faces.push( 
				new Face(this, f[i], nv[i]) 
			); 
		} 
		ncube++; 
	}; 
	//////////////////////////////////////////////////////////////////////////// 
	var resize = function () { 
		// ---- screen resize ---- 
		nw = scr.offsetWidth; 
		nh = scr.offsetHeight; 
		var o = scr; 
		for (nx = 0, ny = 0; o != null; o = o.offsetParent) { 
			nx += o.offsetLeft; 
			ny += o.offsetTop; 
		} 
		canvas.resize(nw, nh); 
	}; 
	var reset = function () { 
		// ---- create first cube ---- 
		cubes = []; 
		faces = []; 
		ncube = 0; 
		npoly = 0; 
		cubes.push( 
			new Cube(false,0,0,0,0,0,0,50) 
		); 
	}; 
	var detectFaceOver = function () { 
		// ---- detect pointer over face ---- 
		var j = 0, f; 
		faceOver = false; 
		while ( f = faces[j++] ) { 
			if (f.visible) { 
				if ( f.pointerInside() ) { 
					faceOver = f; 
				} 
			} else break; 
		} 
	}; 
	var click = function () { 
		// ---- click cube ---- 
		detectFaceOver(); 
		if (faceOver) { 
			if (destroy) { 
				if (ncube > 1) { 
					var c = faceOver.cube; 
					faceOver.clicked = false; 
					// ---- destroy faces ---- 
					var i = 0, f; 
					while ( f = faces[i++] ) { 
						if (f.cube == c) { 
							faces.splice(--i, 1); 
							npoly--; 
						} 
					} 
					document.getElementById('npoly').innerHTML = npoly; 
					// ---- destroy cube ---- 
					var i = 0, o; 
					while ( o = cubes[i++] ) { 
						if (o == c) { 
							cubes.splice(--i, 1); 
							ncube--; 
							break; 
						} 
					} 
				} 
			} else { 
				if (!faceOver.clicked) { 
					// ---- create new cube ---- 
					faceOver.clicked = true; 
					var w = -2.25 * faceOver.cube.w; 
					cubes.push( 
						new Cube( 
							faceOver.cube, 
							w * faceOver.normal.xo, 
							w * faceOver.normal.yo, 
							w * faceOver.normal.zo 
						) 
					); 
					detectFaceOver(); 
				} 
			} 
		} 
	}; 
	//////////////////////////////////////////////////////////////////////////// 
	var init = function () { 
		// ---- init script ---- 
		scr = document.getElementById("screen"); 
		canvas  = new Canvas("canvas"); 
		// ======== unified touch/mouse events handler ======== 
		scr.ontouchstart = scr.onmousedown = function (e) { 
			if (!running) return true; 
			// ---- touchstart ---- 
			if (e.target !== canvas.container) return; 
			e.preventDefault(); // prevents scrolling 
			if (scr.setCapture) scr.setCapture(); 
			moved = false; 
			drag = true; 
			startX = (e.clientX !== undefined ? e.clientX : e.touches[0].clientX) - nx; 
			startY = (e.clientY !== undefined ? e.clientY : e.touches[0].clientY) - ny; 
		}; 
		scr.ontouchmove = scr.onmousemove = function(e) { 
			if (!running) return true; 
			// ---- touchmove ---- 
			e.preventDefault(); 
			xm = (e.clientX !== undefined ? e.clientX : e.touches[0].clientX) - nx; 
			ym = (e.clientY !== undefined ? e.clientY : e.touches[0].clientY) - ny; 
			detectFaceOver(); 
			if (drag) { 
				cx = cxb + (xm - startX); 
				cy = cyb - (ym - startY); 
			} 
			if (Math.abs(xm - startX) > 10 || Math.abs(ym - startY) > 10) { 
				// ---- if pointer moves then cancel the tap/click ---- 
				moved = true; 
			} 
		}; 
		scr.ontouchend = scr.onmouseup = function(e) { 
			if (!running) return true; 
			// ---- touchend ---- 
			e.preventDefault(); 
			if (scr.releaseCapture) scr.releaseCapture(); 
			drag = false; 
			cxb = cx; 
			cyb = cy; 
			if (!moved) { 
				// ---- click/tap ---- 
				xm = startX; 
				ym = startY; 
				click(); 
			} 
		}; 
		scr.ontouchcancel = function(e) { 
			if (!running) return true; 
			// ---- reset ---- 
			if (scr.releaseCapture) scr.releaseCapture(); 
			moved = false; 
			drag = false; 
			cxb = cx; 
			cyb = cy; 
			startX = 0; 
			startY = 0; 
		}; 
		// ---- Z axis rotation (mouse wheel) ---- 
		scr.addEventListener('DOMMouseScroll', function(e) { 
			if (!running) return true; 
			cz += e.detail * 12; 
			return false; 
		}, false); 
		scr.onmousewheel = function () { 
			if (!running) return true; 
			cz += event.wheelDelta / 5; 
			return false; 
		} 
		// ---- multi-touch gestures ---- 
		document.addEventListener('gesturechange', function(e) { 
			if (!running) return true; 
			e.preventDefault(); 
			// ---- Z axis rotation ---- 
			cz = event.rotation; 
		}, false); 
		// ---- screen size ---- 
		resize(); 
		window.addEventListener('resize', resize, false); 
		// ---- fps count ---- 
		setInterval(function () { 
			document.getElementById('fps').innerHTML = fps * 2; 
			fps = 0; 
		}, 500); // update every 1/2 seconds 
		// ---- some UI options ---- 
		document.getElementById("white").onchange = function () { 
			white = this.checked; 
			if (white) { 
				bkgColor1 = "rgba(256,256,256,0.1)"; 
				bkgColor2 = "rgba(192,192,192,1)"; 
			} else { 
				bkgColor1 = "rgba(0,0,0,0.1)"; 
				bkgColor2 = "rgba(32,32,32,1)"; 
			} 
		} 
		document.getElementById("alpha").onchange = function () { 
			alpha = this.checked; 
		} 
		document.getElementById("autor").onchange = function () { 
			autorotate = this.checked; 
		} 
		document.getElementById("destroy").onchange = function () { 
			destroy = this.checked; 
		} 
		document.getElementById("stopgo").onclick = function () { 
			running = !running; 
			document.getElementById("stopgo").value = running ? "STOP" : "GO!"; 
			if (running) run(); 
		} 
		document.getElementById("reset").onclick = function () { 
			reset(); 
		} 
		// ---- engine start ---- 
		reset(); 
		run(); 
	} 
	//////////////////////////////////////////////////////////////////////////// 
	// ======== main loop ======== 
	var run = function () { 
		// ---- screen background ---- 
		canvas.ctx.fillStyle = bkgColor1; 
		canvas.ctx.fillRect(0, Math.floor(nh * 0.15), nw, Math.ceil(nh * 0.7)); 
		canvas.ctx.fillStyle = bkgColor2; 
		canvas.ctx.fillRect(0, 0, nw, Math.ceil(nh * 0.15)); 
		canvas.ctx.fillStyle = bkgColor2; 
		canvas.ctx.fillRect(0, Math.floor(nh * 0.85), nw, Math.ceil(nh * 0.15)); 
		// ---- easing rotations ---- 
		angleX += ((cy - angleX) * 0.05); 
		angleY += ((cx - angleY) * 0.05); 
		angleZ += ((cz - angleZ) * 0.05); 
		if (autorotate) cz += 1; 
		// ---- pre-calculating trigo ---- 
		cosY = Math.cos(angleY * 0.01); 
		sinY = Math.sin(angleY * 0.01); 
		cosX = Math.cos(angleX * 0.01); 
		sinX = Math.sin(angleX * 0.01); 
		cosZ = Math.cos(angleZ * 0.01); 
		sinZ = Math.sin(angleZ * 0.01); 
		// ---- points projection ---- 
		minZ = 0; 
		var i = 0, c; 
		while ( c = cubes[i++] ) { 
			var j = 0, p; 
			while ( p = c.points[j++] ) { 
				p.projection(); 
			} 
		} 
		// ---- adapt zoom ---- 
		var d = -minZ + 100 - zoom; 
		zoom += (d * ((d > 0) ? 0.05 : 0.01)); 
		// ---- faces light ---- 
		var j = 0, f; 
		while ( f = faces[j++] ) { 
			if ( f.faceVisible() ) { 
				f.distanceToCamera(); 
			} 
		} 
		// ---- faces depth sorting ---- 
		faces.sort(function (p0, p1) { 
			return p1.distance - p0.distance; 
		}); 
		// ---- painting faces ---- 
		j = 0; 
		while ( f = faces[j++] ) { 
				if (f.visible) { 
					f.draw(); 
				} else break; 
		} 
		// ---- animation loop ---- 
		fps++; 
		if (running) setTimeout(run, 16); 
	} 
	return { 
		//////////////////////////////////////////////////////////////////////////// 
		// ---- onload event ---- 
		load : function () { 
			window.addEventListener('load', function () { 
				init(); 
			}, false); 
		} 
	} 
})().load(); 
              
            
!
999px

Console