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. You can use the CSS from another Pen by using it's URL and the proper URL extention.

+ 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

              
                <div id="app"></div>
              
            
!

CSS

              
                
              
            
!

JS

              
                
class ExplosionsSequence extends React.Component{
    constructor(props){
        super(props);
        this.canvasRef = React.createRef();
        this.clock = new THREE.Clock();
        this.simplex = new SimplexNoise();
    }

    componentDidMount = () => {
        this.init();
    }
    init = () => {
        const rand = (min,max) => min + Math.random()*(max-min);
        const canvas = this.canvasRef.current;
        this.color = new THREE.Color();
        //scene
        this.scene = new THREE.Scene();
       // this.texture = this.generateTexture();
        //renderer
        this.renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true });
        this.renderer.setClearColor(0x666666);
        this.renderer.setSize( window.innerWidth, window.innerHeight )
        document.body.appendChild(this.renderer.domElement);
        //camera
        this.camera = new THREE.PerspectiveCamera(100, 0, 0.0001, 10000);
          this.camera.position.z = 30; 
          this.camera.position.x = 0;
          this.camera.position.y = 0;
          this.camera.updateProjectionMatrix();
          // this.controls = new THREE.OrbitControls(this.camera, this.renderer.domElement);
          // this.controls.enableDamping = true;
          // this.controls.dampingFactor = 0.2;
          // this.controls.enableKeys = false;
 
        this.gridHelper = new THREE.GridHelper(300, 60, 0xffffff, 0xffffff);
        this.gridHelper.material.transparent = true;
        this.gridHelper.material.opacity = .3;
        this.scene.add(this.gridHelper);


//         this.axisHelper = new AxisHelper(150, .6);
//         this.scene.add(this.axisHelper);

        this.camera.lookAt(new THREE.Vector3());
          //lights
          let hemiLight = new THREE.HemisphereLight(0xffffff,  0.91);
            hemiLight.position.set(0, 50, 0);
            // Add hemisphere light to scene
            this.scene.add(hemiLight);
  
  
            // geometry
            this.geometry = new THREE.BufferGeometry();
            this.particles = 10;
            const radius = 200;
            this.positions = new Float32Array(this.particles * 3);
			this.colors = new Float32Array(this.particles * 3);
            this.sizes = new Float32Array(this.particles);
            this.size = 1000;
            this.parts = [];
            //vec3 attributes
            this.geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( this.positions, 3 ) );
            this.geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( this.colors, 3 ) );
            this.geometry.setAttribute( 'size', new THREE.Float32BufferAttribute( this.sizes, 1 ));
       
            for ( var i = 0; i < this.particles; i ++ ) {
                let size = rand(10, 80);
                this.color.setHSL( i / this.particles, 1.0, 0.5 );
                let part = {
                    offset: 0,
                    position: new THREE.Vector3(
                        rand(-this.size / 2, this.size / 2),
                        rand(-this.size / 2, this.size / 2),
                        rand(-this.size / 2, this.size / 2)
                    ),
                    baseSize: size,
                    size: size,
                    r: this.color.r,
                    g: this.color.g,
                    b: this.color.b,
                    a: 0.6,
                    life: 2,
                    decay: rand(0.05, 0.15),
                    firstRun: true
                };
                this.parts.push(part);
            }
     
            
            this.material = new THREE.ShaderMaterial( {
                uniforms: {
                    pointTexture: { value: new THREE.TextureLoader().load( "../3d/particle.png" ) }
                    
                },
                vertexShader:'attribute float size; \
                        varying vec3 vColor; \
                        void main() {\
                            vColor = color;\
                            vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\
                            gl_PointSize = size * ( 300.0 / -mvPosition.z );\
                            gl_Position = projectionMatrix * mvPosition;\
                        }',
                fragmentShader: 'uniform sampler2D pointTexture;\
                varying vec3 vColor;\
                void main() {\
                gl_FragColor = vec4( vColor, 0.8 );\
                gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord ); \
                }',
                blending: THREE.AdditiveBlending,
                depthTest: false,
                transparent: true,
                vertexColors: true
             });
            this.particleSystem = new THREE.Points(this.geometry, this.material);

            this.scene.add(this.particleSystem);
            this.updateParticleAttributes(true, true, true);
           
            window.addEventListener( 'resize', this.onWindowResize, false );
            this.update();

    }
    generateTexture=() =>{
		let c = document.createElement('canvas');
		let ctx = c.getContext('2d');
		let size = 256;
		c.width = size;
		c.height = size;

		let gradient = ctx.createRadialGradient(size * 0.5, size * 0.5, 0, size * 0.5, size * 0.5, size * 0.4);
		gradient.addColorStop(0, 'hsla(100, 80%, 60%, 1)');
		gradient.addColorStop(1, 'hsla(100, 80%, 60%, 0.6 )');

		ctx.beginPath();
		ctx.arc(size / 2, size / 2, size / 2, 0, Math.PI * 2);
		ctx.fillStyle = gradient;
		ctx.fill();

        let texture = new THREE.Texture(c);
		texture.needsUpdate = true;

		return texture;
	}
    updateParticleAttributes=(color, position, size) =>{
		let i = 0;
		while(i<this.particles) {
			let part = this.parts[i];
			if(color) {
				this.colors[i * 4 + 0] = part.r;
				this.colors[i * 4 + 1] = part.g;
				this.colors[i * 4 + 2] = part.b;
			}
			if(position) {
				this.positions[i * 3 + 0] = part.position.x;
				this.positions[i * 3 + 1] = part.position.y;
				this.positions[i * 3 + 2] = part.position.z;
			}
			if(size) {
				this.sizes[i] = part.size;
            }
            i++;
		}

		if(color) {
			this.geometry.attributes.color.needsUpdate = true;
		}
		if(position) {
			this.geometry.attributes.position.needsUpdate = true;
		}
		if(size) {
			this.geometry.attributes.size.needsUpdate = true;
        }
        this.geometry.computeBoundingSphere();
	}
    update=()=>{
        requestAnimationFrame(this.update);
        const rand = (min,max) => min + Math.random()*(max-min);
          let noiseTime = this.clock.getElapsedTime() * 0.0008;
          let noiseVelocity = this.simplex.noise2D(0,1);
         const noiseScale = 0.01;
        for ( var i = 0; i < this.particles; i ++ ) {
            let part = this.parts[i];
            // let xScaled = part.position.x * noiseScale;
			// let yScaled = part.position.y * noiseScale;
			// let zScaled = part.position.z * noiseScale;
            // let noise1 = this.simplex.noise4D(
            //     xScaled ,
			// 	yScaled,
			// 	zScaled,
			// 	50 + noiseTime
            // )* 0.5 + 0.5;
            // let noise2 = this.simplex.noise4D(
            //     xScaled +100,
			// 	yScaled+100,
			// 	zScaled+100,
			// 	50 + noiseTime
            // )* 0.5 + 0.5;
            // let noise3 = this.simplex.noise4D(
            //     xScaled +200,
			// 	yScaled+200,
			// 	zScaled+200,
			// 	50 + noiseTime
            // )* 0.5 + 0.5;
            // part.position.x += Math.sin(noise1 * Math.PI * 2) * this.clock.getDelta() * noiseVelocity;
            // part.position.y += Math.sin(noise2 * Math.PI * 2) * this.clock.getDelta() * noiseVelocity;
            // part.position.z += Math.sin(noise3 * Math.PI * 2) * this.clock.getDelta() * noiseVelocity;
            // this.parts[i] = part;
            if(part.life <= 0 || part.firstRun) {
				part.life = 2;
				part.position.x = rand(-this.size / 2, this.size / 2);
				part.position.y = rand(-this.size / 2, this.size / 2);
				part.position.z = rand(-this.size / 2, this.size / 2);

				let hue = (this.clock.elapsedTime / 25 + rand(90)) % 360 + 110;
				let lightness = Math.round(rand(10, 50));
				this.color.set(`hsl(${hue}, 85%, ${lightness}%)`);

				part.r = parseInt(this.color.r)+100;
				part.g = parseInt(this.color.g);
				part.b = parseInt(this.color.b);

                part.firstRun = false;
            }
            this.parts[i] = part;

        }
        this.updateParticleAttributes(true, true, true);
        this.renderer.render(this.scene, this.camera);
        
       
    }
    onWindowResize=()=> {

        this.camera.aspect = window.innerWidth / window.innerHeight;
        this.camera.updateProjectionMatrix();

        this.renderer.setSize( window.innerWidth, window.innerHeight );

    }
    render=()=>{
        return <div>
            <canvas ref={ref=>{this.canvasRef = ref}}></canvas>
        </div>
    }
}

ReactDOM.render(
  <ExplosionsSequence />,
  document.getElementById('app')
);

              
            
!
999px

Console