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HTML

              
                <canvas class="webgl"></canvas>
              
            
!

CSS

              
                * {
	box-sizing: border-box;
}

body {
	margin: 0;
	min-height: 100vh;
}
              
            
!

JS

              
                const canvas = document.querySelector('.webgl')
const scene = new THREE.Scene()

scene.background = new THREE.Color(0x1d1e21)

const sizes = {
  width: window.innerWidth,
  height: window.innerHeight
}

// Helpers
const degreesToRadians = (degrees) => {
	return degrees * (Math.PI / 180)
}

const center = (group) => {
	new THREE.Box3().setFromObject(group).getCenter( group.position ).multiplyScalar( - 1 )
	scene.add(group)
}

const random = (min, max, float = false) => {
  const val = Math.random() * (max - min) + min

  if (float) {
    return val
  }

  return Math.floor(val)
}

/**
 * Renderer
 */
const renderer = new THREE.WebGLRenderer({ canvas })

const render = () => {
	renderer.setSize(sizes.width, sizes.height)
	renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2))
	renderer.render(scene, camera)
}

// Camera
const camera = new THREE.PerspectiveCamera(75, sizes.width / sizes.height, 0.1, 1000)
camera.position.z = 30
scene.add(camera)

window.addEventListener('resize', () =>
{
    // Update sizes
    sizes.width = window.innerWidth
    sizes.height = window.innerHeight

    // Update camera
    camera.aspect = sizes.width / sizes.height
    camera.updateProjectionMatrix()

    // Update renderer
    render(renderer)
})

// Lighting
const lightAmbient = new THREE.AmbientLight(0x9eaeff, 0.5)
scene.add(lightAmbient)

const lightDirectional = new THREE.DirectionalLight(0xffffff, 1)
scene.add(lightDirectional)

// Move the light source towards us
lightDirectional.position.set(5, 5, 50)

const floorGroup = new THREE.Group()
scene.add(floorGroup)

// Figure
class Figure {
	constructor(params) {
		this.params = {
			x: 0,
			y: 0,
			z: 0,
			ry: 0,
			...params
		}
		
		this.dimensions = {
			head: random(4, 8),
			bodyWidth: random(3, 6),
			bodyHeight: random(2, 8),
			legHeight: random(1, 5)
		}
		
		// Create group and add to scene
		this.floorGroup = new THREE.Group()
		this.group = new THREE.Group()
		this.floorGroup.add(this.group)
		scene.add(this.floorGroup)
		
		// Position according to params
		this.group.position.x = this.params.x
		// this.group.position.y = this.params.y
		this.group.position.z = this.params.z
		this.group.rotation.y = this.params.ry
		
		// Material
		this.headHue = random(0, 260)
		this.bodyHue = random(0, 260)
		this.headMaterial = new THREE.MeshLambertMaterial({ color: `hsl(${this.headHue}, 30%, 50%)` })
		this.bodyMaterial = new THREE.MeshLambertMaterial({ color: `hsl(${this.bodyHue}, 85%, 50%)` })
	}
	
	createBody() {
		this.body = new THREE.Group()
		const geometry = new THREE.BoxGeometry(this.dimensions.bodyWidth, this.dimensions.bodyHeight, this.dimensions.bodyWidth)
		const bodyMain = new THREE.Mesh(geometry, this.bodyMaterial)
		
		this.body.add(bodyMain)
		this.group.add(this.body)
		
		this.createLegs()
	}
	
	createHead() {
		const headSize = this.dimensions.head
		// Create a new group for the head
		this.head = new THREE.Group()
		
		// Create the main cube of the head and add to the group
		const geometry = new THREE.BoxGeometry(headSize, headSize, headSize)
		const headMain = new THREE.Mesh(geometry, this.headMaterial)
		this.head.add(headMain)
		
		// Add the head group to the figure
		this.group.add(this.head)
		
		// Position the head group
		this.head.position.y = (this.dimensions.bodyHeight * 0.5) + (this.dimensions.head * 0.5) + 0.4
		
		// Add the eyes
		this.createEyes()
	}
	
	createArms() {
		const height = random(2, 4)
		const width = 0.6
		const xPos = this.dimensions.bodyWidth * 0.5 + width
		
		const rz = random(5, 85, true)
		
		for(let i = 0; i < 2; i++) {
			const armGroup = new THREE.Group()
			const geometry = new THREE.BoxGeometry(width, height, width)
			const arm = new THREE.Mesh(geometry, this.headMaterial)
			const m = i % 2 === 0 ? 1 : -1
			
			// Add arm to group
			armGroup.add(arm)
			
			// Add group to figure
			this.body.add(armGroup)
			
			// Translate the arm by half the height
			arm.position.y = height * -0.5
			
			// Position the arm relative to the figure
			armGroup.position.x = m * xPos
			armGroup.position.y = this.dimensions.bodyHeight * 0.5 - 0.5
			
			// Rotate the arm
			armGroup.rotation.z = degreesToRadians(rz * m)
		}
	}
	
	createEyes() {
		const eyes = new THREE.Group()
		const r = random(0.35, 0.6, true)
		const geometry = new THREE.SphereGeometry(r, 12, 8)
		const material = new THREE.MeshLambertMaterial({ color: 0x44445c })
		
		// Position eyes at random, but must be within the head width, and not too close together
		const eyeX = random(r + 0.2, this.dimensions.head * 0.5 - r, true)
		const eyeY = random(0, 1, true)
		
		for(let i = 0; i < 2; i++) {
			const eye = new THREE.Mesh(geometry, material)
			const m = i % 2 === 0 ? 1 : -1
			
			eyes.add(eye)
			eye.position.x = eyeX * m
		}
		
		this.head.add(eyes)
		
		eyes.position.y = eyeY * -1
		eyes.position.z = this.dimensions.head * 0.5
	}
	
	createLegs() {
		const width = 0.6
		const legs = new THREE.Group()
		const geometry = new THREE.BoxGeometry(width, this.dimensions.legHeight, width)
		
		for(let i = 0; i < 2; i++) {
			const leg = new THREE.Mesh(geometry, this.headMaterial)
			const m = i % 2 === 0 ? 1 : -1
			
			legs.add(leg)
			leg.position.x = m * 0.7
			leg.position.y = this.dimensions.legHeight * -0.5
		}
		
		this.group.add(legs)
		legs.position.y = this.dimensions.bodyHeight * -0.5
		
		this.body.add(legs)
	}
	
	positionVertically() {
		const boundingBox = new THREE.Box3()
		boundingBox.setFromObject(this.floorGroup)
		const size = boundingBox.getSize(new THREE.Vector3())

		this.group.position.y = size.y * 0.5
		this.floorGroup.position.y = -10
		
		// const helper = new THREE.Box3Helper(boundingBox, 0xffff00 );
		// scene.add(helper)
	}
	
	init() {
		this.createBody()
		this.createHead()
		this.createArms()
		this.positionVertically()
	}
}

const figure = new Figure({ ry: degreesToRadians(25) })
figure.init()

const figure2 = new Figure({ 
	x: 15,
	ry: degreesToRadians(-20)
})
figure2.init()

const figure3 = new Figure({ 
	x: -15,
	ry: degreesToRadians(-20)
})
figure3.init()

// center(figure.group)

render()
              
            
!
999px

Console