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

              
                <script language="javascript" type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r71/three.min.js"></script>
	<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/1.17.0/TweenMax.min.js"></script>
	<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/latest/easing/EasePack.min.js"></script>
<div id="webgl_canvas"></div>
              
            
!

CSS

              
                body {
  overflow:hidden;
  margin:0;
  background-color:#221f26;
}
              
            
!

JS

              
                // Animation with code #9 by Oleg Pashkovsky
// more animations on pshkvsky.com
window.addEventListener("load", function () {

  var r=3;
  var s_r=r/20+Math.sin(0)*r/20;
  var num_of_corners=0;
  var obj_resolution=360;

  
  var _w=window.innerWidth;
  var _h=window.innerHeight;
  var aspect = _w/ _h;
  var scene = new THREE.Scene(); 
  var camera = new THREE.PerspectiveCamera( 65,  _w/_h, 0.1, 1000 );
  camera.position.z = 10; 
  var renderer = new THREE.WebGLRenderer({ antialias: true } ); 
  renderer.setClearColor(new THREE.Color(0x221f26, 1.0));
  renderer.setSize( _w, _h ); 

document.getElementById("webgl_canvas").appendChild( renderer.domElement );


  var group = new THREE.Object3D();
  var sub_group = new THREE.Object3D();
  var all_vertices=[];
  var all_sub_vertices=[];



  var objects=[];
  var sub_objects=[];
  var num=7;
  var dstnc=0.4;
  var border=0.04;

  // generate bottom layer of mesh

  for(var i=0;i<num;i++){
    var obj=create_mesh(0x66b8c6,1,all_vertices);
    objects.push(obj);
    sub_group   .add(obj);
    obj.position.y=-(-num/2*dstnc+ dstnc*i);
    obj.position.z=-(-num/2*dstnc+ dstnc*i+0.1);
    obj.rotation.y =Math.PI/180*180;
  } 

  // generate top layer of mesh
  for(var i=0;i<num;i++){
    var obj=create_mesh(0x221f26,1-border,all_sub_vertices);
    sub_objects.push(obj);
    group   .add(obj);
    obj.position.y=-(-num/2*dstnc+ dstnc*i);
    obj.rotation.y =Math.PI/180*180;
    obj.position.z=-(-num/2*dstnc+ dstnc*i);
  }  

  group.rotation.x = sub_group.rotation.x = Math.PI/180*340;
  scene.add(group);
  scene.add(sub_group);

  function create_mesh(clr,r_coof,ver_arr){
    var geometry = new THREE.BufferGeometry();
    var points=generate_points(r,s_r,5);
    var vertices = give_me_vertices(points);
    ver_arr.push(vertices);
    geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
    var material = new THREE.MeshBasicMaterial( { color: clr } );
    var mesh = new THREE.Mesh( geometry, material );
    mesh.anim_shape=5;
    mesh.anim=-1;
    mesh.r_coof=r_coof;

    return mesh;
  }

  function generate_points(r,s_r,anim_shape){
    var points=[];
    for (var i = 0; i <=  obj_resolution; i++) {
      var angle=Math.PI/180*i;
      var addx=0;
      var addy=0;

      addx=s_r*Math.sin(angle*anim_shape);
      addy=s_r*Math.sin(angle*anim_shape);


      var x = (r+addx) * Math.cos(angle);
      var y = (r+addy) * Math.sin(angle);
      var z=0;

      points.push([x,y,z]);

    }
    return points;
  }

  function give_me_vertices(points){

   var vertexPositions=[];
   var center_point=[0,0,0];

   for (var i = 0; i <  points.length-1; i++) {
    vertexPositions.push(points[i],center_point,points[i+1]);
  }
  vertexPositions.push(points[ points.length-1],center_point,points[0]);
  vertexPositions.push(points[1],center_point,points[2]);
  vertices = new Float32Array( vertexPositions.length * 3 ); 



  for ( var i = 0; i < vertexPositions.length; i++ )
  {
    vertices[ i*3 + 0 ] = vertexPositions[i][0];
    vertices[ i*3 + 1 ] = vertexPositions[i][1];
    vertices[ i*3 + 2 ] = vertexPositions[i][2];
  }

  return vertices;
}

function update_vertices(points,my_arr){


 var vertexPositions=[];
 var center_point=[0,0,0];

 for (var i = 0; i <  points.length-1; i++) {
  vertexPositions.push(points[i],center_point,points[i+1]);
}
vertexPositions.push(points[ points.length-1],center_point,points[0]);
vertexPositions.push(points[1],center_point,points[2]);



for ( var i = 0; i < vertexPositions.length; i++ ){
  my_arr[ i*3 + 0 ] = vertexPositions[i][0];
  my_arr[ i*3 + 1 ] = vertexPositions[i][1];
  my_arr[ i*3 + 2 ] = vertexPositions[i][2];
}

}


var last_anim=false;
var delay_time=0.3;
var anim_time=2.12;
var rot_angle=90;
function tween(){

  num_of_corners++;
  if(num_of_corners>10)   num_of_corners=3;
  num_of_corners=Math.floor(Math.random()*9)+3;

  for (var k = objects.length-1; k >=  0; k--) {
    var prev_rot=Math.PI/180*(rot_angle+(k));
    var new_rot=prev_rot+Math.PI/180*(rot_angle);
    var l_delay=delay_time*(k);
    anim_delay(l_delay,k,prev_rot,new_rot);

  }

  setTimeout(tween,anim_time*1000);

  function anim_delay(l_delay,k,prev_rot,new_rot){
    setTimeout(re_anim,l_delay*1000);
    function re_anim(){
      objects[k].anim_shape=num_of_corners;
      sub_objects[k].anim_shape=num_of_corners;
      TweenMax.fromTo(objects[k].rotation,anim_time*2,{z:prev_rot},{ease:Sine.EaseInOut,z:new_rot});
      TweenMax.fromTo(objects[k],anim_time/2,{anim:-1},{ease:Sine.EaseOut,anim:1,onCompleteParams:[objects[k]],onComplete:tweenBack});
      TweenMax.fromTo(sub_objects[k].rotation,anim_time*2,{z:prev_rot},{ease:Sine.EaseInOut,z:new_rot});
      TweenMax.fromTo(sub_objects[k],anim_time/2,{anim:-1},{ease:Sine.EaseOut,anim:1,onCompleteParams:[sub_objects[k]],onComplete:tweenBack});
    }
  }
  function tweenBack(obj){
   TweenMax.fromTo(obj,anim_time/2,{anim:1},{ease:Sine.EaseIn,anim:-1});
 }
}
var counter=0;
var loop = function loop() {

  requestAnimationFrame(loop);

  for (var k = 0; k <  objects.length; k++) {
    var time=(counter+k)/60;
    var time_sin=Math.sin(time*4);

    var obj=objects[k];
    var rad=r*obj.r_coof;
    s_r=rad/15+obj.anim*rad/15;
    var points=generate_points(rad,s_r,obj.anim_shape); 
    update_vertices(points, all_vertices[k]);
    obj.geometry.attributes.position.needsUpdate = true;

    obj=sub_objects[k];
    rad=r*obj.r_coof;
    s_r=rad/15+obj.anim*rad/15;
    var points=generate_points(rad,s_r,obj.anim_shape); 
    update_vertices(points,all_sub_vertices[k]);
    obj.geometry.attributes.position.needsUpdate = true;
  }

  renderer.render(scene, camera);
  counter++;

};





loop();
tween();

}, false);



              
            
!
999px

Console