HTML preprocessors can make writing HTML more powerful or convenient. For instance, Markdown is designed to be easier to write and read for text documents and you could write a loop in Pug.
In CodePen, whatever you write in the HTML editor is what goes within the <body>
tags in a basic HTML5 template. So you don't have access to higher-up elements like the <html>
tag. If you want to add classes there that can affect the whole document, this is the place to do it.
In CodePen, whatever you write in the HTML editor is what goes within the <body>
tags in a basic HTML5 template. If you need things in the <head>
of the document, put that code here.
The resource you are linking to is using the 'http' protocol, which may not work when the browser is using https.
CSS preprocessors help make authoring CSS easier. All of them offer things like variables and mixins to provide convenient abstractions.
It's a common practice to apply CSS to a page that styles elements such that they are consistent across all browsers. We offer two of the most popular choices: normalize.css and a reset. Or, choose Neither and nothing will be applied.
To get the best cross-browser support, it is a common practice to apply vendor prefixes to CSS properties and values that require them to work. For instance -webkit-
or -moz-
.
We offer two popular choices: Autoprefixer (which processes your CSS server-side) and -prefix-free (which applies prefixes via a script, client-side).
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.
You can apply CSS to your Pen from any stylesheet on the web. Just put a URL to it here and we'll apply it, in the order you have them, before the CSS in the Pen itself.
You can also link to another Pen here (use the .css
URL Extension) and we'll pull the CSS from that Pen and include it. If it's using a matching preprocessor, use the appropriate URL Extension and we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
JavaScript preprocessors can help make authoring JavaScript easier and more convenient.
Babel includes JSX processing.
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.
You can apply a script from anywhere on the web to your Pen. Just put a URL to it here and we'll add it, in the order you have them, before the JavaScript in the Pen itself.
If the script you link to has the file extension of a preprocessor, we'll attempt to process it before applying.
You can also link to another Pen here, and we'll pull the JavaScript from that Pen and include it. If it's using a matching preprocessor, we'll combine the code before preprocessing, so you can use the linked Pen as a true dependency.
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.
Using packages here is powered by esm.sh, which makes packages from npm not only available on a CDN, but prepares them for native JavaScript ESM usage.
All packages are different, so refer to their docs for how they work.
If you're using React / ReactDOM, make sure to turn on Babel for the JSX processing.
If active, Pens will autosave every 30 seconds after being saved once.
If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.
If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.
Visit your global Editor Settings.
<div id="world">
</div>
body {
margin: 0;
padding: 0;
}
#world {
position: absolute;
width: 100%;
height: 100%;
overflow: hidden;
background: linear-gradient(#144066, #c7c9ea);
}
window.addEventListener("load", init, false);
let Colors = {
white: 0xffffff,
black: 0x000000,
red1: 0xd25138,
red2: 0xc2533b,
red3: 0xbf5139,
grey: 0xd9d1b9,
darkGrey: 0x4d4b54,
windowBlue: 0xaabbe3,
windowDarkBlue: 0x4a6e8a,
thrusterOrange: 0xfea036
};
let controls;
function init() {
createScene();
createLights();
createRocket();
// createSky();
// document.addEventListener('mousemove', handleMouseMove, false);
// controls = new THREE.OrbitControls(camera, renderer.domElement);
loop();
}
let scene, HEIGHT, WIDTH;
let renderer, container;
let camera, aspectRatio, fieldOfView, nearPlane, farPlane;
const createScene = () => {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
// Create the scene
scene = new THREE.Scene();
// Add a fog effect to the scene; same color as the
// background color used in the style sheet
scene.fog = new THREE.Fog(0xf7d9aa, 300, 950);
// Create the camera
aspectRatio = WIDTH / HEIGHT;
fieldOfView = 60;
nearPlane = 1;
farPlane = 950;
camera = new THREE.PerspectiveCamera(
fieldOfView,
aspectRatio,
nearPlane,
farPlane
);
camera.position.x = 0;
camera.position.z = 400;
camera.position.y = 50;
// Create the renderer with transparent background and antialias
renderer = new THREE.WebGLRenderer({
alpha: true,
antialias: true
});
renderer.setSize(WIDTH, HEIGHT);
// enable shadows
renderer.shadowMap.enabled = true;
container = document.getElementById("world");
container.appendChild(renderer.domElement);
};
let hemisphereLight, ambientLight, shadowLight, burnerLight;
const createLights = () => {
// A hemisphere light is a gradient colored light;
// the first parameter is the sky color, the second parameter is the ground color,
// the third parameter is the intensity of the light
hemisphereLight = new THREE.HemisphereLight(0xaaaaaa, 0x000000, 0.9);
// an ambient light modifies the global color of a scene and makes the shadows softer
ambientLight = new THREE.AmbientLight(0xccb8b4, 0.6);
scene.add(ambientLight);
// A directional light shines from a specific direction.
// It acts like the sun, that means that all the rays produced are parallel.
shadowLight = new THREE.DirectionalLight(0xffffff, 0.8);
// Set the direction of the light
shadowLight.position.set(150, 150, 0);
shadowLight.castShadow = true;
// define the visible area of the projected shadow
shadowLight.shadow.camera.left = -800;
shadowLight.shadow.camera.right = 800;
shadowLight.shadow.camera.top = 800;
shadowLight.shadow.camera.bottom = -800;
shadowLight.shadow.camera.near = 1;
shadowLight.shadow.camera.far = 1200;
// res of shadow
shadowLight.shadow.mapSize.width = 2048;
shadowLight.shadow.mapSize.height = 2048;
burnerLight = new THREE.DirectionalLight(Colors.thrusterOrange, 0.75);
burnerLight.position.set(0, -5, 0);
burnerLight.castShadow = true;
burnerLight.shadow.camera.left = -100;
burnerLight.shadow.camera.right = 100;
shadowLight.shadow.camera.top = 100;
burnerLight.shadow.camera.bottom = -100;
burnerLight.shadow.camera.near = 1;
burnerLight.shadow.camera.far = 1000;
burnerLight.shadow.mapSize.width = 2048;
burnerLight.shadow.mapSize.height = 2048;
scene.add(hemisphereLight);
scene.add(shadowLight);
scene.add(burnerLight);
scene.add(ambientLight);
};
class Rocket {
constructor() {
this.mesh = new THREE.Object3D();
// custom shapes
let geoFinShape = new THREE.Shape();
let x = 0,
y = 0;
geoFinShape.moveTo(x, y);
geoFinShape.lineTo(x, y + 50);
geoFinShape.lineTo(x + 35, y + 10);
geoFinShape.lineTo(x + 35, y - 10);
geoFinShape.lineTo(x, y);
let finExtrudeSettings = {
amount: 8,
bevelEnabled: true,
bevelSegments: 2,
steps: 2,
bevelSize: 1,
bevelThickness: 1
};
let geoWindowShape = new THREE.Shape();
geoWindowShape.moveTo(x - 18, y + 45);
geoWindowShape.lineTo(x + 18, y + 45);
geoWindowShape.lineTo(x + 18, y - 45);
geoWindowShape.lineTo(x - 18, y - 45);
geoWindowShape.lineTo(x - 18, y + 45);
// geometry
let geoCone = new THREE.ConeGeometry(50, 70, 8);
let geoUpper = new THREE.CylinderGeometry(50, 75, 80, 8);
let geoMiddle = new THREE.CylinderGeometry(75, 85, 80, 8);
let geoColumn = new THREE.CylinderGeometry(85, 85, 200, 8);
let geoWindowFrameOuter = new THREE.CylinderGeometry(55, 55, 40, 8);
let geoWindowFrameInner = new THREE.CylinderGeometry(40, 40, 40, 16);
let geoWindow = new THREE.CylinderGeometry(50, 50, 40, 8);
let geoWindowReflection = new THREE.ShapeGeometry(geoWindowShape);
let geoFin = new THREE.ExtrudeGeometry(geoFinShape, finExtrudeSettings);
let geoThruster = new THREE.CylinderGeometry(55, 55, 40, 8);
let geoConnector = new THREE.CylinderGeometry(55, 35, 10, 8);
// materials
let matRoof1 = new THREE.MeshPhongMaterial({
color: Colors.red1,
flatShading: true
});
let matRoof2 = new THREE.MeshPhongMaterial({
color: Colors.red2,
flatShading: true
});
let matRoof3 = new THREE.MeshPhongMaterial({
color: Colors.red3,
flatShading: true
});
let matBody = new THREE.MeshPhongMaterial({
color: Colors.grey,
flatShading: true
});
let matWindowFrame = new THREE.MeshPhongMaterial({
color: Colors.darkGrey,
side: THREE.DoubleSide,
flatShading: true
});
let matWindow = new THREE.MeshPhongMaterial({
color: Colors.windowDarkBlue
});
let matWindowReflection = new THREE.MeshPhongMaterial({
color: Colors.windowBlue
});
let matThruster = new THREE.MeshPhongMaterial({
color: Colors.thrusterOrange,
flatShading: true
});
let m = new THREE.Mesh(geoCone, matRoof1);
m.position.y = 70;
m.castShadow = true;
m.receiveShadow = true;
let m2 = new THREE.Mesh(geoUpper, matRoof2);
m2.castShadow = true;
m2.receiveShadow = true;
let m3 = new THREE.Mesh(geoMiddle, matRoof3);
m3.position.y = -70;
m3.castShadow = true;
m3.receiveShadow = true;
this.roof = new THREE.Object3D();
this.roof.add(m, m2, m3);
let mColumn = new THREE.Mesh(geoColumn, matBody);
mColumn.position.y = -210;
mColumn.position.x = 0;
mColumn.position.z = 0;
mColumn.castShadow = true;
mColumn.receiveShadow = true;
let zPlacement = 85;
let yPlacement = -310;
let xPlacement = 8;
let yRotation = 1.6;
let scale = 1.8;
let finWidth = 15;
let mFinLeft = new THREE.Mesh(geoFin, matRoof3);
mFinLeft.position.y = yPlacement;
mFinLeft.position.z = -zPlacement;
mFinLeft.rotation.y = yRotation - 0.08;
mFinLeft.scale.set(scale, scale, scale);
mFinLeft.castShadow = true;
mFinLeft.receiveShadow = true;
let mFinRight = new THREE.Mesh(geoFin, matRoof3);
mFinRight.position.y = yPlacement;
mFinRight.position.z = zPlacement;
mFinRight.rotation.y = -yRotation;
mFinRight.scale.set(scale, scale, scale);
mFinRight.castShadow = true;
mFinRight.receiveShadow = true;
let mfins = new THREE.Object3D();
mfins.rotation.y += 0.05;
mfins.add(mFinLeft, mFinRight);
this.body = new THREE.Object3D();
this.body.add(mColumn, mfins);
let innerMesh = new THREE.Mesh(geoWindowFrameInner);
innerMesh.rotation.y = 0.2;
let outerCylinder = new ThreeBSP(geoWindowFrameOuter);
let innerCylinder = new ThreeBSP(innerMesh);
let hollowed = outerCylinder.union(innerCylinder);
let m5 = hollowed.toMesh(matWindowFrame);
m5.position.y = -200;
m5.position.x = -77;
m5.rotation.z = 1.59;
m5.castShadow = true;
m5.receiveShadow = true;
let m6 = new THREE.Mesh(geoWindow, matWindow);
m6.position.y = -200;
m6.position.x = -67;
m6.rotation.z = 1.59;
m6.castShadow = true;
m6.receiveShadow = true;
let mWindowReflection = new THREE.Mesh(
geoWindowReflection,
matWindowReflection
);
mWindowReflection.position.x = -90;
mWindowReflection.position.y = -200;
mWindowReflection.rotation.y = -1.5;
mWindowReflection.rotation.x = 0.82;
mWindowReflection.receiveShadow = true;
this.window = new THREE.Object3D();
this.window.add(m5, m6, mWindowReflection);
let mThruster = new THREE.Mesh(geoThruster, matWindowFrame);
mThruster.position.y = -305;
mThruster.receiveShadow = true;
mThruster.castShadow = true;
let mConnector = new THREE.Mesh(geoConnector, matThruster);
mConnector.position.y = -330;
mConnector.receiveShadow = true;
mConnector.castShadow = true;
let mBurner = new THREE.Mesh(geoThruster, matWindowFrame);
mBurner.position.y = -340;
mBurner.scale.set(0.7, 0.55, 0.7);
mBurner.receiveShadow = true;
mBurner.castShadow = true;
this.base = new THREE.Object3D();
this.base.add(mThruster, mConnector, mBurner);
this.mesh.add(this.roof);
this.mesh.add(this.body);
this.mesh.add(this.window);
this.mesh.add(this.base);
}
}
class Base {
constructor() {
this.mesh = new THREE.Object3D();
let geo = new THREE.CylinderGeometry(70, 80, 50, 8);
let mat = new THREE.MeshPhongMaterial({
color: Colors.darkGrey
});
let m = new THREE.Mesh(geo, mat);
m.castShadow = true;
m.receiveShadow = true;
this.mesh.add(m);
}
}
let rocket;
const createRocket = () => {
rocket = new Rocket();
rocket.mesh.scale.set(0.2, 0.2, 0.2);
rocket.mesh.position.y = -40;
rocket.mesh.rotation.y = 1.5;
scene.add(rocket.mesh);
// let base = new Base();
// base.mesh.position.y = -190;
// base.mesh.scale.set(3.3, 0.8, 3.3);
// scene.add(base.mesh);
};
let particleArray = [],
slowMoFactor = 1;
const loop = () => {
// render the scene
renderer.render(scene, camera);
if (rocket.mesh.position.y < 130) {
rocket.mesh.position.y += 1;
rocket.mesh.position.x = Math.random() * Math.PI * 0.5;
rocket.mesh.rotation.x = Math.random() * Math.sin(1) * 0.04;
rocket.mesh.rotation.z = Math.random() * Math.sin(1) * 0.04;
rocket.mesh.position.z = Math.random() * Math.PI * 0.5;
} else {
rocket.mesh.rotation.y += Math.sin(1) * 0.02;
}
if (rocket.mesh.position.y > 350) {
rocket.mesh.position.y = -300;
}
setTimeout(() => {
createSmoke(rocket);
}, 1000);
createFlyingParticles();
// controls.update();
requestAnimationFrame(loop);
};
const getParticle = () => {
let p;
if (particleArray.length > 0) {
p = particleArray.pop();
} else {
p = new Particle();
}
return p;
};
const createSmoke = (rocket) => {
let p = getParticle();
dropParticle(p, rocket);
};
const createFlyingParticles = () => {
let p = getParticle();
flyParticle(p);
};
class Particle {
constructor() {
this.isFlying = false;
var scale = 20 + Math.random() * 20;
var nLines = 3 + Math.floor(Math.random() * 5);
var nRows = 3 + Math.floor(Math.random() * 5);
this.geometry = new THREE.SphereGeometry(scale, nLines, nRows);
this.material = new THREE.MeshLambertMaterial({
color: 0xe3e3e3,
shading: THREE.FlatShading,
transparent: true
});
this.mesh = new THREE.Mesh(this.geometry, this.material);
recycleParticle(this);
}
}
function recycleParticle(p) {
p.mesh.position.x = 0;
p.mesh.position.y = 0;
p.mesh.position.z = 0;
p.mesh.rotation.x = Math.random() * Math.PI * 2;
p.mesh.rotation.y = Math.random() * Math.PI * 2;
p.mesh.rotation.z = Math.random() * Math.PI * 2;
p.mesh.scale.set(0.1, 0.1, 0.1);
p.mesh.material.opacity = 0;
p.color = 0xe3e3e3;
p.mesh.material.color.set(p.color);
p.material.needUpdate = true;
scene.add(p.mesh);
particleArray.push(p);
}
function flyParticle(p) {
var targetPosX, targetPosY, targetSpeed, targetColor;
p.mesh.material.opacity = 1;
p.mesh.position.x = -1000 + Math.random() * 2000;
p.mesh.position.y = 100 + Math.random() * 2000;
p.mesh.position.z = -1000 + Math.random() * 1500;
var s = Math.random() * 0.2;
p.mesh.scale.set(s, s, s);
targetPosX = 0;
targetPosY = -p.mesh.position.y - 2500;
targetSpeed = 1 + Math.random() * 2;
targetColor = 0xe3e3e3;
TweenMax.to(p.mesh.position, targetSpeed * slowMoFactor, {
x: targetPosX,
y: targetPosY,
ease: Linear.easeNone,
onComplete: recycleParticle,
onCompleteParams: [p]
});
}
let cloudTargetPosX,
cloudTargetPosY,
cloudTargetSpeed,
cloudTargetColor,
cloudSlowMoFactor = 0.65;
const dropParticle = (p, rocket) => {
p.mesh.material.opacity = 1;
p.mesh.position.x = 0;
p.mesh.position.y = rocket.mesh.position.y - 80;
p.mesh.position.z = 0;
var s = Math.random(0.2) + 0.35;
p.mesh.scale.set(0.4 * s, 0.4 * s, 0.4 * s);
cloudTargetPosX = 0;
cloudTargetPosY = rocket.mesh.position.y - 500;
cloudTargetSpeed = 0.8 + Math.random() * 0.6;
cloudTargetColor = 0xa3a3a3;
TweenMax.to(p.mesh.position, 1.3 * cloudTargetSpeed * cloudSlowMoFactor, {
x: cloudTargetPosX,
y: cloudTargetPosY,
ease: Linear.easeNone,
onComplete: recycleParticle,
onCompleteParams: [p]
});
TweenMax.to(p.mesh.scale, cloudTargetSpeed * cloudSlowMoFactor, {
x: s * 1.8,
y: s * 1.8,
z: s * 1.8,
ease: Linear.ease
});
};
// handle window resize
window.onresize = () => {
// update height and width of the renderer and the camera
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
};
// inspiration/credits:
// https://codepen.io/murdoc/pen/aOPaqZ?editors=0010#0
// https://codepen.io/carrot-e/pen/WGkJBZ?editors=0010
// https://codepen.io/Yakudoo/pen/eNmjEv?editors=0010
Also see: Tab Triggers