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

              
                <head> 
<script type="text/javascript"src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r127/three.min.js"></script>
      <script type="text/javascript" src="https://cdn.jsdelivr.net/npm/three@0.101.1/examples/js/controls/OrbitControls.js"></script>
    <script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/stats.js/r17/Stats.min.js"></script>
   
    <script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.7.7/dat.gui.min.js"></script>
</head>
<body>

<div id="myCanvas">
</div>

    <div style="display:none">
        <svg
        xmlns:svg="http://www.w3.org/2000/svg"
        xmlns="http://www.w3.org/2000/svg"
        width="1152px" height="1152px" xml:space="preserve"
        >
           <g>
     <path id="sphere"
  d="m 169.27424,107.98767 c -4.7949,-6.64344 -11.14577,-11.114546 -18.0287,-13.289926 5.19993,7.600146 4.11066,18.334916 -2.53446,24.185656 -6.75526,5.94773 -16.68832,4.59321 -22.18673,-3.02497 -4.55997,-6.31794 -4.9901,-13.04478 -1.15235,-18.550004 -2.24109,1.231975 -4.40044,2.739404 -6.43766,4.533094 -5.07321,4.46675 -8.57007,9.96672 -10.54907,15.94233 -0.37659,-1.02289 -0.79285,-2.03711 -1.25393,-3.03929 -3.48472,-7.57421 -8.89028,-13.36683 -15.235251,-17.029225 3.706943,8.601405 0.682111,18.873195 -6.894002,23.125255 -7.701679,4.32256 -17.184219,0.78569 -21.18023,-7.8998 -3.313981,-7.2031 -2.50791,-13.887622 2.255346,-18.425969 -2.419852,0.708022 -4.81,1.703643 -7.13263,3.007218 -17.673338,9.919081 -22.698647,32.558631 -13.759117,51.989061 3.722534,8.0911 7.581413,15.30087 14.491689,18.90073 -3.081961,-8.38817 -0.0042,-18.0551 7.286547,-22.14703 7.701668,-4.32255 17.184217,-0.78567 21.180228,7.89981 2.192492,6.22006 1.835258,11.37971 -0.02361,15.30624 1.077134,-0.467 2.144245,-0.99371 3.197174,-1.58466 8.794876,-4.93609 14.964826,-13.30811 17.844266,-22.86817 1.39854,3.76685 3.32766,7.41187 5.77887,10.80807 5.12213,7.09682 10.21758,13.29975 17.64282,15.28808 -4.54888,-7.53035 -3.29835,-17.684 3.09651,-23.3144 6.75526,-5.94771 16.68883,-4.59363 22.18724,3.02454 3.28214,5.60463 3.87354,10.73816 2.76903,14.99781 0.96982,-0.69717 1.91892,-1.45032 2.84245,-2.26344 15.50154,-13.64844 18.09614,-38.52828 5.79557,-55.57101 z" />
  </g>
    </svg>
    </div>


<!-- Javascript code that runs our Three.js examples -->
<script type="text/javascript">
  // ページの読み込みを待つ
  window.addEventListener('load', init);
        
        function init() {
    
        
            // レンダラーを作成
            const renderer = new THREE.WebGLRenderer();
            renderer.setClearColor(new THREE.Color(0xFDFDFD));
            //sceneの大きさの通知
            renderer.setSize(window.innerWidth, window.innerHeight);
            renderer.setPixelRatio(window.devicePixelRatio);
        
        
            // シーンを作成
            const scene = new THREE.Scene();
        
            // カメラを作成
            const camera = new THREE.PerspectiveCamera(55, window.innerWidth / window.innerHeight, 1, 1000);
           camera.position.set(0, 0,650);
            const controls = new THREE.OrbitControls(camera, document.body);

            // 滑らかにカメラコントローラーを制御する
            controls.enableDamping = true;
            controls.dampingFactor = 0.2;

            //svgの変換
            //svgのパスをとってくる
            const svgString = document.querySelector("#sphere").getAttribute("d");
    
            //パスからシェイプに変換
            const shape = transformSVGPathExposed(svgString);

            console.log(svgString);
            //console.log(shape);

            const options = {
                    amount: 10,
                    bevelThickness: 15,
                    bevelSize: 2,
                    bevelSegments: 3,
                    bevelEnabled: true,
                    curveSegments: 12,
                    steps: 1
                };

    

            //shapeからジオメトリに変換
            const geometory =new THREE.ExtrudeGeometry(shape,options);
            const meshMaterial = new THREE.MeshLambertMaterial({color:0xf21170,
                    opacity: 0.8,
                    transparent: true,
                    side: THREE.DoubleSide,});
            const mesh = new THREE.Mesh(geometory, meshMaterial);
            scene.add(mesh);
          
           
          
            // スポッドライト(色, 光の強さ, 距離, 照射角, ボケ具合, 減衰率)
            const spotLight = new THREE.SpotLight(0xffffff);
            spotLight.position.set( 100, 100, 450 );
            spotLight.castShadow = true;
            scene.add(spotLight);

            document.getElementById("myCanvas").appendChild(renderer.domElement);
        
            tick();
        
            // 毎フレーム時に実行されるループイベントです
            function tick() {
        
                mesh.rotation.y += 0.02;
                renderer.render(scene, camera); // レンダリング
        
                requestAnimationFrame(tick);
            }
            }
            
        </script>
</script>
</body>
</html>

              
            
!

CSS

              
                
              
            
!

JS

              
                /* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this file,
 * You can obtain one at http://mozilla.org/MPL/2.0/. */

var transformSVGPathExposed;

function d3threeD(exports) {

    const DEGS_TO_RADS = Math.PI / 180,
        UNIT_SIZE = 1;

    const DIGIT_0 = 48, DIGIT_9 = 57, COMMA = 44, SPACE = 32, PERIOD = 46,
        MINUS = 45;



    function transformSVGPath(pathStr) {

        var paths = [];
        var path = new THREE.Shape();

        var idx = 1, len = pathStr.length, activeCmd,
            x = 0, y = 0, nx = 0, ny = 0, firstX = null, firstY = null,
            x1 = 0, x2 = 0, y1 = 0, y2 = 0,
            rx = 0, ry = 0, xar = 0, laf = 0, sf = 0, cx, cy;

        function eatNum() {
            var sidx, c, isFloat = false, s;
            // eat delims
            while (idx < len) {
                c = pathStr.charCodeAt(idx);
                if (c !== COMMA && c !== SPACE)
                    break;
                idx++;
            }
            if (c === MINUS)
                sidx = idx++;
            else
                sidx = idx;
            // eat number
            while (idx < len) {
                c = pathStr.charCodeAt(idx);
                if (DIGIT_0 <= c && c <= DIGIT_9) {
                    idx++;
                    continue;
                }
                else if (c === PERIOD) {
                    idx++;
                    isFloat = true;
                    continue;
                }

                s = pathStr.substring(sidx, idx);
                return isFloat ? parseFloat(s) : parseInt(s);
            }

            s = pathStr.substring(sidx);
            return isFloat ? parseFloat(s) : parseInt(s);
        }

        function nextIsNum() {
            var c;
            // do permanently eat any delims...
            while (idx < len) {
                c = pathStr.charCodeAt(idx);
                if (c !== COMMA && c !== SPACE)
                    break;
                idx++;
            }
            c = pathStr.charCodeAt(idx);
            return (c === MINUS || (DIGIT_0 <= c && c <= DIGIT_9));
        }

        var canRepeat;
        var enteredSub = false;
        var zSeen = false;
        activeCmd = pathStr[0];

        while (idx <= len) {
            canRepeat = true;
            switch (activeCmd) {
                // moveto commands, become lineto's if repeated
                case 'M':
                    enteredSub = false;
                    x = eatNum();
                    y = eatNum();
                    path.moveTo(x, y);
                    activeCmd = 'L';
                    break;
                case 'm':
                    x += eatNum();
                    y += eatNum();
                    path.moveTo(x, y);
                    activeCmd = 'l';
                    break;
                case 'Z':
                case 'z':
                    // z is a special case. This ends a segment and starts
                    // a new path. Since the three.js path is continuous
                    // we should start a new path here. This also draws a
                    // line from the current location to the start location.
                    canRepeat = false;
                    if (x !== firstX || y !== firstY)
                        path.lineTo(firstX, firstY);

                    paths.push(path);

                    // reset the elements
                    firstX = null;
                    firstY = null;

                    // avoid x,y being set incorrectly
                    enteredSub = true;

                    path = new THREE.Shape();

                    zSeen = true;

                    break;
                // - lines!
                case 'L':
                case 'H':
                case 'V':
                    nx = (activeCmd === 'V') ? x : eatNum();
                    ny = (activeCmd === 'H') ? y : eatNum();
                    path.lineTo(nx, ny);
                    x = nx;
                    y = ny;
                    break;
                case 'l':
                case 'h':
                case 'v':
                    nx = (activeCmd === 'v') ? x : (x + eatNum());
                    ny = (activeCmd === 'h') ? y : (y + eatNum());
                    path.lineTo(nx, ny);
                    x = nx;
                    y = ny;
                    break;
                // - cubic bezier
                case 'C':
                    x1 = eatNum(); y1 = eatNum();
                case 'S':
                    if (activeCmd === 'S') {
                        x1 = 2 * x - x2; y1 = 2 * y - y2;
                    }
                    x2 = eatNum();
                    y2 = eatNum();
                    nx = eatNum();
                    ny = eatNum();
                    path.bezierCurveTo(x1, y1, x2, y2, nx, ny);
                    x = nx; y = ny;
                    break;
                case 'c':
                    x1 = x + eatNum();
                    y1 = y + eatNum();
                case 's':
                    if (activeCmd === 's') {
                        x1 = 2 * x - x2;
                        y1 = 2 * y - y2;
                    }
                    x2 = x + eatNum();
                    y2 = y + eatNum();
                    nx = x + eatNum();
                    ny = y + eatNum();
                    path.bezierCurveTo(x1, y1, x2, y2, nx, ny);
                    x = nx; y = ny;
                    break;
                // - quadratic bezier
                case 'Q':
                    x1 = eatNum(); y1 = eatNum();
                case 'T':
                    if (activeCmd === 'T') {
                        x1 = 2 * x - x1;
                        y1 = 2 * y - y1;
                    }
                    nx = eatNum();
                    ny = eatNum();
                    path.quadraticCurveTo(x1, y1, nx, ny);
                    x = nx;
                    y = ny;
                    break;
                case 'q':
                    x1 = x + eatNum();
                    y1 = y + eatNum();
                case 't':
                    if (activeCmd === 't') {
                        x1 = 2 * x - x1;
                        y1 = 2 * y - y1;
                    }
                    nx = x + eatNum();
                    ny = y + eatNum();
                    path.quadraticCurveTo(x1, y1, nx, ny);
                    x = nx; y = ny;
                    break;
                // - elliptical arc
                case 'A':
                    rx = eatNum();
                    ry = eatNum();
                    xar = eatNum() * DEGS_TO_RADS;
                    laf = eatNum();
                    sf = eatNum();
                    nx = eatNum();
                    ny = eatNum();
                    if (rx !== ry) {
                        console.warn("Forcing elliptical arc to be a circular one :(",
                            rx, ry);
                    }
                    // SVG implementation notes does all the math for us! woo!
                    // http://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
                    // step1, using x1 as x1'
                    x1 = Math.cos(xar) * (x - nx) / 2 + Math.sin(xar) * (y - ny) / 2;
                    y1 = -Math.sin(xar) * (x - nx) / 2 + Math.cos(xar) * (y - ny) / 2;
                    // step 2, using x2 as cx'
                    var norm = Math.sqrt(
                        (rx*rx * ry*ry - rx*rx * y1*y1 - ry*ry * x1*x1) /
                            (rx*rx * y1*y1 + ry*ry * x1*x1));
                    if (laf === sf)
                        norm = -norm;
                    x2 = norm * rx * y1 / ry;
                    y2 = norm * -ry * x1 / rx;
                    // step 3
                    cx = Math.cos(xar) * x2 - Math.sin(xar) * y2 + (x + nx) / 2;
                    cy = Math.sin(xar) * x2 + Math.cos(xar) * y2 + (y + ny) / 2;

                    var u = new THREE.Vector2(1, 0),
                        v = new THREE.Vector2((x1 - x2) / rx,
                            (y1 - y2) / ry);
                    var startAng = Math.acos(u.dot(v) / u.length() / v.length());
                    if (u.x * v.y - u.y * v.x < 0)
                        startAng = -startAng;

                    // we can reuse 'v' from start angle as our 'u' for delta angle
                    u.x = (-x1 - x2) / rx;
                    u.y = (-y1 - y2) / ry;

                    var deltaAng = Math.acos(v.dot(u) / v.length() / u.length());
                    // This normalization ends up making our curves fail to triangulate...
                    if (v.x * u.y - v.y * u.x < 0)
                        deltaAng = -deltaAng;
                    if (!sf && deltaAng > 0)
                        deltaAng -= Math.PI * 2;
                    if (sf && deltaAng < 0)
                        deltaAng += Math.PI * 2;

                    path.absarc(cx, cy, rx, startAng, startAng + deltaAng, sf);
                    x = nx;
                    y = ny;
                    break;

                case ' ':
                    // if it's an empty space, just skip it, and see if we can find a real command
                    break;

                default:
                    throw new Error("weird path command: " + activeCmd);
            }
            if (firstX === null && !enteredSub) {
                firstX = x;
                firstY = y;
            }

            // just reissue the command
            if (canRepeat && nextIsNum())
                continue;
            activeCmd = pathStr[idx++];
        }

        if (zSeen) {
            return paths;
        } else {
            paths.push(path);
            return paths;
        }
    }

    transformSVGPathExposed = transformSVGPath;

    function applySVGTransform(obj, tstr) {


        var idx = tstr.indexOf('('), len = tstr.length,
            cmd = tstr.substring(0, idx++);
        function eatNum() {
            var sidx, c, isFloat = false, s;
            // eat delims
            while (idx < len) {
                c = tstr.charCodeAt(idx);
                if (c !== COMMA && c !== SPACE)
                    break;
                idx++;
            }
            if (c === MINUS)
                sidx = idx++;
            else
                sidx = idx;
            // eat number
            while (idx < len) {
                c = tstr.charCodeAt(idx);
                if (DIGIT_0 <= c && c <= DIGIT_9) {
                    idx++;
                    continue;
                }
                else if (c === PERIOD) {
                    idx++;
                    isFloat = true;
                    continue;
                }

                s = tstr.substring(sidx, idx);
                return isFloat ? parseFloat(s) : parseInt(s);
            }

            s = tstr.substring(sidx);
            return isFloat ? parseFloat(s) : parseInt(s);
        }
        switch (cmd) {
            case 'translate':
                obj.position.x = Math.floor(eatNum() * UNIT_SIZE);
                obj.position.y = Math.floor(eatNum() * UNIT_SIZE);
                break;
            case 'scale':
                obj.scale.x = Math.floor(eatNum() * UNIT_SIZE);
                obj.scale.y = Math.floor(eatNum() * UNIT_SIZE);
                break;
            default:
                console.warn("don't understand transform", tstr);
                break;
        }
    }

    applySVGTransformExposed = applySVGTransform;

    function wrap_setAttribute(name, value) {
    }
    function wrap_setAttributeNS(namespace, name, value) {
    }





    var extrudeDefaults = {
        amount: 20,
        bevelEnabled: true,
        material: 0,
        extrudeMaterial: 0,
    };





    function commonSetAttribute(name, value) {
        switch (name) {
            case 'x':
                this.position.x = Math.floor(value * UNIT_SIZE);
                break;

            case 'y':
                this.position.y = Math.floor(value * UNIT_SIZE);
                break;

            case 'class':
                this.clazz = value;
                break;

            case 'stroke':
            case 'fill':
                if (typeof(value) !== 'string')
                    value = value.toString();
                this.material.color.setHex(parseInt(value.substring(1), 16));
                break;

            case 'transform':
                applySVGTransform(this, value);
                break;

            case 'd':
                var shape = transformSVGPath(value),
                    geom = shape.extrude(extrudeDefaults);
                this.geometry = geom;
                this.geometry.boundingSphere = {radius: 3 * UNIT_SIZE};
                this.scale.set(UNIT_SIZE, UNIT_SIZE, UNIT_SIZE);

                break;

            default:
                throw new Error("no setter for: " + name);
        }
    }
    function commonSetAttributeNS(namespace, name, value) {
        this.setAttribute(name, value);
    }

    function Group(parentThing) {
        THREE.Object3D.call(this);

        this.d3class = '';

        parentThing.add(this);
    };
    Group.prototype = new THREE.Object3D();
    Group.prototype.constructor = Group;
    Group.prototype.d3tag = 'g';
    Group.prototype.setAttribute = commonSetAttribute;
    Group.prototype.setAttributeNS = commonSetAttributeNS;

    function fabGroup() {
        return new Group(this);
    }

    function Mesh(parentThing, tag, geometry, material) {
        THREE.Mesh.call(this, geometry, material);

        this.d3tag = tag;
        this.d3class = '';

        parentThing.add(this);
    }
    Mesh.prototype = new THREE.Mesh();
    Mesh.prototype.constructor = Mesh;
    Mesh.prototype.setAttribute = commonSetAttribute;
    Mesh.prototype.setAttributeNS = commonSetAttributeNS;


    const SPHERE_SEGS = 16, SPHERE_RINGS = 16,
        DEFAULT_COLOR = 0xcc0000;

    var sharedSphereGeom = null,
        sharedCubeGeom = null;

    function fabSphere() {
        if (!sharedSphereGeom)
            sharedSphereGeom = new THREE.SphereGeometry(
                UNIT_SIZE / 2, SPHERE_SEGS, SPHERE_RINGS);
        var material = new THREE.MeshLambertMaterial({
            color: DEFAULT_COLOR,
        });
        return new Mesh(this, 'sphere', sharedSphereGeom, material);
    }

    function fabCube() {
        if (!sharedCubeGeom)
            sharedCubeGeom = new THREE.CubeGeometry(UNIT_SIZE, UNIT_SIZE, UNIT_SIZE);
        var material = new THREE.MeshLambertMaterial({
            color: DEFAULT_COLOR,
        });
        return new Mesh(this, 'cube', sharedCubeGeom, material);
    }

    function fabPath() {
        // start with a cube that we will replace with the path once it gets created
        if (!sharedCubeGeom)
            sharedCubeGeom = new THREE.CubeGeometry(UNIT_SIZE, UNIT_SIZE, UNIT_SIZE);
        var material = new THREE.MeshLambertMaterial({
            color: DEFAULT_COLOR,
        });
        return new Mesh(this, 'path', sharedCubeGeom, material);
    }

    function Scene() {
        THREE.Scene.call(this);
        this.renderer = null;
        this.camera = null;
        this.controls = null;
        this._d3_width = null;
        this._d3_height = null;
    }
    Scene.prototype = new THREE.Scene();
    Scene.prototype.constructor = Scene;
    Scene.prototype._setBounds = function() {
        this.renderer.setSize(this._d3_width, this._d3_height);
        var aspect = this.camera.aspect;
        this.camera.position.set(
            this._d3_width * UNIT_SIZE / 2,
            this._d3_height * UNIT_SIZE / 2,
            Math.max(this._d3_width * UNIT_SIZE / Math.sqrt(2),
                this._d3_height * UNIT_SIZE / Math.sqrt(2)));
        this.controls.target.set(this.camera.position.x, this.camera.position.y, 0);
        console.log("camera:", this.camera.position.x, this.camera.position.y,
            this.camera.position.z);



        //this.camera.position.z = 1000;
    };
    Scene.prototype.setAttribute = function(name, value) {
        switch (name) {
            case 'width':
                this._d3_width = value;
                if (this._d3_height)
                    this._setBounds();
                break;
            case 'height':
                this._d3_height = value;
                if (this._d3_width)
                    this._setBounds();
                break;
        }
    };



    function fabVis() {
        var camera, scene, controls, renderer;

        // - scene
        scene = new Scene();
        threeJsScene = scene;

        // - camera
        camera = scene.camera = new THREE.PerspectiveCamera(
            75,
            window.innerWidth / window.innerHeight,
            1, 100000);
        /*
         camera = scene.camera = new THREE.OrthographicCamera(
         window.innerWidth / -2, window.innerWidth / 2,
         window.innerHeight / 2, window.innerHeight / -2,
         1, 50000);
         */
        scene.add(camera);

        // - controls
        // from misc_camera_trackball.html example
        controls = scene.controls = new THREE.TrackballControls(camera);
        controls.rotateSpeed = 1.0;
        controls.zoomSpeed = 1.2;
        controls.panSpeed = 0.8;

        controls.noZoom = false;
        controls.noPan = false;

        controls.staticMoving = true;
        controls.dynamicDampingFactor = 0.3;

        controls.keys = [65, 83, 68];

        controls.addEventListener('change', render);

        // - light
        /*
         var pointLight = new THREE.PointLight(0xFFFFFF);
         pointLight.position.set(10, 50, 130);
         scene.add(pointLight);
         */

        var spotlight = new THREE.SpotLight(0xffffff);
        spotlight.position.set(-50000, 50000, 100000);
        scene.add(spotlight);

        var backlight = new THREE.SpotLight(0x888888);
        backlight.position.set(50000, -50000, -100000);
        scene.add(backlight);

        /*
         var ambientLight = new THREE.AmbientLight(0x888888);
         scene.add(ambientLight);
         */

        function helperPlanes(maxBound) {
            var geom = new THREE.PlaneGeometry(maxBound, maxBound, 4, 4);
            for (var i = 0; i < 4; i++) {
                var color, cx, cy;
                switch (i) {
                    case 0:
                        color = 0xff0000;
                        cx = maxBound / 2;
                        cy = maxBound / 2;
                        break;
                    case 1:
                        color = 0x00ff00;
                        cx = maxBound / 2;
                        cy = -maxBound / 2;
                        break;
                    case 2:
                        color = 0x0000ff;
                        cx = -maxBound / 2;
                        cy = -maxBound / 2;
                        break;
                    case 3:
                        color = 0xffff00;
                        cx = -maxBound / 2;
                        cy = maxBound / 2;
                        break;
                }
                var material = new THREE.MeshLambertMaterial({ color: color });
                var mesh = new THREE.Mesh(geom, material);
                mesh.position.set(cx, cy, -1);

                scene.add(mesh);
            }
        }
        //helperPlanes(UNIT_SIZE * 225);

        // - renderer
        renderer = scene.renderer = new THREE.WebGLRenderer({
            // too slow...
            //antialias: true,
        });
        this.appendChild( renderer.domElement );

        // - stats
        var stats = new Stats();
        stats.domElement.style.position = 'absolute';
        stats.domElement.style.top = '0px';
        stats.domElement.style.zIndex = 100;
        this.appendChild( stats.domElement );

        function animate() {
            requestAnimationFrame(animate, renderer.domElement);
            controls.update();
        }

        function render() {
            renderer.render(scene, camera);
            stats.update();
        }

        animate();

        return scene;
    };
}

var $d3g = {};
d3threeD($d3g);
              
            
!
999px

Console