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

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

              
                <header>
  <h1>Strange Tubes #2</h1>
  <a href="https://codepen.io/collection/AGZywR" target="_blank">ThreeJS Collection</a>
</header>

              
            
!

CSS

              
                html, body {
  margin: 0;
  padding: 0;
  width: 100%;
  height: 100%;
  color: #fff;
  font-family: 'Montserrat', sans-serif;
  text-shadow: 1px 1px 1px #000;
}

canvas {
  position: fixed;
  z-index: -1;
  width: 100%;
  height: 100%;
}

header {
  position: absolute;
  width: 100%;
  text-align: center;
}

header h1 {
  font-size: 2rem;
  margin: 0.5em 0 0.2em;
}

a {
  font-size: 0.9rem;
  color: #bbb;
  text-decoration: none;
  border-bottom: 0.15rem solid transparent;
  transition: all 0.4s;
}
a:hover {
  color: #fff;
  border-bottom-color: rgba(255, 255, 255, 0.7);
}

              
            
!

JS

              
                const simplex = new SimplexNoise();

function App(conf) {
  conf = {
    fov: 75,
    cameraZ: 150,
    background: 0x000000,
    tubeRadius: 3,
    resY: 10,
    resX: 4,
    noiseCoef: 50,
    timeCoef: 50,
    mouseCoef: 50,
    heightCoef: 20,
    ambientColor: 0xcccccc,
    lightIntensity: 1,
    light1Color: 0x24f59e,
    light2Color: 0xe15040,
    light3Color: 0x1b859e,
    light4Color: 0x4cb04b,
    ...conf
  };

  let renderer, scene, camera, cameraCtrl;
  let width, height, cx, cy, wWidth, wHeight;
  const TMath = THREE.Math;

  let light1, light2, light3, light4;
  let objects, noiseConf = {};
  let cscale; updateCScale(chroma('#d11f6c'));

  const mouse = new THREE.Vector2();

  init();

  function init() {
    renderer = new THREE.WebGLRenderer({ antialias: true });
    document.body.appendChild(renderer.domElement);
    camera = new THREE.PerspectiveCamera(conf.fov);
    camera.position.z = conf.cameraZ;
    cameraCtrl = new THREE.OrbitControls(camera);

    updateSize();
    window.addEventListener('resize', updateSize, false);

    document.addEventListener('mousemove', e => {
      mouse.x = (e.clientX / width) * 2 - 1;
      mouse.y = -(e.clientY / height) * 2 + 1;
    });

    initScene();
    initGui();
    animate();
  }

  function initGui() {
    // noiseInput.value = 101 - conf.xyCoef;
    // heightInput.value = (conf.zCoef * 100) / 25;

    // noiseInput.addEventListener('input', e => {
    //   conf.noiseCoef = 101 - noiseInput.value;
    // });
    // heightInput.addEventListener('input', e => {
    //   conf.zCoef = (heightInput.value * 25) / 100;
    // });

    document.body.addEventListener('click', e => {
      updateColors();
    });
  }

  function initScene() {
    scene = new THREE.Scene();
    if (conf.background) scene.background = new THREE.Color(conf.background);
    initLights();
    initObjects();

    camera.position.z = 130;
  }

  function initLights() {
    scene.add(new THREE.AmbientLight(conf.ambientColor));

    const z = 50;
    const lightDistance = 500;
    light1 = new THREE.PointLight(conf.light1Color, conf.lightIntensity, lightDistance);
    light1.position.set(0, wHeight / 2, z);
    scene.add(light1);
    light2 = new THREE.PointLight(conf.light2Color, conf.lightIntensity, lightDistance);
    light2.position.set(0, -wHeight / 2, z);
    scene.add(light2);
    light3 = new THREE.PointLight(conf.light3Color, conf.lightIntensity, lightDistance);
    light3.position.set(wWidth / 2, 0, z);
    scene.add(light3);
    light4 = new THREE.PointLight(conf.light4Color, conf.lightIntensity, lightDistance);
    light4.position.set(-wWidth / 2, 0, z);
    scene.add(light4);
  }

  function initObjects() {
    updateNoise();
    const nx = Math.round(wWidth / conf.resX) + 1;
    const ny = Math.round(wHeight / conf.resY) + 1;
    objects = [];
    let tube, color;
    for (let j = 0; j < ny; j++) {
      // color = cscale(j/ny).hex();
      color = cscale(TMath.randFloat(0, 1)).hex();
      // color = chroma.random().hex();
      tube = new Tube(-wWidth / 2, -wHeight / 2 + j * conf.resY, wWidth, nx, conf.tubeRadius, color, noiseConf);
      objects.push(tube);
      scene.add(tube.mesh);
    }
  }

  function updateNoise() {
    noiseConf.coef = conf.noiseCoef * 0.00012;
    noiseConf.height = conf.heightCoef;
    noiseConf.time = Date.now() * conf.timeCoef * 0.000002;
    noiseConf.mouseX = mouse.x / 2;
    noiseConf.mouseY = mouse.y / 2;
    noiseConf.mouse = mouse.x + mouse.y;
  }

  function updateColors() {
    const color = chroma.random();
    updateCScale(color);
    for (let i = 0; i < objects.length; i++) {
      objects[i].material.color = new THREE.Color(cscale(TMath.randFloat(0, 1)).hex());
    }
    light1.color = new THREE.Color(chroma.random().hex());
    light2.color = new THREE.Color(chroma.random().hex());
    light3.color = new THREE.Color(chroma.random().hex());
    light4.color = new THREE.Color(chroma.random().hex());
    console.log(light1.color, light2.color, light3.color, light4.color);
  }

  function updateCScale(color) {
    const colors = [
      color.set('hsl.s', TMath.randFloat(0, 1)).set('hsl.l', TMath.randFloat(0, 0.3)).hex(),
      color.set('hsl.s', TMath.randFloat(0, 1)).set('hsl.l', 0.3 + TMath.randFloat(0, 0.4)).hex(),
      color.set('hsl.s', TMath.randFloat(0, 1)).set('hsl.l', 0.7 + TMath.randFloat(0, 0.3)).hex(),
      0xffffff,
    ];
    console.log(colors);
    cscale = chroma.scale(colors);
  }

  function animate() {
    // if (!animate.counter) animate.counter = 1;
    // if (animate.counter++>10) return;

    requestAnimationFrame(animate);

    animateObjects();
    animateLights();

    if (cameraCtrl) cameraCtrl.update();
    renderer.render(scene, camera);
  }

  function animateObjects() {
    updateNoise();
    for (let i = 0; i < objects.length; i++) {
      objects[i].update();
    }
  }

  function animateLights() {
    const time = Date.now() * 0.001;
    const dx = wWidth / 2;
    const dy = wHeight / 2;
    light1.position.x = Math.sin(time * 0.1) * dx;
    light1.position.y = Math.cos(time * 0.2) * dy;
    light2.position.x = Math.cos(time * 0.3) * dx;
    light2.position.y = Math.sin(time * 0.4) * dy;
    light3.position.x = Math.sin(time * 0.5) * dx;
    light3.position.y = Math.sin(time * 0.6) * dy;
    light4.position.x = Math.sin(time * 0.7) * dx;
    light4.position.y = Math.cos(time * 0.8) * dy;
  }

  function updateSize() {
    width = window.innerWidth;
    cx = width / 2;
    height = window.innerHeight;
    cy = height / 2;
    if (renderer && camera) {
      renderer.setSize(width, height);
      camera.aspect = width / height;
      camera.updateProjectionMatrix();
      const wsize = getRendererSize();
      wWidth = wsize[0];
      wHeight = wsize[1];
    }
  }

  function getRendererSize() {
    const cam = new THREE.PerspectiveCamera(camera.fov, camera.aspect);
    const vFOV = (cam.fov * Math.PI) / 180;
    const height = 2 * Math.tan(vFOV / 2) * Math.abs(conf.cameraZ);
    const width = height * cam.aspect;
    return [width, height];
  }
}

/**
 * Custom curve
 */
function CustomCurve(x, y, l, noise) {
  THREE.Curve.call(this);
  this.x = x; this.y = y; this.l = l;
  this.noise = noise;
  this.yn = this.y * this.noise.coef;
}
CustomCurve.prototype = Object.create(THREE.Curve.prototype);
CustomCurve.prototype.constructor = CustomCurve;
CustomCurve.prototype.getPoint = function (t) {
  let x = this.x + t * this.l;
  let xn = x * this.noise.coef;
  let noise1 = simplex.noise2D(xn + this.noise.time + this.noise.mouseX/2, this.yn - this.noise.time + this.noise.mouseY/2);
  let noise2 = simplex.noise2D(this.yn + this.noise.time, xn - this.noise.time);
  let z = noise2 * this.noise.height;
  let y = this.y + noise1 * this.noise.height;
  return new THREE.Vector3(x, y, z);
};

/**
 * Tube class
 */
class Tube {
  constructor(x, y, l, segments, radius, color, noise) {
    this.segments = segments;
    this.radialSegments = 8;
    this.radius = radius;

    this.curve = new CustomCurve(x, y, l, noise);
    this.geometry = new THREE.TubeBufferGeometry(this.curve, segments, radius, this.radialSegments, false);
    // this.material = new THREE.MeshBasicMaterial({ color });
    // this.material = new THREE.MeshLambertMaterial({ color });
    this.material = new THREE.MeshStandardMaterial({ color, metalness: 1 });
    this.mesh = new THREE.Mesh(this.geometry, this.material);
  }
  update() {
    this.frames = this.curve.computeFrenetFrames(this.segments, false);
    this.geometry.tangents = frames.tangents;
    this.geometry.normals = frames.normals;
    this.geometry.binormals = frames.binormals;

    this.pArray = this.geometry.attributes.position.array;
    this.nArray = this.geometry.attributes.normal.array;
    this.P = new THREE.Vector3();
    this.normal = new THREE.Vector3();
    for (let i = 0; i < this.segments; i++) {
      this.updateSegment(i);
    }
    this.updateSegment(this.segments);

    this.geometry.attributes.position.needsUpdate = true;
    this.geometry.attributes.normal.needsUpdate = true;
  }
  updateSegment(i) {
    this.P = this.curve.getPointAt(i / this.segments, this.P);
    const N = this.frames.normals[i];
    const B = this.frames.binormals[i];
    for (let j = 0; j <= this.radialSegments; j++) {
      let v = j / this.radialSegments * Math.PI * 2;
      let sin = Math.sin(v);
      let cos = - Math.cos(v);
      this.normal.x = (cos * N.x + sin * B.x);
      this.normal.y = (cos * N.y + sin * B.y);
      this.normal.z = (cos * N.z + sin * B.z);
      this.normal.normalize();
      let index = (i * (this.radialSegments + 1) + j) * 3;
      this.nArray[index] = this.normal.x;
      this.nArray[index + 1] = this.normal.y;
      this.nArray[index + 2] = this.normal.z;
      this.pArray[index] = this.P.x + this.radius * this.normal.x;
      this.pArray[index + 1] = this.P.y + this.radius * this.normal.y;
      this.pArray[index + 2] = this.P.z + this.radius * this.normal.z;
    }
  }
}

App();

              
            
!
999px

Console