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

              
                .container-fluid.fixed-top.header.disable-selection
  .row
    .col
    .col-md-6
      .row
        .col
          h1
            strong Lab City 3D
          p.small – Back to the red –
          //.btn.btn-danger(href='#',role='button', onclick='cameraSet()') + ADD LINE
    .col

//.container-fluid.fixed-bottom.footer
 .row
  .col
   h4 Experiment N.3
   small
    a(href='https://dribbble.com/victorvergara', target='_blank') dribbble.com/victorvergara
              
            
!

CSS

              
                body {
  color: white;
  margin: 0;
  text-align: center;
  background-color: black;
  cursor: crosshair;
}
canvas {
  display: block;
  width: 100%;
  height: 100%;
}
p {
  color: rgba(255,255,255, 0.5)
}
.header {
  top: 42%;
}
.header-content {
  padding: 50px;
  background-color: rgba(0,0,0,0.3);
  border-radius: 10px;
}
.footer {
  bottom:3%;
}
.description {
  color: gray;
  padding-top: 50px;
}
a, a:hover, a:visited {
  color: white;
  text-decoration: none;
} 
.disable-selection {
     -moz-user-select: none; /* Firefox */
      -ms-user-select: none; /* Internet Explorer */
   -khtml-user-select: none; /* KHTML browsers (e.g. Konqueror) */
  -webkit-user-select: none; /* Chrome, Safari, and Opera */
  -webkit-touch-callout: none; /* Disable Android and iOS callouts*/
}
h1::after {
  content: ' Three JS';
  font-size: 12px;
  position:absolute;
  top: 3px;
  padding-left: 5px;
  font-weight: 400;
}
h2::after {
  content: '2';
  font-size: 12px;
  position:absolute;
  top: 14px;
  padding-left: 5px;
}

.btn {
  border-radius: 100px;
  padding: 10px 25px;
}
              
            
!

JS

              
                // Three JS Template
//----------------------------------------------------------------- BASIC parameters
var renderer = new THREE.WebGLRenderer({antialias:true});
renderer.setSize( window.innerWidth, window.innerHeight );

if (window.innerWidth > 800) {
  renderer.shadowMap.enabled = true;
  renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  renderer.shadowMap.needsUpdate = true;
  //renderer.toneMapping = THREE.ReinhardToneMapping;
  //console.log(window.innerWidth);
};
//---

document.body.appendChild( renderer.domElement );

window.addEventListener('resize', onWindowResize, false);
function onWindowResize() {
  camera.aspect = window.innerWidth / window.innerHeight;
  camera.updateProjectionMatrix();
  renderer.setSize( window.innerWidth, window.innerHeight );
};

var camera = new THREE.PerspectiveCamera( 20, window.innerWidth / window.innerHeight, 1, 500 );

camera.position.set(0, 2, 14);

var scene = new THREE.Scene();
var city = new THREE.Object3D();
var smoke = new THREE.Object3D();
var town = new THREE.Object3D();

var createCarPos = true;
var uSpeed = 0.001;

//----------------------------------------------------------------- FOG background

var setcolor = 0xF02050;
//var setcolor = 0xF2F111;
//var setcolor = 0xFF6347;

scene.background = new THREE.Color(setcolor);
scene.fog = new THREE.Fog(setcolor, 10, 16);
//scene.fog = new THREE.FogExp2(setcolor, 0.05);
//----------------------------------------------------------------- RANDOM Function
function mathRandom(num = 8) {
  var numValue = - Math.random() * num + Math.random() * num;
  return numValue;
};
//----------------------------------------------------------------- CHANGE bluilding colors
var setTintNum = true;
function setTintColor() {
  if (setTintNum) {
    setTintNum = false;
    var setColor = 0x000000;
  } else {
    setTintNum = true;
    var setColor = 0x000000;
  };
  //setColor = 0x222222;
  return setColor;
};

//----------------------------------------------------------------- CREATE City

function init() {
  var segments = 2;
  for (var i = 1; i<100; i++) {
    var geometry = new THREE.CubeGeometry(1,0,0,segments,segments,segments);
    var material = new THREE.MeshStandardMaterial({
      color:setTintColor(),
      wireframe:false,
      //opacity:0.9,
      //transparent:true,
      //roughness: 0.3,
      //metalness: 1,
      shading: THREE.SmoothShading,
      //shading:THREE.FlatShading,
      side:THREE.DoubleSide});
    var wmaterial = new THREE.MeshLambertMaterial({
      color:0xFFFFFF,
      wireframe:true,
      transparent:true,
      opacity: 0.03,
      side:THREE.DoubleSide/*,
      shading:THREE.FlatShading*/});

    var cube = new THREE.Mesh(geometry, material);
    var wire = new THREE.Mesh(geometry, wmaterial);
    var floor = new THREE.Mesh(geometry, material);
    var wfloor = new THREE.Mesh(geometry, wmaterial);
    
    cube.add(wfloor);
    cube.castShadow = true;
    cube.receiveShadow = true;
    cube.rotationValue = 0.1+Math.abs(mathRandom(8));
    
    //floor.scale.x = floor.scale.z = 1+mathRandom(0.33);
    floor.scale.y = 0.05;//+mathRandom(0.5);
    cube.scale.y = 0.1+Math.abs(mathRandom(8));
    //TweenMax.to(cube.scale, 1, {y:cube.rotationValue, repeat:-1, yoyo:true, delay:i*0.005, ease:Power1.easeInOut});
    /*cube.setScale = 0.1+Math.abs(mathRandom());
    
    TweenMax.to(cube.scale, 4, {y:cube.setScale, ease:Elastic.easeInOut, delay:0.2*i, yoyo:true, repeat:-1});
    TweenMax.to(cube.position, 4, {y:cube.setScale / 2, ease:Elastic.easeInOut, delay:0.2*i, yoyo:true, repeat:-1});*/
    
    var cubeWidth = 0.9;
    cube.scale.x = cube.scale.z = cubeWidth+mathRandom(1-cubeWidth);
    //cube.position.y = cube.scale.y / 2;
    cube.position.x = Math.round(mathRandom());
    cube.position.z = Math.round(mathRandom());
    
    floor.position.set(cube.position.x, 0/*floor.scale.y / 2*/, cube.position.z)
    
    town.add(floor);
    town.add(cube);
  };
  //----------------------------------------------------------------- Particular
  
  var gmaterial = new THREE.MeshToonMaterial({color:0xFFFF00, side:THREE.DoubleSide});
  var gparticular = new THREE.CircleGeometry(0.01, 3);
  var aparticular = 5;
  
  for (var h = 1; h<300; h++) {
    var particular = new THREE.Mesh(gparticular, gmaterial);
    particular.position.set(mathRandom(aparticular), mathRandom(aparticular),mathRandom(aparticular));
    particular.rotation.set(mathRandom(),mathRandom(),mathRandom());
    smoke.add(particular);
  };
  
  var pmaterial = new THREE.MeshPhongMaterial({
    color:0x000000,
    side:THREE.DoubleSide,
    roughness: 10,
    metalness: 0.6,
    opacity:0.9,
    transparent:true});
  var pgeometry = new THREE.PlaneGeometry(60,60);
  var pelement = new THREE.Mesh(pgeometry, pmaterial);
  pelement.rotation.x = -90 * Math.PI / 180;
  pelement.position.y = -0.001;
  pelement.receiveShadow = true;
  //pelement.material.emissive.setHex(0xFFFFFF + Math.random() * 100000);

  city.add(pelement);
};

//----------------------------------------------------------------- MOUSE function
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2(), INTERSECTED;
var intersected;

function onMouseMove(event) {
  event.preventDefault();
  mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
  mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
};
function onDocumentTouchStart( event ) {
  if ( event.touches.length == 1 ) {
    event.preventDefault();
    mouse.x = event.touches[ 0 ].pageX -  window.innerWidth / 2;
    mouse.y = event.touches[ 0 ].pageY - window.innerHeight / 2;
  };
};
function onDocumentTouchMove( event ) {
  if ( event.touches.length == 1 ) {
    event.preventDefault();
    mouse.x = event.touches[ 0 ].pageX -  window.innerWidth / 2;
    mouse.y = event.touches[ 0 ].pageY - window.innerHeight / 2;
  }
}
window.addEventListener('mousemove', onMouseMove, false);
window.addEventListener('touchstart', onDocumentTouchStart, false );
window.addEventListener('touchmove', onDocumentTouchMove, false );

//----------------------------------------------------------------- Lights
var ambientLight = new THREE.AmbientLight(0xFFFFFF, 4);
var lightFront = new THREE.SpotLight(0xFFFFFF, 20, 10);
var lightBack = new THREE.PointLight(0xFFFFFF, 0.5);

var spotLightHelper = new THREE.SpotLightHelper( lightFront );
//scene.add( spotLightHelper );

lightFront.rotation.x = 45 * Math.PI / 180;
lightFront.rotation.z = -45 * Math.PI / 180;
lightFront.position.set(5, 5, 5);
lightFront.castShadow = true;
lightFront.shadow.mapSize.width = 6000;
lightFront.shadow.mapSize.height = lightFront.shadow.mapSize.width;
lightFront.penumbra = 0.1;
lightBack.position.set(0,6,0);

smoke.position.y = 2;

scene.add(ambientLight);
city.add(lightFront);
scene.add(lightBack);
scene.add(city);
city.add(smoke);
city.add(town);

//----------------------------------------------------------------- GRID Helper
var gridHelper = new THREE.GridHelper( 60, 120, 0xFF0000, 0x000000);
city.add( gridHelper );

//----------------------------------------------------------------- CAR world
var generateCar = function() {
  
}
//----------------------------------------------------------------- LINES world

var createCars = function(cScale = 2, cPos = 20, cColor = 0xFFFF00) {
  var cMat = new THREE.MeshToonMaterial({color:cColor, side:THREE.DoubleSide});
  var cGeo = new THREE.CubeGeometry(1, cScale/40, cScale/40);
  var cElem = new THREE.Mesh(cGeo, cMat);
  var cAmp = 3;
  
  if (createCarPos) {
    createCarPos = false;
    cElem.position.x = -cPos;
    cElem.position.z = (mathRandom(cAmp));

    TweenMax.to(cElem.position, 3, {x:cPos, repeat:-1, yoyo:true, delay:mathRandom(3)});
  } else {
    createCarPos = true;
    cElem.position.x = (mathRandom(cAmp));
    cElem.position.z = -cPos;
    cElem.rotation.y = 90 * Math.PI / 180;
  
    TweenMax.to(cElem.position, 5, {z:cPos, repeat:-1, yoyo:true, delay:mathRandom(3), ease:Power1.easeInOut});
  };
  cElem.receiveShadow = true;
  cElem.castShadow = true;
  cElem.position.y = Math.abs(mathRandom(5));
  city.add(cElem);
};

var generateLines = function() {
  for (var i = 0; i<60; i++) {
    createCars(0.1, 20);
  };
};

//----------------------------------------------------------------- CAMERA position

var cameraSet = function() {
  createCars(0.1, 20, 0xFFFFFF);
  //TweenMax.to(camera.position, 1, {y:1+Math.random()*4, ease:Expo.easeInOut})
};

//----------------------------------------------------------------- ANIMATE

var animate = function() {
  var time = Date.now() * 0.00005;
  requestAnimationFrame(animate);
  
  city.rotation.y -= ((mouse.x * 8) - camera.rotation.y) * uSpeed;
  city.rotation.x -= (-(mouse.y * 2) - camera.rotation.x) * uSpeed;
  if (city.rotation.x < -0.05) city.rotation.x = -0.05;
  else if (city.rotation.x>1) city.rotation.x = 1;
  var cityRotation = Math.sin(Date.now() / 5000) * 13;
  //city.rotation.x = cityRotation * Math.PI / 180;
  
  //console.log(city.rotation.x);
  //camera.position.y -= (-(mouse.y * 20) - camera.rotation.y) * uSpeed;;
  
  for ( let i = 0, l = town.children.length; i < l; i ++ ) {
    var object = town.children[ i ];
    //object.scale.y = Math.sin(time*50) * object.rotationValue;
    //object.rotation.y = (Math.sin((time/object.rotationValue) * Math.PI / 180) * 180);
    //object.rotation.z = (Math.cos((time/object.rotationValue) * Math.PI / 180) * 180);
  }
  
  smoke.rotation.y += 0.01;
  smoke.rotation.x += 0.01;
  
  camera.lookAt(city.position);
  renderer.render( scene, camera );  
}

//----------------------------------------------------------------- START functions
generateLines();
init();
animate();
              
            
!
999px

Console