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HTML

              
                <canvas id="bg"></canvas>

<section id='xrc'>
  <p>Pen by <a href="https://webremixer.com/" target="_blank">Webremixer</a></p>
</section>
              
            
!

CSS

              
                canvas {
    position: fixed;
    top: 0;
    left: 0;
}

/* XRC info CSS, not related to the exercise */
@import url('https://fonts.googleapis.com/css2?family=Titillium+Web&display=swap');

body {
  font-family: 'Titillium Web', sans-serif;

}
a {
  color:#ffffff;
}
#xrc {
  position: fixed;
  top: 0;
  left: 0;
  background-color: #444444;
  color:#eeeeee;
  padding: 0em 1em;
  border-bottom-right-radius: 10px;
}
              
            
!

JS

              
                import * as THREE from 'https://cdn.jsdelivr.net/npm/three@0.149.0/build/three.module.js'

/**********************************************************
  The Custom JS Class holding our experiment
  
  class GettingStarted {
      constructor(){
        - here we constructing everything needed for rendering
        - you don't need to edit this
      }
        
      start(){
        - here we put the code that will build up our scene
        - this function will run automatically at the beginning once
      }
      
      update(){
        - here we add code for animation and interaction
        - this will be call automatically before every frame ( 60x per secound - 60fpd )
      }
  }
*********************************************************/

class GettingStarted {
  
  /*************************************************************************************************** 
    CONSTRUCTOR Function
    In the constructor we setup all the basics needed for rendering
        Renderer
        Scene
        Camera
   ***************************************************************************************************/
  constructor(){
    // RENDERER //////////////////////////////////////////////////
    // Set up the renderer
    this.renderer = new THREE.WebGLRenderer({canvas: document.querySelector('#bg')});
    this.renderer.setPixelRatio(window.devicePixelRatio);
    this.renderer.setSize(window.innerWidth, window.innerHeight);

    // SCENE /////////////////////////////////////////////////
    // Create an empty scene
    this.scene = new THREE.Scene();

    // CAMERA ////////////////////////////////////////////////
    // Create camera
    this.camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);

    // Initialize the time variable for animation purposes              
    this.time = 0;
  }
  
  /******************************************************************************************************
    START Function
    In the start we building up the scene. 
    The "start" function will be called automatically at the start of the composition.
  ******************************************************************************************************/
  start(){
    
    // Adding LIGHTS to the scene /////////////////////////////////////////////////
    // Set up ambient light 
    const ambientLight = new THREE.AmbientLightProbe(0xffffff, 0.5);
    this.scene.add(ambientLight);
    
    // Set up directional light
    //color value: 0xrrggbb hexadecimal values for red, green & blue
    const directionalLight = new THREE.DirectionalLight(0xffff00, 1);
    directionalLight.position.set(1,0,0);
    this.scene.add(directionalLight);
    
    const directionalLight2 = new THREE.DirectionalLight(0x0000ff, 1);
    directionalLight2.position.set(-1,0,0);
    this.scene.add(directionalLight2);
    
    // Setting CAMERA POSITION ////////////////////////////////////////
    // Position the camera in the middle of the screen x:0 , y:0 and moved it further out towards the viewer: z:10
    this.camera.position.set( 0, 0, 10 );
    
    // BUILDING THE COMPOSITION //////////////////////////////////////////////
    
    // Create different geometries to play with
    this.cubeGeometry = new THREE.BoxGeometry(2,2,2);
    
    // Create one white matterial ( color comes from the lights in this example )
    this.whiteMaterial = new THREE.MeshStandardMaterial({color: 0xffffff});
    
    // Create the first object (THREE.Mesh) and add it to the scene
    this.firstObject = new THREE.Mesh( this.cubeGeometry, this.whiteMaterial );
    // Set rotation on Y axes to 45 degrees / Math.PI = 180 degrees
    this.firstObject.rotation.set(0,Math.PI/4,0);
    // Further down in the update function u can enable it's continous rotation on the Y axes 
    // Always remember to add the object to the scene, otherwise it won't be rendederd
    this.scene.add( this.firstObject );
  
  }
  
  /*************************************************************************************************************************
    UPDATE Function
    Updating the composition ( called every frame, 60fps)
    For animation / interaction related code 
  
    dt - time elapsed since last call to update function, in seconds. Should be close to 0.016 if the rendering is at 60FPS
  *************************************************************************************************************************/
  update(dt){
    // Enable next line to rotate: increment cube rotation by dt for continuous rotation
    //this.firstObject.rotation.y += dt;
    
    // Render the scene to the screen ( draw it to the screen )
    this.renderer.render(this.scene, this.camera);
  }
  
} 
/***************************************************************************

  End of the Class 
  
  The code beyond this point is to start the class and setup everything else
  needed for WebGL & ThreeJS .. PLEASE DO NOT CHANGE IT
  
*****************************************************************************/
// Creating the composition
let comp = new GettingStarted();

// Start the composition
comp.start();

// get time at start of animation 
let time=performance.now();
// animation loop
function animate(){
  let oldtime=time;
  // get current time
  time=performance.now();
  // calculate time elapsed since this function was last called
  let dt = (time-oldtime)/1000;
  // update composition's current time
  comp.time+=dt;
  // call composition update function
  comp.update(dt);
  // request an animation frame
  // the browser will call the animate function during its next animation frame, which will normally be 1/60 seconds later for 60FPS rendering speed
  requestAnimationFrame(animate);
}
// starting animation loop
animate();

// update the renderer and camera so that the rendering canvas fills the screen
function windowResize()
{
	var width = window.innerWidth;
	var height = window.innerHeight;
	comp.renderer.setSize( width, height );
	comp.camera.aspect = width / height;
	comp.camera.updateProjectionMatrix();
}
// call the above function whenever the window is resized by the user
window.addEventListener('resize', windowResize );
              
            
!
999px

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