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.
<canvas id="bg"></canvas>
<section id='xrc'>
<p>Pen by <a href="https://xr.club/" target="_blank">XR Club</a></p>
<a href="https://xr.club/exercise/getting-started/" target="_blank" >Exercise blog post</a>
</section><canvas id="bg"></canvas>
<section id='xrc'>
<p>Pen by <a href="https://xr.club/" target="_blank">XR Club</a></p>
<a href="https://xr.club/exercise/grid-2d/" target="_blank" >Exercise blog post</a>
</section>
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;
}
#xrc {
position: fixed;
top: 0;
left: 0;
background-color: #dddddd;
padding: 1em;
border-bottom-right-radius: 10px;
}
import * as THREE from "https://cdn.jsdelivr.net/npm/three@0.127.0/build/three.module.js";
import { OrbitControls } from "https://cdn.jsdelivr.net/npm/three@0.127.0/examples/jsm/controls/OrbitControls.js";
// Class for the experiment
class GridTwoD {
//Starting the composition ( only called once at the start ) ///////////////////////////////////////
start(){
// RENDERER //////////////////////////////////////////////////
//Setting 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 /////////////////////////////////////////////////
//Creating an empty scene
this.scene = new THREE.Scene();
// CAMERA ////////////////////////////////////////////////
//Creating Camera
this.camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 1000);
// CTRL /////////////////////////////////////////////////
const controls = new OrbitControls(this.camera, this.renderer.domElement);
// Setting Camera positon
this.camera.position.set( 0, 0, 30 );
this.scene.add(this.camera);
// LIGHTS /////////////////////////////////////////////////
//Ambient lighting added here
const ambientLight = new THREE.AmbientLightProbe(0xffffff, 0.5);
this.scene.add(ambientLight);
const dirLight = new THREE.DirectionalLight(0xffffff, 1.5);
dirLight.position.set(1,1,0);
this.scene.add(dirLight);
// BUILDING THE COMPOSITION //////////////////////////////////////////////
// Set the grid dimensions for each axis
this.gridDimensionX = 10;
this.gridDimensionY = 10;
// Set the number of cubes along each axis
this.numCubesX = 4;
this.numCubesY = 4;
// Calculate the space between each cube
// This is done by dividing the total grid dimension by the number of gaps between cubes (numCubes - 1)
this.spaceBetweenCubesX = this.gridDimensionX / (this.numCubesX - 1);
this.spaceBetweenCubesY = this.gridDimensionY / (this.numCubesY - 1);
// Create cube geometry and material
const cubeGeometry = new THREE.BoxGeometry( 0.5, 0.5, 0.5 );
const cubeMaterial = new THREE.MeshPhongMaterial( {
color: 0xffffff,
shininess: 100
} );
// Create an empty array to store cubes
this.cubesArray = [];
// Loop through the rows of the grid (along the Y-axis)
for(let rowIndex = 0; rowIndex < this.numCubesY; rowIndex++){
// Inside each row, loop through the columns (along the X-axis)
for(let colIndex = 0; colIndex < this.numCubesX; colIndex++){
let cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
this.scene.add( cube );
// Calculate cube's X & Y position by multiplying the index with the space between each cube. Centre the grid of cubes by subtracting half the grid's dimension size
cube.position.x = colIndex * this.spaceBetweenCubesX - this.gridDimensionX / 2;
cube.position.y = rowIndex * this.spaceBetweenCubesY - this.gridDimensionY / 2;
this.cubesArray.push(cube);
}
}
}
// Updating the composition ( called every frame, 60fps) put animation / interaction here //////////////////////////////////////////
update(dt){
this.renderer.render(this.scene, this.camera);
}
}
// End of the Class
// Creating the composition
let comp = new GridTwoD();
// Starting the composition
comp.start();
// Requesting animation frame and calculating time
let time=Date.now();
function animate(){
let oldtime=time;
time=Date.now();
comp.update((oldtime-time)/1000);
requestAnimationFrame(animate);
}
animate();
// Listening to window resize, and updating camera & rendere dimensions
function windowResize()
{
var width = window.innerWidth;
var height = window.innerHeight;
comp.renderer.setSize( width, height );
comp.camera.aspect = width / height;
comp.camera.updateProjectionMatrix();
}
window.addEventListener('resize', windowResize );
Also see: Tab Triggers