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<canvas id="artboard"></canvas>
<!-- name badge -->
<div id='name-card-container'>
<div id='name-card'>
<div class='dark-background'><span class='emoji'>👀</span><a href='http://bit.ly/creative_coding' target='_blank'>More pens</a> by <a href='http://bit.ly/codepen_yitliu' target='_blank'>@yitliu</a></div>
<div class='light-background'><span class='emoji'>🕊</span><a href='http://bit.ly/twitter_yitliu' target='_blank'>Twitter</a></div>
</div>
</div>
body {
margin: 0;
overflow: hidden;
background: #f6cbcd;
display: flex;
justify-content: center;
align-items: center;
align-content: center;
}
/* Name Badge */
html,
body {
margin: 0;
padding: 0;
overflow: hidden;
}
#name-card-container {
position: fixed;
bottom: 0px;
height: 38px;
width: 100%;
display: flex;
justify-content: center;
}
#name-card {
display: flex;
justify-content: center;
font-family: Avenir;
font-size: 14px;
font-weight: 500;
line-height: 38px;
border-radius: 4px 4px 0 0;
overflow: hidden;
box-shadow: 0 0 10px rgba(0, 0, 0, 0.1), 0 0 2px rgba(0, 0, 0, 0.2);
}
#name-card > div.dark-background {
background: #1d1e22;
padding: 0 10px 0 20px;
height: 100%;
color: #fff;
}
#name-card > div.light-background {
background: #fff;
padding: 0 20px 0 10px;
height: 100%;
}
#name-card span.emoji {
font-size: 18px;
}
#name-card a {
text-decoration: none;
}
#name-card a:hover {
text-decoration: underline;
}
#name-card a:visited {
text-decoration: none;
}
#name-card div.dark-background a {
color: #fff;
}
#name-card div.light-background a {
color: #000;
}
var scene = new THREE.Scene();
var h = window.innerHeight,
w = window.innerWidth;
var camera = new THREE.OrthographicCamera(
w / -50,
w / 50,
h / 50,
h / -50,
1,
1000
);
var renderer = new THREE.WebGLRenderer({
canvas: artboard,
alpha: true,
antialias: true
});
const dpi = window.devicePixelRatio;
renderer.setSize(w * dpi, h * dpi);
const canvas = document.getElementById("artboard");
canvas.style.width = `${w}px`;
canvas.style.height = `${h}px`;
renderer.shadowMapEnabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
//camera
camera.position.set(15, 15, 15);
camera.lookAt(new THREE.Vector3(0, 0, 0));
//lights, 3 point lighting
var col_light = 0xffffff;
var light = new THREE.AmbientLight(col_light, 0.4);
var keyLight = new THREE.DirectionalLight(col_light, 0.2);
keyLight.position.set(-20, 30, 10);
keyLight.castShadow = true;
keyLight.shadow.camera.right = 15; //default:5
keyLight.shadow.camera.top = 10; // default:5
// var shadowHelper = new THREE.CameraHelper( keyLight.shadow.camera );
// scene.add( shadowHelper );
var fillLight = new THREE.DirectionalLight(col_light, 0.7);
fillLight.position.set(20, 20, 20);
var backLight = new THREE.DirectionalLight(col_light, 0.2);
backLight.position.set(10, 0, -20);
scene.add(light);
scene.add(keyLight);
scene.add(fillLight);
scene.add(backLight);
// axis
// var axesHelper = new THREE.AxesHelper(50);
// scene.add(axesHelper);
//materials
var pink = new THREE.MeshStandardMaterial({
color: 0xf6cbcd,
flatShading: true
});
var wood = new THREE.MeshStandardMaterial({
color: 0xf4dfcc,
flatShading: true
});
var grey = new THREE.MeshStandardMaterial({
color: 0xc0bcb9,
flatShading: true
});
var dark = new THREE.MeshStandardMaterial({
color: 0x6d6d6d,
flatShading: true
});
var white = new THREE.MeshStandardMaterial({
color: 0xffffff,
flatShading: true
});
//-------------------ground & walls-------------------
var walls = new THREE.Group();
var thickness = 0.2;
var geo_ground = new THREE.CubeGeometry(10, thickness, 10);
var ground = new THREE.Mesh(geo_ground, white);
ground.position.set(
ground.geometry.parameters.width / 2,
-ground.geometry.parameters.height / 2,
ground.geometry.parameters.depth / 2
);
ground.castShadow = true;
ground.receiveShadow = true;
walls.add(ground);
var geo_wall = new THREE.CubeGeometry(10, 10 + thickness, thickness);
var wall = new THREE.Mesh(geo_wall, white);
wall.position.set(
wall.geometry.parameters.width / 2,
5 - thickness / 2,
-wall.geometry.parameters.depth / 2
);
wall.castShadow = true;
wall.receiveShadow = true;
walls.add(wall);
var geo_wall_1 = new THREE.CubeGeometry(
thickness,
10 + thickness,
10 + thickness
);
wall_1 = new THREE.Mesh(geo_wall_1, white);
wall_1.position.set(
-wall_1.geometry.parameters.width / 2,
5 - thickness / 2,
5 - thickness / 2
);
var geo_window = new THREE.CubeGeometry(1, 5, 7);
var mesh_window = new THREE.Mesh(geo_window, white);
mesh_window.position.set(0, 5.5, 5);
var wall_window = subtract(wall_1, mesh_window, white);
wall_window.castShadow = true;
wall_window.receiveShadow = true;
walls.add(wall_window);
var floors = [];
var geo_floor = new THREE.CubeGeometry(0.45, 0.1, 10);
for (var i = 0; i < 20; i++) {
floors[i] = new THREE.Mesh(geo_floor, wood);
floors[i].position.set(0.5 * i + 0.25, 0, 5);
floors[i].castShadow = true;
floors[i].receiveShadow = true;
walls.add(floors[i]);
}
scene.add(walls);
//-------------------window-------------------
var windows = new THREE.Group();
var frame_top = new THREE.Mesh(new THREE.CubeGeometry(0.2, 0.2, 7.25), white);
frame_top.position.y = 2.5;
frame_top.castShadow = true;
frame_top.receiveShadow = true;
windows.add(frame_top);
var frame_bottom = new THREE.Mesh(new THREE.CubeGeometry(0.5, 0.2, 7.5), white);
frame_bottom.position.y = -2.5;
frame_bottom.castShadow = true;
frame_bottom.receiveShadow = true;
windows.add(frame_bottom);
var frame_left = new THREE.Mesh(new THREE.CubeGeometry(0.2, 5, 0.2), white);
frame_left.position.z = 3.5;
frame_left.castShadow = true;
frame_left.receiveShadow = true;
windows.add(frame_left);
var frame_right = frame_left.clone();
frame_right.position.z = -3.5;
windows.add(frame_right);
var blinds = [];
for (var i = 0; i < 15; i++) {
blinds[i] = new THREE.Mesh(new THREE.CubeGeometry(0.1, 0.05, 6.6), wood);
blinds[i].rotation.z = -1;
blinds[i].position.y = 2.3 - 0.21 * i;
blinds[i].castShadow = true;
blinds[i].receiveShadow = true;
windows.add(blinds[i]);
}
var rope_middle = new THREE.Mesh(new THREE.CubeGeometry(0.02, 3.2, 0.02), grey);
rope_middle.position.y = 0.9;
rope_middle.castShadow = true;
rope_middle.receiveShadow = true;
windows.add(rope_middle);
var rope_left = rope_middle.clone();
rope_left.position.z = 3.1;
windows.add(rope_left);
var rope_right = rope_middle.clone();
rope_right.position.z = -3.1;
windows.add(rope_right);
windows.position.set(0, 5.5, 5);
scene.add(windows);
//-------------------bed-------------------
var bed = new THREE.Group();
//headboard
var geo_headboard = new THREE.CubeGeometry(4, 2, 0.2);
var headboard = new THREE.Mesh(geo_headboard, wood);
headboard.position.set(0, 1, 0.1);
headboard.castShadow = true;
headboard.receiveShadow = true;
bed.add(headboard);
//board
var geo_board = new THREE.CubeGeometry(4, 0.2, 6);
var board = new THREE.Mesh(geo_board, wood);
board.position.set(0, 0.5, board.geometry.parameters.depth / 2);
board.castShadow = true;
board.receiveShadow = true;
bed.add(board);
//mattress
var mattress = new THREE.Mesh(new THREE.CubeGeometry(3.7, 0.5, 5.7), white);
mattress.position.set(0, 0.8, 3);
mattress.castShadow = true;
mattress.receiveShadow = true;
bed.add(mattress);
bed.position.set(6, 0, 0);
scene.add(bed);
//-------------------bench-------------------
var bench = new THREE.Group();
//bench body
var benchBody = new THREE.Mesh(new THREE.CubeGeometry(1.4, 1.4, 5), white);
var sub_box_upper = new THREE.Mesh(
new THREE.CubeGeometry(1.4, 0.4, 1.5),
white
);
sub_box_upper.position.set(0.2, 0.35, 0);
var sub_box_upper_1 = sub_box_upper.clone();
sub_box_upper_1.position.set(0.2, 0.35, 1.6);
var sub_box_upper_2 = sub_box_upper.clone();
sub_box_upper_2.position.set(0.2, 0.35, -1.6);
var sub_box_bottom = new THREE.Mesh(
new THREE.CubeGeometry(1.4, 0.6, 1.5),
white
);
sub_box_bottom.position.set(0.2, -0.35, 0);
var sub_box_bottom_1 = sub_box_bottom.clone();
sub_box_bottom_1.position.set(0.2, -0.35, 1.6);
var sub_box_bottom_2 = sub_box_bottom.clone();
sub_box_bottom_2.position.set(0.2, -0.35, -1.6);
var benchBody = subtract(benchBody, sub_box_upper, white);
var benchBody = subtract(benchBody, sub_box_bottom, white);
var benchBody = subtract(benchBody, sub_box_upper_1, white);
var benchBody = subtract(benchBody, sub_box_bottom_1, white);
var benchBody = subtract(benchBody, sub_box_upper_2, white);
var benchBody = subtract(benchBody, sub_box_bottom_2, white);
benchBody.castShadow = true;
benchBody.receiveShadow = true;
bench.add(benchBody);
//drawer
var drawer = new THREE.Mesh(new THREE.CubeGeometry(1.2, 0.55, 1.45), white);
drawer.position.set(0.1, -0.35, 0);
var drawer_1 = drawer.clone();
drawer_1.position.set(0.1, -0.35, 1.6);
var drawer_2 = drawer.clone();
drawer_2.position.set(0.1, -0.35, -1.6);
var handle = new THREE.Mesh(new THREE.SphereGeometry(0.05), dark);
handle.position.set(0.7, -0.25, 0);
var handle_1 = handle.clone();
handle_1.position.set(0.7, -0.25, 1.6);
var handle_2 = handle.clone();
handle_2.position.set(0.7, -0.25, -1.6);
drawer.castShadow = true;
drawer_1.castShadow = true;
drawer_2.castShadow = true;
drawer.receiveShadow = true;
drawer_1.receiveShadow = true;
drawer_2.receiveShadow = true;
bench.add(handle);
bench.add(drawer);
bench.add(handle_1);
bench.add(drawer_1);
bench.add(handle_2);
bench.add(drawer_2);
//bench top
var benchTop = new THREE.Mesh(new THREE.CubeGeometry(1.6, 0.1, 5.2), white);
benchTop.position.y = 0.7;
benchTop.castShadow = true;
benchTop.receiveShadow = true;
bench.add(benchTop);
//feet
var benchFoot = new THREE.Mesh(new THREE.CubeGeometry(0.1, 0.5, 0.1), white);
var benchFoot_1 = benchFoot.clone();
var benchFoot_2 = benchFoot.clone();
var benchFoot_3 = benchFoot.clone();
benchFoot.position.set(0.65, -0.9, 2.45);
benchFoot_1.position.set(0.65, -0.9, -2.45);
benchFoot_2.position.set(-0.65, -0.9, 2.45);
benchFoot_3.position.set(-0.65, -0.9, -2.45);
benchFoot.castShadow = true;
benchFoot.receiveShadow = true;
benchFoot_1.castShadow = true;
benchFoot_1.receiveShadow = true;
benchFoot_2.castShadow = true;
benchFoot_2.receiveShadow = true;
benchFoot_3.castShadow = true;
benchFoot_3.receiveShadow = true;
bench.add(benchFoot);
bench.add(benchFoot_1);
bench.add(benchFoot_2);
bench.add(benchFoot_3);
bench.position.set(0.7, 1.2, 5);
scene.add(bench);
//-------------------wall shelf-------------------
var shelf_bottom = new THREE.Mesh(new THREE.CubeGeometry(3, 0.1, 1), wood);
shelf_bottom.position.set(3, 3.5, 0.15);
shelf_bottom.castShadow = true;
shelf_bottom.receiveShadow = true;
scene.add(shelf_bottom);
var shelf_upper = new THREE.Mesh(new THREE.CubeGeometry(2.5, 0.1, 1), wood);
shelf_upper.position.set(2.75, 5.2, 0.15);
shelf_upper.castShadow = true;
shelf_upper.receiveShadow = true;
scene.add(shelf_upper);
var books = [];
for (var i = 0; i < 15; i++) {
var mat = white;
switch (i % 4) {
case 0:
mat = dark;
break;
case 1:
mat = pink;
break;
case 2:
mat = grey;
break;
case 3:
mat = white;
}
books[i] = new THREE.Mesh(new THREE.CubeGeometry(0.15, 0.9, 0.6), mat);
books[i].castShadow = true;
books[i].receiveShadow = true;
if (i < 6) books[i].position.set(1.7 + 0.2 * i, 5.7, 0.3);
else books[i].position.set(1.7 + 0.2 * (i - 6), 4, 0.3);
scene.add(books[i]);
}
//------------------- sofa -------------------
var sofa = new THREE.Group();
var cushion = new THREE.Mesh(new THREE.CubeGeometry(1.4, 0.3, 1.4), pink);
cushion.castShadow = true;
cushion.receiveShadow = true;
sofa.add(cushion);
var back = new THREE.Mesh(new THREE.CubeGeometry(0.3, 1.4, 1.4), pink);
back.rotation.z = Math.PI / 8;
back.position.set(-0.8, 0.6, 0);
back.castShadow = true;
back.receiveShadow = true;
sofa.add(back);
var batten = new THREE.Mesh(new THREE.CubeGeometry(1.3, 0.2, 0.08), wood);
batten.position.set(-0.1, 0, 0.8);
batten.castShadow = true;
batten.receiveShadow = true;
sofa.add(batten);
var batten_1 = batten.clone();
batten_1.position.set(-0.1, 0, -0.8);
batten_1.castShadow = true;
batten_1.receiveShadow = true;
sofa.add(batten_1);
var armrest = new THREE.Mesh(new THREE.CubeGeometry(1.7, 0.1, 0.2), wood);
armrest.position.set(-0.2, 0.5, 0.8);
armrest.castShadow = true;
armrest.receiveShadow = true;
sofa.add(armrest);
var armrest_1 = armrest.clone();
armrest_1.position.set(-0.2, 0.5, -0.8);
armrest_1.castShadow = true;
armrest_1.receiveShadow = true;
sofa.add(armrest_1);
var batten_back = new THREE.Mesh(new THREE.CubeGeometry(0.1, 0.1, 1.5), wood);
batten_back.position.set(-1, 0.5, 0);
batten_back.castShadow = true;
batten_back.receiveShadow = true;
sofa.add(batten_back);
var foot_front = new THREE.Mesh(new THREE.CubeGeometry(0.1, 1, 0.1), wood);
foot_front.position.set(0.6, 0, 0.8);
foot_front.rotation.z = 0.15;
foot_front.castShadow = true;
foot_front.receiveShadow = true;
sofa.add(foot_front);
var foot_front_1 = foot_front.clone();
foot_front_1.position.set(0.6, 0, -0.8);
foot_front_1.rotation.z = 0.15;
foot_front_1.castShadow = true;
foot_front_1.receiveShadow = true;
sofa.add(foot_front_1);
var foot_back = new THREE.Mesh(new THREE.CubeGeometry(0.15, 1, 0.1), wood);
foot_back.position.set(-0.7, 0, 0.8);
foot_back.rotation.z = -0.13;
foot_back.castShadow = true;
foot_back.receiveShadow = true;
sofa.add(foot_back);
var foot_back_1 = foot_back.clone();
foot_back_1.position.set(-0.7, 0, -0.8);
foot_back_1.rotation.z = -0.13;
foot_back_1.castShadow = true;
foot_back_1.receiveShadow = true;
sofa.add(foot_back_1);
sofa.rotation.y = 2.9;
sofa.position.set(8, 0.5, 8);
scene.add(sofa);
//render
var render = function () {
requestAnimationFrame(render);
renderer.render(scene, camera);
};
render();
//threeCSG, mesh1-mesh2
function subtract(mesh1, mesh2, material) {
var mesh1_BSP = new ThreeBSP(mesh1);
var mesh2_BSP = new ThreeBSP(mesh2);
var result_BSP = mesh1_BSP.subtract(mesh2_BSP);
var result_mesh = result_BSP.toMesh(material);
// result_mesh.geometry.computeFaceNormals();
// result_mesh.geometry.computeVertexNormals();
return result_mesh;
}
// GSAP
let tl = gsap.timeline();
tl.from(
ground.scale,
{ duration: 1, x: 0, y: 0, z: 0, ease: "power3.inOut" },
".5"
)
.from(
wall.scale,
{ duration: 1, x: 0, y: 0, z: 0, ease: "power3.inOut" },
"-=.8"
)
.from(
wall_window.scale,
{ duration: 1, x: 0, y: 0, z: 0, ease: "power3.inOut" },
"-=.8"
)
.from(windows.rotation, { duration: 1, z: 1, ease: "power3.inOut" }, "-=.5")
.from(
windows.scale,
{ duration: 1, x: 0, y: 0, z: 0, ease: "power3.inOut" },
"-=1"
)
.from(bench.scale, { duration: 1, x: 0, y: 0, z: 0, ease: "power3.inOut" })
.from(
shelf_bottom.scale,
{ duration: 1, x: 0, y: 0, z: 0, ease: "power3.inOut" },
"-=2.5"
)
.from(
shelf_upper.scale,
{ duration: 1, x: 0, y: 0, z: 0, ease: "power3.inOut" },
"-=2"
)
.from(
bed.scale,
{ duration: 1, x: 0, y: 0, z: 0, ease: "power3.inOut" },
"-=1.2"
)
.from(
sofa.scale,
{ duration: 1, x: 0, y: 0, z: 0, ease: "power3.inOut" },
"-=.5"
)
.from(sofa.rotation, { duration: 1, y: 0, ease: "power3.inOut" }, "-=1");
let tl_1 = gsap.timeline();
for (var i = 0; i < 20; i++) {
var start = 2;
switch (i % 5) {
case 0:
start = 1.8;
break;
case 1:
start = 2;
break;
case 2:
start = 1.9;
break;
case 3:
start = 2.1;
break;
case 4:
start = 2.2;
}
tl_1.from(
floors[i].scale,
{ duration: 0.4, x: 0, y: 0, z: 0, ease: "power3.inOut" },
start
);
tl_1.from(
floors[i].position,
{ duration: 0.4, z: 0, ease: "power3.inOut" },
start
);
}
let tl_2 = gsap.timeline();
tl_2.from(
books[0].scale,
{ duration: 0.3, x: 0, y: 0, z: 0, ease: "power3.inOut" },
"2.6"
);
tl_2.from(
books[0].position,
{ duration: 0.3, z: 0, ease: "power3.inOut" },
"-=.3"
);
for (var i = 1; i < books.length; i++) {
tl_2.from(
books[i].scale,
{ duration: 0.3, x: 0, y: 0, z: 0, ease: "power3.inOut" },
"-=.25"
);
tl_2.from(
books[i].position,
{ duration: 0.3, z: 0, ease: "power3.inOut" },
"-=.3"
);
}
Also see: Tab Triggers