webvr_paint.html 9.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webvr - paint</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webvr - paint
  12. </div>
  13. <script src="js/vr/HelioWebXRPolyfill.js"></script>
  14. <script src="js/vr/WebVR.js"></script>
  15. <script type="module">
  16. import {
  17. BoxBufferGeometry,
  18. BufferAttribute,
  19. BufferGeometry,
  20. Color,
  21. CylinderBufferGeometry,
  22. DirectionalLight,
  23. GridHelper,
  24. HemisphereLight,
  25. IcosahedronBufferGeometry,
  26. Matrix4,
  27. Mesh,
  28. MeshStandardMaterial,
  29. PerspectiveCamera,
  30. PlaneBufferGeometry,
  31. Scene,
  32. VertexColors,
  33. Vector3,
  34. WebGLRenderer
  35. } from "../build/three.module.js";
  36. var container;
  37. var camera, scene, renderer;
  38. var controller1, controller2;
  39. var line;
  40. var shapes = {};
  41. var up = new Vector3( 0, 1, 0 );
  42. var vector1 = new Vector3();
  43. var vector2 = new Vector3();
  44. var vector3 = new Vector3();
  45. var vector4 = new Vector3();
  46. init();
  47. initGeometry();
  48. animate();
  49. function init() {
  50. container = document.createElement( 'div' );
  51. document.body.appendChild( container );
  52. scene = new Scene();
  53. scene.background = new Color( 0x222222 );
  54. camera = new PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );
  55. var geometry = new BoxBufferGeometry( 0.5, 0.8, 0.5 );
  56. var material = new MeshStandardMaterial( {
  57. color: 0x444444,
  58. roughness: 1.0,
  59. metalness: 0.0
  60. } );
  61. var table = new Mesh( geometry, material );
  62. table.position.y = 0.35;
  63. table.position.z = 0.85;
  64. scene.add( table );
  65. var geometry = new PlaneBufferGeometry( 4, 4 );
  66. var material = new MeshStandardMaterial( {
  67. color: 0x222222,
  68. roughness: 1.0,
  69. metalness: 0.0
  70. } );
  71. var floor = new Mesh( geometry, material );
  72. floor.rotation.x = - Math.PI / 2;
  73. scene.add( floor );
  74. var grid = new GridHelper( 10, 20, 0x111111, 0x111111 );
  75. grid.material.depthTest = false; // avoid z-fighting
  76. scene.add( grid );
  77. scene.add( new HemisphereLight( 0x888877, 0x777788 ) );
  78. var light = new DirectionalLight( 0xffffff, 0.5 );
  79. light.position.set( 0, 4, 0 );
  80. scene.add( light );
  81. //
  82. renderer = new WebGLRenderer( { antialias: true } );
  83. renderer.setPixelRatio( window.devicePixelRatio );
  84. renderer.setSize( window.innerWidth, window.innerHeight );
  85. renderer.gammaInput = true;
  86. renderer.gammaOutput = true;
  87. renderer.vr.enabled = true;
  88. container.appendChild( renderer.domElement );
  89. document.body.appendChild( WEBVR.createButton( renderer ) );
  90. // controllers
  91. function onSelectStart() {
  92. this.userData.isSelecting = true;
  93. }
  94. function onSelectEnd() {
  95. this.userData.isSelecting = false;
  96. }
  97. controller1 = renderer.vr.getController( 0 );
  98. controller1.addEventListener( 'selectstart', onSelectStart );
  99. controller1.addEventListener( 'selectend', onSelectEnd );
  100. controller1.userData.points = [ new Vector3(), new Vector3() ];
  101. controller1.userData.matrices = [ new Matrix4(), new Matrix4() ];
  102. scene.add( controller1 );
  103. controller2 = renderer.vr.getController( 1 );
  104. controller2.addEventListener( 'selectstart', onSelectStart );
  105. controller2.addEventListener( 'selectend', onSelectEnd );
  106. controller2.userData.points = [ new Vector3(), new Vector3() ];
  107. controller2.userData.matrices = [ new Matrix4(), new Matrix4() ];
  108. scene.add( controller2 );
  109. //
  110. var geometry = new CylinderBufferGeometry( 0.01, 0.02, 0.08, 5 );
  111. geometry.rotateX( - Math.PI / 2 );
  112. var material = new MeshStandardMaterial( { flatShading: true } );
  113. var mesh = new Mesh( geometry, material );
  114. var pivot = new Mesh( new IcosahedronBufferGeometry( 0.01, 2 ) );
  115. pivot.name = 'pivot';
  116. pivot.position.z = - 0.05;
  117. mesh.add( pivot );
  118. controller1.add( mesh.clone() );
  119. controller2.add( mesh.clone() );
  120. //
  121. window.addEventListener( 'resize', onWindowResize, false );
  122. }
  123. function initGeometry() {
  124. var geometry = new BufferGeometry();
  125. var positions = new BufferAttribute( new Float32Array( 1000000 * 3 ), 3 );
  126. positions.dynamic = true;
  127. geometry.addAttribute( 'position', positions );
  128. var normals = new BufferAttribute( new Float32Array( 1000000 * 3 ), 3 );
  129. normals.dynamic = true;
  130. geometry.addAttribute( 'normal', normals );
  131. var colors = new BufferAttribute( new Float32Array( 1000000 * 3 ), 3 );
  132. colors.dynamic = true;
  133. geometry.addAttribute( 'color', colors );
  134. geometry.drawRange.count = 0;
  135. var material = new MeshStandardMaterial( {
  136. roughness: 0.9,
  137. metalness: 0.0,
  138. vertexColors: VertexColors
  139. } );
  140. line = new Mesh( geometry, material );
  141. line.frustumCulled = false;
  142. scene.add( line );
  143. // Shapes
  144. shapes[ 'tube' ] = getTubeShapes( 1.0 );
  145. }
  146. function getTubeShapes( size ) {
  147. var PI2 = Math.PI * 2;
  148. var sides = 10;
  149. var array = [];
  150. var radius = 0.01 * size;
  151. for ( var i = 0; i < sides; i ++ ) {
  152. var angle = ( i / sides ) * PI2;
  153. array.push( new Vector3( Math.sin( angle ) * radius, Math.cos( angle ) * radius, 0 ) );
  154. }
  155. return array;
  156. }
  157. function stroke( controller, point1, point2, matrix1, matrix2 ) {
  158. var color = new Color( 0xffffff );
  159. var size = 1;
  160. var shapes = getTubeShapes( size );
  161. var geometry = line.geometry;
  162. var attributes = geometry.attributes;
  163. var count = geometry.drawRange.count;
  164. var positions = attributes.position.array;
  165. var normals = attributes.normal.array;
  166. var colors = attributes.color.array;
  167. for ( var j = 0, jl = shapes.length; j < jl; j ++ ) {
  168. var vertex1 = shapes[ j ];
  169. var vertex2 = shapes[ ( j + 1 ) % jl ];
  170. // positions
  171. vector1.copy( vertex1 );
  172. vector1.applyMatrix4( matrix2 );
  173. vector1.add( point2 );
  174. vector2.copy( vertex2 );
  175. vector2.applyMatrix4( matrix2 );
  176. vector2.add( point2 );
  177. vector3.copy( vertex2 );
  178. vector3.applyMatrix4( matrix1 );
  179. vector3.add( point1 );
  180. vector4.copy( vertex1 );
  181. vector4.applyMatrix4( matrix1 );
  182. vector4.add( point1 );
  183. vector1.toArray( positions, ( count + 0 ) * 3 );
  184. vector2.toArray( positions, ( count + 1 ) * 3 );
  185. vector4.toArray( positions, ( count + 2 ) * 3 );
  186. vector2.toArray( positions, ( count + 3 ) * 3 );
  187. vector3.toArray( positions, ( count + 4 ) * 3 );
  188. vector4.toArray( positions, ( count + 5 ) * 3 );
  189. // normals
  190. vector1.copy( vertex1 );
  191. vector1.applyMatrix4( matrix2 );
  192. vector1.normalize();
  193. vector2.copy( vertex2 );
  194. vector2.applyMatrix4( matrix2 );
  195. vector2.normalize();
  196. vector3.copy( vertex2 );
  197. vector3.applyMatrix4( matrix1 );
  198. vector3.normalize();
  199. vector4.copy( vertex1 );
  200. vector4.applyMatrix4( matrix1 );
  201. vector4.normalize();
  202. vector1.toArray( normals, ( count + 0 ) * 3 );
  203. vector2.toArray( normals, ( count + 1 ) * 3 );
  204. vector4.toArray( normals, ( count + 2 ) * 3 );
  205. vector2.toArray( normals, ( count + 3 ) * 3 );
  206. vector3.toArray( normals, ( count + 4 ) * 3 );
  207. vector4.toArray( normals, ( count + 5 ) * 3 );
  208. // colors
  209. color.toArray( colors, ( count + 0 ) * 3 );
  210. color.toArray( colors, ( count + 1 ) * 3 );
  211. color.toArray( colors, ( count + 2 ) * 3 );
  212. color.toArray( colors, ( count + 3 ) * 3 );
  213. color.toArray( colors, ( count + 4 ) * 3 );
  214. color.toArray( colors, ( count + 5 ) * 3 );
  215. count += 6;
  216. }
  217. geometry.drawRange.count = count;
  218. }
  219. function updateGeometry( start, end ) {
  220. if ( start === end ) return;
  221. var offset = start * 3;
  222. var count = ( end - start ) * 3;
  223. var geometry = line.geometry;
  224. var attributes = geometry.attributes;
  225. attributes.position.updateRange.offset = offset;
  226. attributes.position.updateRange.count = count;
  227. attributes.position.needsUpdate = true;
  228. attributes.normal.updateRange.offset = offset;
  229. attributes.normal.updateRange.count = count;
  230. attributes.normal.needsUpdate = true;
  231. attributes.color.updateRange.offset = offset;
  232. attributes.color.updateRange.count = count;
  233. attributes.color.needsUpdate = true;
  234. }
  235. function onWindowResize() {
  236. camera.aspect = window.innerWidth / window.innerHeight;
  237. camera.updateProjectionMatrix();
  238. renderer.setSize( window.innerWidth, window.innerHeight );
  239. }
  240. //
  241. function handleController( controller ) {
  242. var pivot = controller.getObjectByName( 'pivot' );
  243. if ( pivot ) {
  244. var matrix = pivot.matrixWorld;
  245. var point1 = controller.userData.points[ 0 ];
  246. var point2 = controller.userData.points[ 1 ];
  247. var matrix1 = controller.userData.matrices[ 0 ];
  248. var matrix2 = controller.userData.matrices[ 1 ];
  249. point1.setFromMatrixPosition( matrix );
  250. matrix1.lookAt( point2, point1, up );
  251. if ( controller.userData.isSelecting === true ) {
  252. stroke( controller, point1, point2, matrix1, matrix2 );
  253. }
  254. point2.copy( point1 );
  255. matrix2.copy( matrix1 );
  256. }
  257. }
  258. function animate() {
  259. renderer.setAnimationLoop( render );
  260. }
  261. function render() {
  262. var count = line.geometry.drawRange.count;
  263. handleController( controller1 );
  264. handleController( controller2 );
  265. updateGeometry( count, line.geometry.drawRange.count );
  266. renderer.render( scene, camera );
  267. }
  268. </script>
  269. </body>
  270. </html>