webvr_rollercoaster.html 5.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webvr - roller coaster</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. <script src="js/vr/HelioWebXRPolyfill.js"></script>
  11. <script src="js/vr/WebVR.js"></script>
  12. <script type="module">
  13. import {
  14. Color,
  15. CylinderBufferGeometry,
  16. DoubleSide,
  17. HemisphereLight,
  18. Mesh,
  19. MeshBasicMaterial,
  20. MeshLambertMaterial,
  21. MeshPhongMaterial,
  22. Object3D,
  23. PerspectiveCamera,
  24. PlaneBufferGeometry,
  25. Scene,
  26. Vector3,
  27. VertexColors,
  28. WebGLRenderer
  29. } from "../build/three.module.js";
  30. import { RollerCoasterGeometry, RollerCoasterShadowGeometry, RollerCoasterLiftersGeometry, TreesGeometry, SkyGeometry } from './jsm/misc/RollerCoaster.js';
  31. var renderer = new WebGLRenderer( { antialias: true } );
  32. renderer.setPixelRatio( window.devicePixelRatio );
  33. renderer.setSize( window.innerWidth, window.innerHeight );
  34. renderer.vr.enabled = true;
  35. document.body.appendChild( renderer.domElement );
  36. document.body.appendChild( WEBVR.createButton( renderer, { referenceSpaceType: 'local' } ) );
  37. //
  38. var scene = new Scene();
  39. scene.background = new Color( 0xf0f0ff );
  40. var light = new HemisphereLight( 0xfff0f0, 0x606066 );
  41. light.position.set( 1, 1, 1 );
  42. scene.add( light );
  43. var train = new Object3D();
  44. scene.add( train );
  45. var camera = new PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 0.1, 500 );
  46. train.add( camera );
  47. // environment
  48. var geometry = new PlaneBufferGeometry( 500, 500, 15, 15 );
  49. geometry.rotateX( - Math.PI / 2 );
  50. var positions = geometry.attributes.position.array;
  51. var vertex = new Vector3();
  52. for ( var i = 0; i < positions.length; i += 3 ) {
  53. vertex.fromArray( positions, i );
  54. vertex.x += Math.random() * 10 - 5;
  55. vertex.z += Math.random() * 10 - 5;
  56. var distance = ( vertex.distanceTo( scene.position ) / 5 ) - 25;
  57. vertex.y = Math.random() * Math.max( 0, distance );
  58. vertex.toArray( positions, i );
  59. }
  60. geometry.computeVertexNormals();
  61. var material = new MeshLambertMaterial( {
  62. color: 0x407000
  63. } );
  64. var mesh = new Mesh( geometry, material );
  65. scene.add( mesh );
  66. var geometry = new TreesGeometry( mesh );
  67. var material = new MeshBasicMaterial( {
  68. side: DoubleSide, vertexColors: VertexColors
  69. } );
  70. var mesh = new Mesh( geometry, material );
  71. scene.add( mesh );
  72. var geometry = new SkyGeometry();
  73. var material = new MeshBasicMaterial( { color: 0xffffff } );
  74. var mesh = new Mesh( geometry, material );
  75. scene.add( mesh );
  76. //
  77. var PI2 = Math.PI * 2;
  78. var curve = ( function () {
  79. var vector = new Vector3();
  80. var vector2 = new Vector3();
  81. return {
  82. getPointAt: function ( t ) {
  83. t = t * PI2;
  84. var x = Math.sin( t * 3 ) * Math.cos( t * 4 ) * 50;
  85. var y = Math.sin( t * 10 ) * 2 + Math.cos( t * 17 ) * 2 + 5;
  86. var z = Math.sin( t ) * Math.sin( t * 4 ) * 50;
  87. return vector.set( x, y, z ).multiplyScalar( 2 );
  88. },
  89. getTangentAt: function ( t ) {
  90. var delta = 0.0001;
  91. var t1 = Math.max( 0, t - delta );
  92. var t2 = Math.min( 1, t + delta );
  93. return vector2.copy( this.getPointAt( t2 ) )
  94. .sub( this.getPointAt( t1 ) ).normalize();
  95. }
  96. };
  97. } )();
  98. var geometry = new RollerCoasterGeometry( curve, 1500 );
  99. var material = new MeshPhongMaterial( {
  100. vertexColors: VertexColors
  101. } );
  102. var mesh = new Mesh( geometry, material );
  103. scene.add( mesh );
  104. var geometry = new RollerCoasterLiftersGeometry( curve, 100 );
  105. var material = new MeshPhongMaterial();
  106. var mesh = new Mesh( geometry, material );
  107. mesh.position.y = 0.1;
  108. scene.add( mesh );
  109. var geometry = new RollerCoasterShadowGeometry( curve, 500 );
  110. var material = new MeshBasicMaterial( {
  111. color: 0x305000, depthWrite: false, transparent: true
  112. } );
  113. var mesh = new Mesh( geometry, material );
  114. mesh.position.y = 0.1;
  115. scene.add( mesh );
  116. var funfairs = [];
  117. //
  118. var geometry = new CylinderBufferGeometry( 10, 10, 5, 15 );
  119. var material = new MeshLambertMaterial( {
  120. color: 0xff8080,
  121. //flatShading: true // Lambert does not support flat shading
  122. } );
  123. var mesh = new Mesh( geometry, material );
  124. mesh.position.set( - 80, 10, - 70 );
  125. mesh.rotation.x = Math.PI / 2;
  126. scene.add( mesh );
  127. funfairs.push( mesh );
  128. var geometry = new CylinderBufferGeometry( 5, 6, 4, 10 );
  129. var material = new MeshLambertMaterial( {
  130. color: 0x8080ff,
  131. //flatShading: true // Lambert does not support flat shading
  132. } );
  133. var mesh = new Mesh( geometry, material );
  134. mesh.position.set( 50, 2, 30 );
  135. scene.add( mesh );
  136. funfairs.push( mesh );
  137. //
  138. window.addEventListener( 'resize', onWindowResize, false );
  139. function onWindowResize() {
  140. camera.aspect = window.innerWidth / window.innerHeight;
  141. camera.updateProjectionMatrix();
  142. renderer.setSize( window.innerWidth, window.innerHeight );
  143. }
  144. //
  145. var position = new Vector3();
  146. var tangent = new Vector3();
  147. var lookAt = new Vector3();
  148. var velocity = 0;
  149. var progress = 0;
  150. var prevTime = performance.now();
  151. function render() {
  152. var time = performance.now();
  153. var delta = time - prevTime;
  154. for ( var i = 0; i < funfairs.length; i ++ ) {
  155. funfairs[ i ].rotation.y = time * 0.0004;
  156. }
  157. //
  158. progress += velocity;
  159. progress = progress % 1;
  160. position.copy( curve.getPointAt( progress ) );
  161. position.y += 0.3;
  162. train.position.copy( position );
  163. tangent.copy( curve.getTangentAt( progress ) );
  164. velocity -= tangent.y * 0.0000001 * delta;
  165. velocity = Math.max( 0.00004, Math.min( 0.0002, velocity ) );
  166. train.lookAt( lookAt.copy( position ).sub( tangent ) );
  167. //
  168. renderer.render( scene, camera );
  169. prevTime = time;
  170. }
  171. renderer.setAnimationLoop( render );
  172. </script>
  173. </body>
  174. </html>