threejs-webvr-look-to-select.html 4.3 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - WebVR - Look to Select</title>
  8. <style>
  9. body {
  10. margin: 0;
  11. }
  12. #c {
  13. width: 100vw;
  14. height: 100vh;
  15. display: block;
  16. }
  17. </style>
  18. </head>
  19. <body>
  20. <canvas id="c"></canvas>
  21. </body>
  22. <script type="module">
  23. import * as THREE from './resources/threejs/r114/build/three.module.js';
  24. import {VRButton} from './resources/threejs/r114/examples/jsm/webxr/VRButton.js';
  25. function main() {
  26. const canvas = document.querySelector('#c');
  27. const renderer = new THREE.WebGLRenderer({canvas});
  28. renderer.xr.enabled = true;
  29. document.body.appendChild(VRButton.createButton(renderer));
  30. const fov = 75;
  31. const aspect = 2; // the canvas default
  32. const near = 0.1;
  33. const far = 50;
  34. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  35. camera.position.set(0, 1.6, 0);
  36. const scene = new THREE.Scene();
  37. {
  38. const loader = new THREE.CubeTextureLoader();
  39. const texture = loader.load([
  40. 'resources/images/grid-1024.png',
  41. 'resources/images/grid-1024.png',
  42. 'resources/images/grid-1024.png',
  43. 'resources/images/grid-1024.png',
  44. 'resources/images/grid-1024.png',
  45. 'resources/images/grid-1024.png',
  46. ]);
  47. scene.background = texture;
  48. }
  49. {
  50. const color = 0xFFFFFF;
  51. const intensity = 1;
  52. const light = new THREE.DirectionalLight(color, intensity);
  53. light.position.set(-1, 2, 4);
  54. scene.add(light);
  55. }
  56. const boxWidth = 1;
  57. const boxHeight = 1;
  58. const boxDepth = 1;
  59. const geometry = new THREE.BoxBufferGeometry(boxWidth, boxHeight, boxDepth);
  60. function makeInstance(geometry, color, x) {
  61. const material = new THREE.MeshPhongMaterial({color});
  62. const cube = new THREE.Mesh(geometry, material);
  63. scene.add(cube);
  64. cube.position.x = x;
  65. cube.position.y = 1.6;
  66. cube.position.z = -2;
  67. return cube;
  68. }
  69. const cubes = [
  70. makeInstance(geometry, 0x44aa88, 0),
  71. makeInstance(geometry, 0x8844aa, -2),
  72. makeInstance(geometry, 0xaa8844, 2),
  73. ];
  74. class PickHelper {
  75. constructor() {
  76. this.raycaster = new THREE.Raycaster();
  77. this.pickedObject = null;
  78. this.pickedObjectSavedColor = 0;
  79. }
  80. pick(normalizedPosition, scene, camera, time) {
  81. // restore the color if there is a picked object
  82. if (this.pickedObject) {
  83. this.pickedObject.material.emissive.setHex(this.pickedObjectSavedColor);
  84. this.pickedObject = undefined;
  85. }
  86. // cast a ray through the frustum
  87. this.raycaster.setFromCamera(normalizedPosition, camera);
  88. // get the list of objects the ray intersected
  89. const intersectedObjects = this.raycaster.intersectObjects(scene.children);
  90. if (intersectedObjects.length) {
  91. // pick the first object. It's the closest one
  92. this.pickedObject = intersectedObjects[0].object;
  93. // save its color
  94. this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
  95. // set its emissive color to flashing red/yellow
  96. this.pickedObject.material.emissive.setHex((time * 8) % 2 > 1 ? 0xFFFF00 : 0xFF0000);
  97. }
  98. }
  99. }
  100. const pickHelper = new PickHelper();
  101. function resizeRendererToDisplaySize(renderer) {
  102. const canvas = renderer.domElement;
  103. const width = canvas.clientWidth;
  104. const height = canvas.clientHeight;
  105. const needResize = canvas.width !== width || canvas.height !== height;
  106. if (needResize) {
  107. renderer.setSize(width, height, false);
  108. }
  109. return needResize;
  110. }
  111. function render(time) {
  112. time *= 0.001;
  113. if (resizeRendererToDisplaySize(renderer)) {
  114. const canvas = renderer.domElement;
  115. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  116. camera.updateProjectionMatrix();
  117. }
  118. cubes.forEach((cube, ndx) => {
  119. const speed = 1 + ndx * .1;
  120. const rot = time * speed;
  121. cube.rotation.x = rot;
  122. cube.rotation.y = rot;
  123. });
  124. // 0, 0 is the center of the view in normalized coordinates.
  125. pickHelper.pick({x: 0, y: 0}, scene, camera, time);
  126. renderer.render(scene, camera);
  127. }
  128. renderer.setAnimationLoop(render);
  129. }
  130. main();
  131. </script>
  132. </html>