webvr_rollercoaster.html 5.8 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. <style>
  8. body {
  9. margin: 0px;
  10. color: #fff;
  11. font-family: Monospace;
  12. background-color: #444;
  13. overflow: hidden;
  14. }
  15. a {
  16. color: #00f;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <script src="../build/three.js"></script>
  22. <script src="js/RollerCoaster.js"></script>
  23. <script src="js/vr/WebVR.js"></script>
  24. <script>
  25. var renderer = new THREE.WebGLRenderer( { antialias: true } );
  26. renderer.setPixelRatio( window.devicePixelRatio );
  27. renderer.setSize( window.innerWidth, window.innerHeight );
  28. renderer.vr.enabled = true;
  29. document.body.appendChild( renderer.domElement );
  30. document.body.appendChild( WEBVR.createButton( renderer, { frameOfReferenceType: 'eye-level' } ) );
  31. //
  32. var scene = new THREE.Scene();
  33. scene.background = new THREE.Color( 0xf0f0ff );
  34. var light = new THREE.HemisphereLight( 0xfff0f0, 0x606066 );
  35. light.position.set( 1, 1, 1 );
  36. scene.add( light );
  37. var train = new THREE.Object3D();
  38. scene.add( train );
  39. var camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 0.1, 500 );
  40. train.add( camera );
  41. // environment
  42. var geometry = new THREE.PlaneBufferGeometry( 500, 500, 15, 15 );
  43. geometry.rotateX( - Math.PI / 2 );
  44. var positions = geometry.attributes.position.array;
  45. var vertex = new THREE.Vector3();
  46. for ( var i = 0; i < positions.length; i += 3 ) {
  47. vertex.fromArray( positions, i );
  48. vertex.x += Math.random() * 10 - 5;
  49. vertex.z += Math.random() * 10 - 5;
  50. var distance = ( vertex.distanceTo( scene.position ) / 5 ) - 25;
  51. vertex.y = Math.random() * Math.max( 0, distance );
  52. vertex.toArray( positions, i );
  53. }
  54. geometry.computeVertexNormals();
  55. var material = new THREE.MeshLambertMaterial( {
  56. color: 0x407000
  57. } );
  58. var mesh = new THREE.Mesh( geometry, material );
  59. scene.add( mesh );
  60. var geometry = new TreesGeometry( mesh );
  61. var material = new THREE.MeshBasicMaterial( {
  62. side: THREE.DoubleSide, vertexColors: THREE.VertexColors
  63. } );
  64. var mesh = new THREE.Mesh( geometry, material );
  65. scene.add( mesh );
  66. var geometry = new SkyGeometry();
  67. var material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
  68. var mesh = new THREE.Mesh( geometry, material );
  69. scene.add( mesh );
  70. //
  71. var PI2 = Math.PI * 2;
  72. var curve = ( function () {
  73. var vector = new THREE.Vector3();
  74. var vector2 = new THREE.Vector3();
  75. return {
  76. getPointAt: function ( t ) {
  77. t = t * PI2;
  78. var x = Math.sin( t * 3 ) * Math.cos( t * 4 ) * 50;
  79. var y = Math.sin( t * 10 ) * 2 + Math.cos( t * 17 ) * 2 + 5;
  80. var z = Math.sin( t ) * Math.sin( t * 4 ) * 50;
  81. return vector.set( x, y, z ).multiplyScalar( 2 );
  82. },
  83. getTangentAt: function ( t ) {
  84. var delta = 0.0001;
  85. var t1 = Math.max( 0, t - delta );
  86. var t2 = Math.min( 1, t + delta );
  87. return vector2.copy( this.getPointAt( t2 ) )
  88. .sub( this.getPointAt( t1 ) ).normalize();
  89. }
  90. };
  91. } )();
  92. var geometry = new RollerCoasterGeometry( curve, 1500 );
  93. var material = new THREE.MeshPhongMaterial( {
  94. vertexColors: THREE.VertexColors
  95. } );
  96. var mesh = new THREE.Mesh( geometry, material );
  97. scene.add( mesh );
  98. var geometry = new RollerCoasterLiftersGeometry( curve, 100 );
  99. var material = new THREE.MeshPhongMaterial();
  100. var mesh = new THREE.Mesh( geometry, material );
  101. mesh.position.y = 0.1;
  102. scene.add( mesh );
  103. var geometry = new RollerCoasterShadowGeometry( curve, 500 );
  104. var material = new THREE.MeshBasicMaterial( {
  105. color: 0x305000, depthWrite: false, transparent: true
  106. } );
  107. var mesh = new THREE.Mesh( geometry, material );
  108. mesh.position.y = 0.1;
  109. scene.add( mesh );
  110. var funfairs = [];
  111. //
  112. var geometry = new THREE.CylinderBufferGeometry( 10, 10, 5, 15 );
  113. var material = new THREE.MeshLambertMaterial( {
  114. color: 0xff8080,
  115. //flatShading: true // Lambert does not support flat shading
  116. } );
  117. var mesh = new THREE.Mesh( geometry, material );
  118. mesh.position.set( - 80, 10, - 70 );
  119. mesh.rotation.x = Math.PI / 2;
  120. scene.add( mesh );
  121. funfairs.push( mesh );
  122. var geometry = new THREE.CylinderBufferGeometry( 5, 6, 4, 10 );
  123. var material = new THREE.MeshLambertMaterial( {
  124. color: 0x8080ff,
  125. //flatShading: true // Lambert does not support flat shading
  126. } );
  127. var mesh = new THREE.Mesh( geometry, material );
  128. mesh.position.set( 50, 2, 30 );
  129. scene.add( mesh );
  130. funfairs.push( mesh );
  131. //
  132. window.addEventListener( 'resize', onWindowResize, false );
  133. function onWindowResize() {
  134. camera.aspect = window.innerWidth / window.innerHeight;
  135. camera.updateProjectionMatrix();
  136. renderer.setSize( window.innerWidth, window.innerHeight );
  137. }
  138. //
  139. var position = new THREE.Vector3();
  140. var tangent = new THREE.Vector3();
  141. var lookAt = new THREE.Vector3();
  142. var velocity = 0;
  143. var progress = 0;
  144. var prevTime = performance.now();
  145. function render() {
  146. var time = performance.now();
  147. var delta = time - prevTime;
  148. for ( var i = 0; i < funfairs.length; i ++ ) {
  149. funfairs[ i ].rotation.y = time * 0.0004;
  150. }
  151. //
  152. progress += velocity;
  153. progress = progress % 1;
  154. position.copy( curve.getPointAt( progress ) );
  155. position.y += 0.3;
  156. train.position.copy( position );
  157. tangent.copy( curve.getTangentAt( progress ) );
  158. velocity -= tangent.y * 0.0000001 * delta;
  159. velocity = Math.max( 0.00004, Math.min( 0.0002, velocity ) );
  160. train.lookAt( lookAt.copy( position ).sub( tangent ) );
  161. //
  162. renderer.render( scene, camera );
  163. prevTime = time;
  164. }
  165. renderer.setAnimationLoop( render );
  166. </script>
  167. </body>
  168. </html>