webvr_ballshooter.html 6.5 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webvr - ball shooter</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="https://threejs.org" target="_blank" rel="noopener">three.js</a> webvr - ball shooter
  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. AdditiveBlending,
  18. BufferGeometry,
  19. Clock,
  20. Color,
  21. Float32BufferAttribute,
  22. HemisphereLight,
  23. IcosahedronBufferGeometry,
  24. Line,
  25. LineBasicMaterial,
  26. LineSegments,
  27. Math as _Math,
  28. Mesh,
  29. MeshLambertMaterial,
  30. PerspectiveCamera,
  31. Scene,
  32. Vector3,
  33. WebGLRenderer
  34. } from "../build/three.module.js";
  35. import { BoxLineGeometry } from './jsm/geometries/BoxLineGeometry.js';
  36. var camera, scene, renderer;
  37. var controller1, controller2;
  38. var room;
  39. var count = 0;
  40. var radius = 0.08;
  41. var normal = new Vector3();
  42. var relativeVelocity = new Vector3();
  43. var clock = new Clock();
  44. init();
  45. animate();
  46. function init() {
  47. scene = new Scene();
  48. scene.background = new Color( 0x505050 );
  49. camera = new PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
  50. room = new LineSegments(
  51. new BoxLineGeometry( 6, 6, 6, 10, 10, 10 ),
  52. new LineBasicMaterial( { color: 0x808080 } )
  53. );
  54. room.geometry.translate( 0, 3, 0 );
  55. scene.add( room );
  56. var light = new HemisphereLight( 0xffffff, 0x444444 );
  57. light.position.set( 1, 1, 1 );
  58. scene.add( light );
  59. var geometry = new IcosahedronBufferGeometry( radius, 2 );
  60. for ( var i = 0; i < 200; i ++ ) {
  61. var object = new Mesh( geometry, new MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
  62. object.position.x = Math.random() * 4 - 2;
  63. object.position.y = Math.random() * 4;
  64. object.position.z = Math.random() * 4 - 2;
  65. object.userData.velocity = new Vector3();
  66. object.userData.velocity.x = Math.random() * 0.01 - 0.005;
  67. object.userData.velocity.y = Math.random() * 0.01 - 0.005;
  68. object.userData.velocity.z = Math.random() * 0.01 - 0.005;
  69. room.add( object );
  70. }
  71. //
  72. renderer = new WebGLRenderer( { antialias: true } );
  73. renderer.setPixelRatio( window.devicePixelRatio );
  74. renderer.setSize( window.innerWidth, window.innerHeight );
  75. renderer.vr.enabled = true;
  76. document.body.appendChild( renderer.domElement );
  77. //
  78. document.body.appendChild( WEBVR.createButton( renderer ) );
  79. // controllers
  80. function onSelectStart() {
  81. this.userData.isSelecting = true;
  82. }
  83. function onSelectEnd() {
  84. this.userData.isSelecting = false;
  85. }
  86. controller1 = renderer.vr.getController( 0 );
  87. controller1.addEventListener( 'selectstart', onSelectStart );
  88. controller1.addEventListener( 'selectend', onSelectEnd );
  89. scene.add( controller1 );
  90. controller2 = renderer.vr.getController( 1 );
  91. controller2.addEventListener( 'selectstart', onSelectStart );
  92. controller2.addEventListener( 'selectend', onSelectEnd );
  93. scene.add( controller2 );
  94. // helpers
  95. var geometry = new BufferGeometry();
  96. geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, - 1 ], 3 ) );
  97. geometry.addAttribute( 'color', new Float32BufferAttribute( [ 0.5, 0.5, 0.5, 0, 0, 0 ], 3 ) );
  98. var material = new LineBasicMaterial( { vertexColors: true, blending: AdditiveBlending } );
  99. controller1.add( new Line( geometry, material ) );
  100. controller2.add( new Line( geometry, material ) );
  101. //
  102. window.addEventListener( 'resize', onWindowResize, false );
  103. }
  104. function onWindowResize() {
  105. camera.aspect = window.innerWidth / window.innerHeight;
  106. camera.updateProjectionMatrix();
  107. renderer.setSize( window.innerWidth, window.innerHeight );
  108. }
  109. function handleController( controller ) {
  110. if ( controller.userData.isSelecting ) {
  111. var object = room.children[ count ++ ];
  112. object.position.copy( controller.position );
  113. object.userData.velocity.x = ( Math.random() - 0.5 ) * 3;
  114. object.userData.velocity.y = ( Math.random() - 0.5 ) * 3;
  115. object.userData.velocity.z = ( Math.random() - 9 );
  116. object.userData.velocity.applyQuaternion( controller.quaternion );
  117. if ( count === room.children.length ) count = 0;
  118. }
  119. }
  120. //
  121. function animate() {
  122. renderer.setAnimationLoop( render );
  123. }
  124. function render() {
  125. handleController( controller1 );
  126. handleController( controller2 );
  127. //
  128. var delta = clock.getDelta() * 0.8; // slow down simulation
  129. var range = 3 - radius;
  130. for ( var i = 0; i < room.children.length; i ++ ) {
  131. var object = room.children[ i ];
  132. object.position.x += object.userData.velocity.x * delta;
  133. object.position.y += object.userData.velocity.y * delta;
  134. object.position.z += object.userData.velocity.z * delta;
  135. // keep objects inside room
  136. if ( object.position.x < - range || object.position.x > range ) {
  137. object.position.x = _Math.clamp( object.position.x, - range, range );
  138. object.userData.velocity.x = - object.userData.velocity.x;
  139. }
  140. if ( object.position.y < radius || object.position.y > 6 ) {
  141. object.position.y = Math.max( object.position.y, radius );
  142. object.userData.velocity.x *= 0.98;
  143. object.userData.velocity.y = - object.userData.velocity.y * 0.8;
  144. object.userData.velocity.z *= 0.98;
  145. }
  146. if ( object.position.z < - range || object.position.z > range ) {
  147. object.position.z = _Math.clamp( object.position.z, - range, range );
  148. object.userData.velocity.z = - object.userData.velocity.z;
  149. }
  150. for ( var j = i + 1; j < room.children.length; j ++ ) {
  151. var object2 = room.children[ j ];
  152. normal.copy( object.position ).sub( object2.position );
  153. var distance = normal.length();
  154. if ( distance < 2 * radius ) {
  155. normal.multiplyScalar( 0.5 * distance - radius );
  156. object.position.sub( normal );
  157. object2.position.add( normal );
  158. normal.normalize();
  159. relativeVelocity.copy( object.userData.velocity ).sub( object2.userData.velocity );
  160. normal = normal.multiplyScalar( relativeVelocity.dot( normal ) );
  161. object.userData.velocity.sub( normal );
  162. object2.userData.velocity.add( normal );
  163. }
  164. }
  165. object.userData.velocity.y -= 9.8 * delta;
  166. }
  167. renderer.render( scene, camera );
  168. }
  169. </script>
  170. </body>
  171. </html>