webvr_rollercoaster.html 6.3 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. <!-- Origin Trial Token, feature = WebXR Device API (For Chrome M69+), origin = https://threejs.org, expires = 2019-03-06 -->
  8. <meta http-equiv="origin-trial" data-feature="WebXR Device API (For Chrome M69+)" data-expires="2019-03-06" content="AvDjbxYpoTgOL1PS0JEra7KFCehfTlKnXpU/ORSwNdCQ35cX70cTUkXOnQ26A5XJi3eXHSKpBPchdt5lbcxDuAIAAABTeyJvcmlnaW4iOiJodHRwczovL3RocmVlanMub3JnOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZU02OSIsImV4cGlyeSI6MTU1MTgzMDM5OX0=">
  9. <style>
  10. body {
  11. margin: 0px;
  12. color: #fff;
  13. font-family: Monospace;
  14. background-color: #444;
  15. overflow: hidden;
  16. }
  17. a {
  18. color: #00f;
  19. }
  20. </style>
  21. </head>
  22. <body>
  23. <script src="../build/three.js"></script>
  24. <script src="js/RollerCoaster.js"></script>
  25. <script src="js/vr/WebVR.js"></script>
  26. <script>
  27. var renderer = new THREE.WebGLRenderer( { antialias: true } );
  28. renderer.setPixelRatio( window.devicePixelRatio );
  29. renderer.setSize( window.innerWidth, window.innerHeight );
  30. renderer.vr.enabled = true;
  31. document.body.appendChild( renderer.domElement );
  32. document.body.appendChild( WEBVR.createButton( renderer, { frameOfReferenceType: 'eye-level' } ) );
  33. //
  34. var scene = new THREE.Scene();
  35. scene.background = new THREE.Color( 0xf0f0ff );
  36. var light = new THREE.HemisphereLight( 0xfff0f0, 0x606066 );
  37. light.position.set( 1, 1, 1 );
  38. scene.add( light );
  39. var train = new THREE.Object3D();
  40. scene.add( train );
  41. var camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 0.1, 500 );
  42. train.add( camera );
  43. // environment
  44. var geometry = new THREE.PlaneBufferGeometry( 500, 500, 15, 15 );
  45. geometry.rotateX( - Math.PI / 2 );
  46. var positions = geometry.attributes.position.array;
  47. var vertex = new THREE.Vector3();
  48. for ( var i = 0; i < positions.length; i += 3 ) {
  49. vertex.fromArray( positions, i );
  50. vertex.x += Math.random() * 10 - 5;
  51. vertex.z += Math.random() * 10 - 5;
  52. var distance = ( vertex.distanceTo( scene.position ) / 5 ) - 25;
  53. vertex.y = Math.random() * Math.max( 0, distance );
  54. vertex.toArray( positions, i );
  55. }
  56. geometry.computeVertexNormals();
  57. var material = new THREE.MeshLambertMaterial( {
  58. color: 0x407000
  59. } );
  60. var mesh = new THREE.Mesh( geometry, material );
  61. scene.add( mesh );
  62. var geometry = new TreesGeometry( mesh );
  63. var material = new THREE.MeshBasicMaterial( {
  64. side: THREE.DoubleSide, vertexColors: THREE.VertexColors
  65. } );
  66. var mesh = new THREE.Mesh( geometry, material );
  67. scene.add( mesh );
  68. var geometry = new SkyGeometry();
  69. var material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
  70. var mesh = new THREE.Mesh( geometry, material );
  71. scene.add( mesh );
  72. //
  73. var PI2 = Math.PI * 2;
  74. var curve = ( function () {
  75. var vector = new THREE.Vector3();
  76. var vector2 = new THREE.Vector3();
  77. return {
  78. getPointAt: function ( t ) {
  79. t = t * PI2;
  80. var x = Math.sin( t * 3 ) * Math.cos( t * 4 ) * 50;
  81. var y = Math.sin( t * 10 ) * 2 + Math.cos( t * 17 ) * 2 + 5;
  82. var z = Math.sin( t ) * Math.sin( t * 4 ) * 50;
  83. return vector.set( x, y, z ).multiplyScalar( 2 );
  84. },
  85. getTangentAt: function ( t ) {
  86. var delta = 0.0001;
  87. var t1 = Math.max( 0, t - delta );
  88. var t2 = Math.min( 1, t + delta );
  89. return vector2.copy( this.getPointAt( t2 ) )
  90. .sub( this.getPointAt( t1 ) ).normalize();
  91. }
  92. };
  93. } )();
  94. var geometry = new RollerCoasterGeometry( curve, 1500 );
  95. var material = new THREE.MeshPhongMaterial( {
  96. vertexColors: THREE.VertexColors
  97. } );
  98. var mesh = new THREE.Mesh( geometry, material );
  99. scene.add( mesh );
  100. var geometry = new RollerCoasterLiftersGeometry( curve, 100 );
  101. var material = new THREE.MeshPhongMaterial();
  102. var mesh = new THREE.Mesh( geometry, material );
  103. mesh.position.y = 0.1;
  104. scene.add( mesh );
  105. var geometry = new RollerCoasterShadowGeometry( curve, 500 );
  106. var material = new THREE.MeshBasicMaterial( {
  107. color: 0x305000, depthWrite: false, transparent: true
  108. } );
  109. var mesh = new THREE.Mesh( geometry, material );
  110. mesh.position.y = 0.1;
  111. scene.add( mesh );
  112. var funfairs = [];
  113. //
  114. var geometry = new THREE.CylinderBufferGeometry( 10, 10, 5, 15 );
  115. var material = new THREE.MeshLambertMaterial( {
  116. color: 0xff8080,
  117. //flatShading: true // Lambert does not support flat shading
  118. } );
  119. var mesh = new THREE.Mesh( geometry, material );
  120. mesh.position.set( - 80, 10, - 70 );
  121. mesh.rotation.x = Math.PI / 2;
  122. scene.add( mesh );
  123. funfairs.push( mesh );
  124. var geometry = new THREE.CylinderBufferGeometry( 5, 6, 4, 10 );
  125. var material = new THREE.MeshLambertMaterial( {
  126. color: 0x8080ff,
  127. //flatShading: true // Lambert does not support flat shading
  128. } );
  129. var mesh = new THREE.Mesh( geometry, material );
  130. mesh.position.set( 50, 2, 30 );
  131. scene.add( mesh );
  132. funfairs.push( mesh );
  133. //
  134. window.addEventListener( 'resize', onWindowResize, false );
  135. function onWindowResize() {
  136. camera.aspect = window.innerWidth / window.innerHeight;
  137. camera.updateProjectionMatrix();
  138. renderer.setSize( window.innerWidth, window.innerHeight );
  139. }
  140. //
  141. var position = new THREE.Vector3();
  142. var tangent = new THREE.Vector3();
  143. var lookAt = new THREE.Vector3();
  144. var velocity = 0;
  145. var progress = 0;
  146. var prevTime = performance.now();
  147. function render() {
  148. var time = performance.now();
  149. var delta = time - prevTime;
  150. for ( var i = 0; i < funfairs.length; i ++ ) {
  151. funfairs[ i ].rotation.y = time * 0.0004;
  152. }
  153. //
  154. progress += velocity;
  155. progress = progress % 1;
  156. position.copy( curve.getPointAt( progress ) );
  157. position.y += 0.3;
  158. train.position.copy( position );
  159. tangent.copy( curve.getTangentAt( progress ) );
  160. velocity -= tangent.y * 0.0000001 * delta;
  161. velocity = Math.max( 0.00004, Math.min( 0.0002, velocity ) );
  162. train.lookAt( lookAt.copy( position ).sub( tangent ) );
  163. //
  164. renderer.render( scene, camera );
  165. prevTime = time;
  166. }
  167. renderer.setAnimationLoop( render );
  168. </script>
  169. </body>
  170. </html>