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/r108/build/three.module.js';
  24. import {WEBVR} from './resources/threejs/r108/examples/jsm/vr/WebVR.js';
  25. function main() {
  26. const canvas = document.querySelector('#c');
  27. const renderer = new THREE.WebGLRenderer({canvas});
  28. renderer.vr.enabled = true;
  29. document.body.appendChild(WEBVR.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. const scene = new THREE.Scene();
  36. {
  37. const loader = new THREE.CubeTextureLoader();
  38. const texture = loader.load([
  39. 'resources/images/grid-1024.png',
  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. ]);
  46. scene.background = texture;
  47. }
  48. {
  49. const color = 0xFFFFFF;
  50. const intensity = 1;
  51. const light = new THREE.DirectionalLight(color, intensity);
  52. light.position.set(-1, 2, 4);
  53. scene.add(light);
  54. }
  55. const boxWidth = 1;
  56. const boxHeight = 1;
  57. const boxDepth = 1;
  58. const geometry = new THREE.BoxBufferGeometry(boxWidth, boxHeight, boxDepth);
  59. function makeInstance(geometry, color, x) {
  60. const material = new THREE.MeshPhongMaterial({color});
  61. const cube = new THREE.Mesh(geometry, material);
  62. scene.add(cube);
  63. cube.position.x = x;
  64. cube.position.y = 1.6;
  65. cube.position.z = -2;
  66. return cube;
  67. }
  68. const cubes = [
  69. makeInstance(geometry, 0x44aa88, 0),
  70. makeInstance(geometry, 0x8844aa, -2),
  71. makeInstance(geometry, 0xaa8844, 2),
  72. ];
  73. class PickHelper {
  74. constructor() {
  75. this.raycaster = new THREE.Raycaster();
  76. this.pickedObject = null;
  77. this.pickedObjectSavedColor = 0;
  78. }
  79. pick(normalizedPosition, scene, camera, time) {
  80. // restore the color if there is a picked object
  81. if (this.pickedObject) {
  82. this.pickedObject.material.emissive.setHex(this.pickedObjectSavedColor);
  83. this.pickedObject = undefined;
  84. }
  85. // cast a ray through the frustum
  86. this.raycaster.setFromCamera(normalizedPosition, camera);
  87. // get the list of objects the ray intersected
  88. const intersectedObjects = this.raycaster.intersectObjects(scene.children);
  89. if (intersectedObjects.length) {
  90. // pick the first object. It's the closest one
  91. this.pickedObject = intersectedObjects[0].object;
  92. // save its color
  93. this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
  94. // set its emissive color to flashing red/yellow
  95. this.pickedObject.material.emissive.setHex((time * 8) % 2 > 1 ? 0xFFFF00 : 0xFF0000);
  96. }
  97. }
  98. }
  99. const pickHelper = new PickHelper();
  100. function resizeRendererToDisplaySize(renderer) {
  101. const canvas = renderer.domElement;
  102. const width = canvas.clientWidth;
  103. const height = canvas.clientHeight;
  104. const needResize = canvas.width !== width || canvas.height !== height;
  105. if (needResize) {
  106. renderer.setSize(width, height, false);
  107. }
  108. return needResize;
  109. }
  110. function render(time) {
  111. time *= 0.001;
  112. if (!renderer.vr.isPresenting() && resizeRendererToDisplaySize(renderer)) {
  113. const canvas = renderer.domElement;
  114. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  115. camera.updateProjectionMatrix();
  116. }
  117. cubes.forEach((cube, ndx) => {
  118. const speed = 1 + ndx * .1;
  119. const rot = time * speed;
  120. cube.rotation.x = rot;
  121. cube.rotation.y = rot;
  122. });
  123. // 0, 0 is the center of the view in normalized coordinates.
  124. pickHelper.pick({x: 0, y: 0}, scene, camera, time);
  125. renderer.render(scene, camera);
  126. }
  127. renderer.setAnimationLoop(render);
  128. }
  129. main();
  130. </script>
  131. </html>