webvr_ballshooter.html 6.3 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="../build/three.js"></script>
  14. <script src="js/vr/WebVR.js"></script>
  15. <script src="js/geometries/BoxLineGeometry.js"></script>
  16. <script>
  17. var camera, scene, renderer;
  18. var controller1, controller2;
  19. var room;
  20. var count = 0;
  21. var radius = 0.08;
  22. var normal = new THREE.Vector3();
  23. var relativeVelocity = new THREE.Vector3();
  24. var clock = new THREE.Clock();
  25. init();
  26. animate();
  27. function init() {
  28. scene = new THREE.Scene();
  29. scene.background = new THREE.Color( 0x505050 );
  30. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
  31. room = new THREE.LineSegments(
  32. new THREE.BoxLineGeometry( 6, 6, 6, 10, 10, 10 ),
  33. new THREE.LineBasicMaterial( { color: 0x808080 } )
  34. );
  35. room.geometry.translate( 0, 3, 0 );
  36. scene.add( room );
  37. var light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
  38. light.position.set( 1, 1, 1 );
  39. scene.add( light );
  40. var geometry = new THREE.IcosahedronBufferGeometry( radius, 2 );
  41. for ( var i = 0; i < 200; i ++ ) {
  42. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
  43. object.position.x = Math.random() * 4 - 2;
  44. object.position.y = Math.random() * 4;
  45. object.position.z = Math.random() * 4 - 2;
  46. object.userData.velocity = new THREE.Vector3();
  47. object.userData.velocity.x = Math.random() * 0.01 - 0.005;
  48. object.userData.velocity.y = Math.random() * 0.01 - 0.005;
  49. object.userData.velocity.z = Math.random() * 0.01 - 0.005;
  50. room.add( object );
  51. }
  52. //
  53. renderer = new THREE.WebGLRenderer( { antialias: true } );
  54. renderer.setPixelRatio( window.devicePixelRatio );
  55. renderer.setSize( window.innerWidth, window.innerHeight );
  56. renderer.vr.enabled = true;
  57. document.body.appendChild( renderer.domElement );
  58. //
  59. document.body.appendChild( WEBVR.createButton( renderer ) );
  60. // controllers
  61. function onSelectStart() {
  62. this.userData.isSelecting = true;
  63. }
  64. function onSelectEnd() {
  65. this.userData.isSelecting = false;
  66. }
  67. controller1 = renderer.vr.getController( 0 );
  68. controller1.addEventListener( 'selectstart', onSelectStart );
  69. controller1.addEventListener( 'selectend', onSelectEnd );
  70. scene.add( controller1 );
  71. controller2 = renderer.vr.getController( 1 );
  72. controller2.addEventListener( 'selectstart', onSelectStart );
  73. controller2.addEventListener( 'selectend', onSelectEnd );
  74. scene.add( controller2 );
  75. // helpers
  76. var geometry = new THREE.BufferGeometry();
  77. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( [ 0, 0, 0, 0, 0, - 1 ], 3 ) );
  78. geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( [ 0.5, 0.5, 0.5, 0, 0, 0 ], 3 ) );
  79. var material = new THREE.LineBasicMaterial( { vertexColors: true, blending: THREE.AdditiveBlending } );
  80. controller1.add( new THREE.Line( geometry, material ) );
  81. controller2.add( new THREE.Line( geometry, material ) );
  82. //
  83. window.addEventListener( 'resize', onWindowResize, false );
  84. }
  85. function onWindowResize() {
  86. camera.aspect = window.innerWidth / window.innerHeight;
  87. camera.updateProjectionMatrix();
  88. renderer.setSize( window.innerWidth, window.innerHeight );
  89. }
  90. function handleController( controller ) {
  91. if ( controller.userData.isSelecting ) {
  92. var object = room.children[ count ++ ];
  93. object.position.copy( controller.position );
  94. object.userData.velocity.x = ( Math.random() - 0.5 ) * 3;
  95. object.userData.velocity.y = ( Math.random() - 0.5 ) * 3;
  96. object.userData.velocity.z = ( Math.random() - 9 );
  97. object.userData.velocity.applyQuaternion( controller.quaternion );
  98. if ( count === room.children.length ) count = 0;
  99. }
  100. }
  101. //
  102. function animate() {
  103. renderer.setAnimationLoop( render );
  104. }
  105. function render() {
  106. handleController( controller1 );
  107. handleController( controller2 );
  108. //
  109. var delta = clock.getDelta() * 0.8; // slow down simulation
  110. var range = 3 - radius;
  111. for ( var i = 0; i < room.children.length; i ++ ) {
  112. var object = room.children[ i ];
  113. object.position.x += object.userData.velocity.x * delta;
  114. object.position.y += object.userData.velocity.y * delta;
  115. object.position.z += object.userData.velocity.z * delta;
  116. // keep objects inside room
  117. if ( object.position.x < - range || object.position.x > range ) {
  118. object.position.x = THREE.Math.clamp( object.position.x, - range, range );
  119. object.userData.velocity.x = - object.userData.velocity.x;
  120. }
  121. if ( object.position.y < radius || object.position.y > 6 ) {
  122. object.position.y = Math.max( object.position.y, radius );
  123. object.userData.velocity.x *= 0.98;
  124. object.userData.velocity.y = - object.userData.velocity.y * 0.8;
  125. object.userData.velocity.z *= 0.98;
  126. }
  127. if ( object.position.z < - range || object.position.z > range ) {
  128. object.position.z = THREE.Math.clamp( object.position.z, - range, range );
  129. object.userData.velocity.z = - object.userData.velocity.z;
  130. }
  131. for ( var j = i + 1; j < room.children.length; j ++ ) {
  132. var object2 = room.children[ j ];
  133. normal.copy( object.position ).sub( object2.position );
  134. var distance = normal.length();
  135. if ( distance < 2 * radius ) {
  136. normal.multiplyScalar( 0.5 * distance - radius );
  137. object.position.sub( normal );
  138. object2.position.add( normal );
  139. normal.normalize();
  140. relativeVelocity.copy( object.userData.velocity ).sub( object2.userData.velocity );
  141. normal = normal.multiplyScalar( relativeVelocity.dot( normal ) );
  142. object.userData.velocity.sub( normal );
  143. object2.userData.velocity.add( normal );
  144. }
  145. }
  146. object.userData.velocity.y -= 9.8 * delta;
  147. }
  148. renderer.render( scene, camera );
  149. }
  150. </script>
  151. </body>
  152. </html>