webvr_daydream.html 6.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webvr - daydream</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. font-family: Monospace;
  10. background-color: #101010;
  11. color: #fff;
  12. margin: 0px;
  13. overflow: hidden;
  14. }
  15. a {
  16. color: #f00;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <script src="../build/three.js"></script>
  22. <script src="js/controls/VRControls.js"></script>
  23. <script src="js/effects/VREffect.js"></script>
  24. <script src="js/vr/DaydreamController.js"></script>
  25. <script src="js/vr/WebVR.js"></script>
  26. <script>
  27. if ( WEBVR.isAvailable() === false ) {
  28. document.body.appendChild( WEBVR.getMessage() );
  29. }
  30. //
  31. var clock = new THREE.Clock();
  32. var container;
  33. var camera, scene, ray, raycaster, renderer;
  34. var effect, controls, gamepad;
  35. var room;
  36. var INTERSECTED;
  37. init();
  38. animate();
  39. function init() {
  40. container = document.createElement( 'div' );
  41. document.body.appendChild( container );
  42. var info = document.createElement( 'div' );
  43. info.style.position = 'absolute';
  44. info.style.top = '10px';
  45. info.style.width = '100%';
  46. info.style.textAlign = 'center';
  47. info.innerHTML = '<a href="https://threejs.org" target="_blank">three.js</a> webvr - daydream';
  48. container.appendChild( info );
  49. scene = new THREE.Scene();
  50. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
  51. scene.add( camera );
  52. room = new THREE.Mesh(
  53. new THREE.BoxGeometry( 6, 6, 6, 8, 8, 8 ),
  54. new THREE.MeshBasicMaterial( { color: 0x404040, wireframe: true } )
  55. );
  56. scene.add( room );
  57. scene.add( new THREE.HemisphereLight( 0x606060, 0x404040 ) );
  58. var light = new THREE.DirectionalLight( 0xffffff );
  59. light.position.set( 1, 1, 1 ).normalize();
  60. scene.add( light );
  61. var geometry = new THREE.BoxGeometry( 0.15, 0.15, 0.15 );
  62. for ( var i = 0; i < 200; i ++ ) {
  63. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
  64. object.position.x = Math.random() * 4 - 2;
  65. object.position.y = Math.random() * 4 - 2;
  66. object.position.z = Math.random() * 4 - 2;
  67. object.rotation.x = Math.random() * 2 * Math.PI;
  68. object.rotation.y = Math.random() * 2 * Math.PI;
  69. object.rotation.z = Math.random() * 2 * Math.PI;
  70. object.scale.x = Math.random() + 0.5;
  71. object.scale.y = Math.random() + 0.5;
  72. object.scale.z = Math.random() + 0.5;
  73. object.userData.velocity = new THREE.Vector3();
  74. object.userData.velocity.x = Math.random() * 0.01 - 0.005;
  75. object.userData.velocity.y = Math.random() * 0.01 - 0.005;
  76. object.userData.velocity.z = Math.random() * 0.01 - 0.005;
  77. room.add( object );
  78. }
  79. //
  80. raycaster = new THREE.Raycaster();
  81. //
  82. renderer = new THREE.WebGLRenderer( { antialias: true } );
  83. renderer.setClearColor( 0x505050 );
  84. renderer.setPixelRatio( window.devicePixelRatio );
  85. renderer.setSize( window.innerWidth, window.innerHeight );
  86. renderer.sortObjects = false;
  87. container.appendChild( renderer.domElement );
  88. //
  89. controls = new THREE.VRControls( camera );
  90. effect = new THREE.VREffect( renderer );
  91. if ( navigator.getVRDisplays ) {
  92. navigator.getVRDisplays()
  93. .then( function ( displays ) {
  94. effect.setVRDisplay( displays[ 0 ] );
  95. controls.setVRDisplay( displays[ 0 ] );
  96. } )
  97. .catch( function () {
  98. // no displays
  99. } );
  100. document.body.appendChild( WEBVR.getButton( effect ) );
  101. }
  102. //
  103. gamepad = new THREE.DaydreamController();
  104. gamepad.position.set( 0.25, - 0.5, 0 );
  105. scene.add( gamepad );
  106. //
  107. var gamepadHelper = new THREE.Line( new THREE.BufferGeometry(), new THREE.LineBasicMaterial( { linewidth: 4 } ) );
  108. gamepadHelper.geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( [ 0, 0, 0, 0, 0, - 10 ], 3 ) );
  109. gamepad.add( gamepadHelper );
  110. //
  111. window.addEventListener( 'resize', onWindowResize, false );
  112. }
  113. function onWindowResize() {
  114. camera.aspect = window.innerWidth / window.innerHeight;
  115. camera.updateProjectionMatrix();
  116. effect.setSize( window.innerWidth, window.innerHeight );
  117. }
  118. //
  119. function animate() {
  120. effect.requestAnimationFrame( animate );
  121. render();
  122. gamepad.update();
  123. }
  124. function render() {
  125. var delta = clock.getDelta() * 60;
  126. // find intersections
  127. raycaster.ray.origin.copy( gamepad.position );
  128. raycaster.ray.direction.set( 0, 0, - 1 ).applyQuaternion( gamepad.quaternion );
  129. var intersects = raycaster.intersectObjects( room.children );
  130. if ( intersects.length > 0 ) {
  131. if ( INTERSECTED != intersects[ 0 ].object ) {
  132. if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
  133. INTERSECTED = intersects[ 0 ].object;
  134. INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
  135. INTERSECTED.material.emissive.setHex( 0xff0000 );
  136. }
  137. } else {
  138. if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
  139. INTERSECTED = undefined;
  140. }
  141. // keep cubes inside room
  142. for ( var i = 0; i < room.children.length; i ++ ) {
  143. var cube = room.children[ i ];
  144. cube.userData.velocity.multiplyScalar( 1 - ( 0.001 * delta ) );
  145. cube.position.add( cube.userData.velocity );
  146. if ( cube.position.x < - 3 || cube.position.x > 3 ) {
  147. cube.position.x = THREE.Math.clamp( cube.position.x, - 3, 3 );
  148. cube.userData.velocity.x = - cube.userData.velocity.x;
  149. }
  150. if ( cube.position.y < - 3 || cube.position.y > 3 ) {
  151. cube.position.y = THREE.Math.clamp( cube.position.y, - 3, 3 );
  152. cube.userData.velocity.y = - cube.userData.velocity.y;
  153. }
  154. if ( cube.position.z < - 3 || cube.position.z > 3 ) {
  155. cube.position.z = THREE.Math.clamp( cube.position.z, - 3, 3 );
  156. cube.userData.velocity.z = - cube.userData.velocity.z;
  157. }
  158. cube.rotation.x += cube.userData.velocity.x * 2 * delta;
  159. cube.rotation.y += cube.userData.velocity.y * 2 * delta;
  160. cube.rotation.z += cube.userData.velocity.z * 2 * delta;
  161. }
  162. controls.update();
  163. effect.render( scene, camera );
  164. }
  165. </script>
  166. </body>
  167. </html>