webvr_rollercoaster.html 5.7 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. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <script src="../build/three.js"></script>
  11. <script src="js/RollerCoaster.js"></script>
  12. <script src="js/vr/WebVR.js"></script>
  13. <script>
  14. var renderer = new THREE.WebGLRenderer( { antialias: true } );
  15. renderer.setPixelRatio( window.devicePixelRatio );
  16. renderer.setSize( window.innerWidth, window.innerHeight );
  17. renderer.vr.enabled = true;
  18. document.body.appendChild( renderer.domElement );
  19. document.body.appendChild( WEBVR.createButton( renderer, { referenceSpaceType: 'local' } ) );
  20. //
  21. var scene = new THREE.Scene();
  22. scene.background = new THREE.Color( 0xf0f0ff );
  23. var light = new THREE.HemisphereLight( 0xfff0f0, 0x606066 );
  24. light.position.set( 1, 1, 1 );
  25. scene.add( light );
  26. var train = new THREE.Object3D();
  27. scene.add( train );
  28. var camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 0.1, 500 );
  29. train.add( camera );
  30. // environment
  31. var geometry = new THREE.PlaneBufferGeometry( 500, 500, 15, 15 );
  32. geometry.rotateX( - Math.PI / 2 );
  33. var positions = geometry.attributes.position.array;
  34. var vertex = new THREE.Vector3();
  35. for ( var i = 0; i < positions.length; i += 3 ) {
  36. vertex.fromArray( positions, i );
  37. vertex.x += Math.random() * 10 - 5;
  38. vertex.z += Math.random() * 10 - 5;
  39. var distance = ( vertex.distanceTo( scene.position ) / 5 ) - 25;
  40. vertex.y = Math.random() * Math.max( 0, distance );
  41. vertex.toArray( positions, i );
  42. }
  43. geometry.computeVertexNormals();
  44. var material = new THREE.MeshLambertMaterial( {
  45. color: 0x407000
  46. } );
  47. var mesh = new THREE.Mesh( geometry, material );
  48. scene.add( mesh );
  49. var geometry = new TreesGeometry( mesh );
  50. var material = new THREE.MeshBasicMaterial( {
  51. side: THREE.DoubleSide, vertexColors: THREE.VertexColors
  52. } );
  53. var mesh = new THREE.Mesh( geometry, material );
  54. scene.add( mesh );
  55. var geometry = new SkyGeometry();
  56. var material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
  57. var mesh = new THREE.Mesh( geometry, material );
  58. scene.add( mesh );
  59. //
  60. var PI2 = Math.PI * 2;
  61. var curve = ( function () {
  62. var vector = new THREE.Vector3();
  63. var vector2 = new THREE.Vector3();
  64. return {
  65. getPointAt: function ( t ) {
  66. t = t * PI2;
  67. var x = Math.sin( t * 3 ) * Math.cos( t * 4 ) * 50;
  68. var y = Math.sin( t * 10 ) * 2 + Math.cos( t * 17 ) * 2 + 5;
  69. var z = Math.sin( t ) * Math.sin( t * 4 ) * 50;
  70. return vector.set( x, y, z ).multiplyScalar( 2 );
  71. },
  72. getTangentAt: function ( t ) {
  73. var delta = 0.0001;
  74. var t1 = Math.max( 0, t - delta );
  75. var t2 = Math.min( 1, t + delta );
  76. return vector2.copy( this.getPointAt( t2 ) )
  77. .sub( this.getPointAt( t1 ) ).normalize();
  78. }
  79. };
  80. } )();
  81. var geometry = new RollerCoasterGeometry( curve, 1500 );
  82. var material = new THREE.MeshPhongMaterial( {
  83. vertexColors: THREE.VertexColors
  84. } );
  85. var mesh = new THREE.Mesh( geometry, material );
  86. scene.add( mesh );
  87. var geometry = new RollerCoasterLiftersGeometry( curve, 100 );
  88. var material = new THREE.MeshPhongMaterial();
  89. var mesh = new THREE.Mesh( geometry, material );
  90. mesh.position.y = 0.1;
  91. scene.add( mesh );
  92. var geometry = new RollerCoasterShadowGeometry( curve, 500 );
  93. var material = new THREE.MeshBasicMaterial( {
  94. color: 0x305000, depthWrite: false, transparent: true
  95. } );
  96. var mesh = new THREE.Mesh( geometry, material );
  97. mesh.position.y = 0.1;
  98. scene.add( mesh );
  99. var funfairs = [];
  100. //
  101. var geometry = new THREE.CylinderBufferGeometry( 10, 10, 5, 15 );
  102. var material = new THREE.MeshLambertMaterial( {
  103. color: 0xff8080,
  104. //flatShading: true // Lambert does not support flat shading
  105. } );
  106. var mesh = new THREE.Mesh( geometry, material );
  107. mesh.position.set( - 80, 10, - 70 );
  108. mesh.rotation.x = Math.PI / 2;
  109. scene.add( mesh );
  110. funfairs.push( mesh );
  111. var geometry = new THREE.CylinderBufferGeometry( 5, 6, 4, 10 );
  112. var material = new THREE.MeshLambertMaterial( {
  113. color: 0x8080ff,
  114. //flatShading: true // Lambert does not support flat shading
  115. } );
  116. var mesh = new THREE.Mesh( geometry, material );
  117. mesh.position.set( 50, 2, 30 );
  118. scene.add( mesh );
  119. funfairs.push( mesh );
  120. //
  121. window.addEventListener( 'resize', onWindowResize, false );
  122. function onWindowResize() {
  123. camera.aspect = window.innerWidth / window.innerHeight;
  124. camera.updateProjectionMatrix();
  125. renderer.setSize( window.innerWidth, window.innerHeight );
  126. }
  127. //
  128. var position = new THREE.Vector3();
  129. var tangent = new THREE.Vector3();
  130. var lookAt = new THREE.Vector3();
  131. var velocity = 0;
  132. var progress = 0;
  133. var prevTime = performance.now();
  134. function render() {
  135. var time = performance.now();
  136. var delta = time - prevTime;
  137. for ( var i = 0; i < funfairs.length; i ++ ) {
  138. funfairs[ i ].rotation.y = time * 0.0004;
  139. }
  140. //
  141. progress += velocity;
  142. progress = progress % 1;
  143. position.copy( curve.getPointAt( progress ) );
  144. position.y += 0.3;
  145. train.position.copy( position );
  146. tangent.copy( curve.getTangentAt( progress ) );
  147. velocity -= tangent.y * 0.0000001 * delta;
  148. velocity = Math.max( 0.00004, Math.min( 0.0002, velocity ) );
  149. train.lookAt( lookAt.copy( position ).sub( tangent ) );
  150. //
  151. renderer.render( scene, camera );
  152. prevTime = time;
  153. }
  154. renderer.setAnimationLoop( render );
  155. </script>
  156. </body>
  157. </html>