webvr_rollercoaster.html 5.9 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="js/vr/HelioWebXRPolyfill.js"></script>
  11. <script src="js/vr/WebVR.js"></script>
  12. <script type="module">
  13. import * as THREE from '../build/three.module.js';
  14. import { RollerCoasterGeometry, RollerCoasterShadowGeometry, RollerCoasterLiftersGeometry, TreesGeometry, SkyGeometry } from './jsm/misc/RollerCoaster.js';
  15. var renderer = new THREE.WebGLRenderer( { antialias: true } );
  16. renderer.setPixelRatio( window.devicePixelRatio );
  17. renderer.setSize( window.innerWidth, window.innerHeight );
  18. renderer.vr.enabled = true;
  19. document.body.appendChild( renderer.domElement );
  20. document.body.appendChild( WEBVR.createButton( renderer, { referenceSpaceType: 'local' } ) );
  21. //
  22. var scene = new THREE.Scene();
  23. scene.background = new THREE.Color( 0xf0f0ff );
  24. var light = new THREE.HemisphereLight( 0xfff0f0, 0x606066 );
  25. light.position.set( 1, 1, 1 );
  26. scene.add( light );
  27. var train = new THREE.Object3D();
  28. scene.add( train );
  29. var camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 0.1, 500 );
  30. train.add( camera );
  31. // environment
  32. var geometry = new THREE.PlaneBufferGeometry( 500, 500, 15, 15 );
  33. geometry.rotateX( - Math.PI / 2 );
  34. var positions = geometry.attributes.position.array;
  35. var vertex = new THREE.Vector3();
  36. for ( var i = 0; i < positions.length; i += 3 ) {
  37. vertex.fromArray( positions, i );
  38. vertex.x += Math.random() * 10 - 5;
  39. vertex.z += Math.random() * 10 - 5;
  40. var distance = ( vertex.distanceTo( scene.position ) / 5 ) - 25;
  41. vertex.y = Math.random() * Math.max( 0, distance );
  42. vertex.toArray( positions, i );
  43. }
  44. geometry.computeVertexNormals();
  45. var material = new THREE.MeshLambertMaterial( {
  46. color: 0x407000
  47. } );
  48. var mesh = new THREE.Mesh( geometry, material );
  49. scene.add( mesh );
  50. var geometry = new TreesGeometry( mesh );
  51. var material = new THREE.MeshBasicMaterial( {
  52. side: THREE.DoubleSide, vertexColors: THREE.VertexColors
  53. } );
  54. var mesh = new THREE.Mesh( geometry, material );
  55. scene.add( mesh );
  56. var geometry = new SkyGeometry();
  57. var material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
  58. var mesh = new THREE.Mesh( geometry, material );
  59. scene.add( mesh );
  60. //
  61. var PI2 = Math.PI * 2;
  62. var curve = ( function () {
  63. var vector = new THREE.Vector3();
  64. var vector2 = new THREE.Vector3();
  65. return {
  66. getPointAt: function ( t ) {
  67. t = t * PI2;
  68. var x = Math.sin( t * 3 ) * Math.cos( t * 4 ) * 50;
  69. var y = Math.sin( t * 10 ) * 2 + Math.cos( t * 17 ) * 2 + 5;
  70. var z = Math.sin( t ) * Math.sin( t * 4 ) * 50;
  71. return vector.set( x, y, z ).multiplyScalar( 2 );
  72. },
  73. getTangentAt: function ( t ) {
  74. var delta = 0.0001;
  75. var t1 = Math.max( 0, t - delta );
  76. var t2 = Math.min( 1, t + delta );
  77. return vector2.copy( this.getPointAt( t2 ) )
  78. .sub( this.getPointAt( t1 ) ).normalize();
  79. }
  80. };
  81. } )();
  82. var geometry = new RollerCoasterGeometry( curve, 1500 );
  83. var material = new THREE.MeshPhongMaterial( {
  84. vertexColors: THREE.VertexColors
  85. } );
  86. var mesh = new THREE.Mesh( geometry, material );
  87. scene.add( mesh );
  88. var geometry = new RollerCoasterLiftersGeometry( curve, 100 );
  89. var material = new THREE.MeshPhongMaterial();
  90. var mesh = new THREE.Mesh( geometry, material );
  91. mesh.position.y = 0.1;
  92. scene.add( mesh );
  93. var geometry = new RollerCoasterShadowGeometry( curve, 500 );
  94. var material = new THREE.MeshBasicMaterial( {
  95. color: 0x305000, depthWrite: false, transparent: true
  96. } );
  97. var mesh = new THREE.Mesh( geometry, material );
  98. mesh.position.y = 0.1;
  99. scene.add( mesh );
  100. var funfairs = [];
  101. //
  102. var geometry = new THREE.CylinderBufferGeometry( 10, 10, 5, 15 );
  103. var material = new THREE.MeshLambertMaterial( {
  104. color: 0xff8080,
  105. //flatShading: true // Lambert does not support flat shading
  106. } );
  107. var mesh = new THREE.Mesh( geometry, material );
  108. mesh.position.set( - 80, 10, - 70 );
  109. mesh.rotation.x = Math.PI / 2;
  110. scene.add( mesh );
  111. funfairs.push( mesh );
  112. var geometry = new THREE.CylinderBufferGeometry( 5, 6, 4, 10 );
  113. var material = new THREE.MeshLambertMaterial( {
  114. color: 0x8080ff,
  115. //flatShading: true // Lambert does not support flat shading
  116. } );
  117. var mesh = new THREE.Mesh( geometry, material );
  118. mesh.position.set( 50, 2, 30 );
  119. scene.add( mesh );
  120. funfairs.push( mesh );
  121. //
  122. window.addEventListener( 'resize', onWindowResize, false );
  123. function onWindowResize() {
  124. camera.aspect = window.innerWidth / window.innerHeight;
  125. camera.updateProjectionMatrix();
  126. renderer.setSize( window.innerWidth, window.innerHeight );
  127. }
  128. //
  129. var position = new THREE.Vector3();
  130. var tangent = new THREE.Vector3();
  131. var lookAt = new THREE.Vector3();
  132. var velocity = 0;
  133. var progress = 0;
  134. var prevTime = performance.now();
  135. function render() {
  136. var time = performance.now();
  137. var delta = time - prevTime;
  138. for ( var i = 0; i < funfairs.length; i ++ ) {
  139. funfairs[ i ].rotation.y = time * 0.0004;
  140. }
  141. //
  142. progress += velocity;
  143. progress = progress % 1;
  144. position.copy( curve.getPointAt( progress ) );
  145. position.y += 0.3;
  146. train.position.copy( position );
  147. tangent.copy( curve.getTangentAt( progress ) );
  148. velocity -= tangent.y * 0.0000001 * delta;
  149. velocity = Math.max( 0.00004, Math.min( 0.0002, velocity ) );
  150. train.lookAt( lookAt.copy( position ).sub( tangent ) );
  151. //
  152. renderer.render( scene, camera );
  153. prevTime = time;
  154. }
  155. renderer.setAnimationLoop( render );
  156. </script>
  157. </body>
  158. </html>