webvr_cubes.html 7.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webvr - cubes</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. <!-- WebXR Device API (For Chrome M76+), expires 09/09/2019 -->
  9. <meta http-equiv="origin-trial" content="Ai1/G787sugfmWtk1xQExa8N6OqwDsJyNn+OwpA1J4PozR1lixRYIQ4Tmp00vrGWS8FQQ2iDyqjwaewrOfYvPAUAAABTeyJvcmlnaW4iOiJodHRwczovL3RocmVlanMub3JnOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZU03NiIsImV4cGlyeSI6MTU2ODAyMzQ3OH0=">
  10. </head>
  11. <body>
  12. <div id="info">
  13. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - interactive cubes
  14. </div>
  15. <script src="js/vr/HelioWebXRPolyfill.js"></script>
  16. <script type="module">
  17. import * as THREE from '../build/three.module.js';
  18. import { BoxLineGeometry } from './jsm/geometries/BoxLineGeometry.js';
  19. import { WEBVR } from './jsm/vr/WebVR.js';
  20. var clock = new THREE.Clock();
  21. var container;
  22. var camera, scene, raycaster, renderer;
  23. var room;
  24. var isMouseDown = false;
  25. var INTERSECTED;
  26. var crosshair;
  27. init();
  28. animate();
  29. function init() {
  30. container = document.createElement( 'div' );
  31. document.body.appendChild( container );
  32. scene = new THREE.Scene();
  33. scene.background = new THREE.Color( 0x505050 );
  34. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
  35. scene.add( camera );
  36. crosshair = new THREE.Mesh(
  37. new THREE.RingBufferGeometry( 0.02, 0.04, 32 ),
  38. new THREE.MeshBasicMaterial( {
  39. color: 0xffffff,
  40. opacity: 0.5,
  41. transparent: true
  42. } )
  43. );
  44. crosshair.position.z = - 2;
  45. camera.add( crosshair );
  46. room = new THREE.LineSegments(
  47. new BoxLineGeometry( 6, 6, 6, 10, 10, 10 ),
  48. new THREE.LineBasicMaterial( { color: 0x808080 } )
  49. );
  50. room.position.y = 3;
  51. scene.add( room );
  52. scene.add( new THREE.HemisphereLight( 0x606060, 0x404040 ) );
  53. var light = new THREE.DirectionalLight( 0xffffff );
  54. light.position.set( 1, 1, 1 ).normalize();
  55. scene.add( light );
  56. var geometry = new THREE.BoxBufferGeometry( 0.15, 0.15, 0.15 );
  57. for ( var i = 0; i < 200; i ++ ) {
  58. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
  59. object.position.x = Math.random() * 4 - 2;
  60. object.position.y = Math.random() * 4 - 2;
  61. object.position.z = Math.random() * 4 - 2;
  62. object.rotation.x = Math.random() * 2 * Math.PI;
  63. object.rotation.y = Math.random() * 2 * Math.PI;
  64. object.rotation.z = Math.random() * 2 * Math.PI;
  65. object.scale.x = Math.random() + 0.5;
  66. object.scale.y = Math.random() + 0.5;
  67. object.scale.z = Math.random() + 0.5;
  68. object.userData.velocity = new THREE.Vector3();
  69. object.userData.velocity.x = Math.random() * 0.01 - 0.005;
  70. object.userData.velocity.y = Math.random() * 0.01 - 0.005;
  71. object.userData.velocity.z = Math.random() * 0.01 - 0.005;
  72. room.add( object );
  73. }
  74. raycaster = new THREE.Raycaster();
  75. renderer = new THREE.WebGLRenderer( { antialias: true } );
  76. renderer.setPixelRatio( window.devicePixelRatio );
  77. renderer.setSize( window.innerWidth, window.innerHeight );
  78. renderer.vr.enabled = true;
  79. container.appendChild( renderer.domElement );
  80. renderer.domElement.addEventListener( 'mousedown', onMouseDown, false );
  81. renderer.domElement.addEventListener( 'mouseup', onMouseUp, false );
  82. renderer.domElement.addEventListener( 'touchstart', onMouseDown, false );
  83. renderer.domElement.addEventListener( 'touchend', onMouseUp, false );
  84. window.addEventListener( 'resize', onWindowResize, false );
  85. //
  86. window.addEventListener( 'vrdisplaypointerrestricted', onPointerRestricted, false );
  87. window.addEventListener( 'vrdisplaypointerunrestricted', onPointerUnrestricted, false );
  88. document.body.appendChild( WEBVR.createButton( renderer ) );
  89. }
  90. function onMouseDown() {
  91. isMouseDown = true;
  92. }
  93. function onMouseUp() {
  94. isMouseDown = false;
  95. }
  96. function onPointerRestricted() {
  97. var pointerLockElement = renderer.domElement;
  98. if ( pointerLockElement && typeof ( pointerLockElement.requestPointerLock ) === 'function' ) {
  99. pointerLockElement.requestPointerLock();
  100. }
  101. }
  102. function onPointerUnrestricted() {
  103. var currentPointerLockElement = document.pointerLockElement;
  104. var expectedPointerLockElement = renderer.domElement;
  105. if ( currentPointerLockElement && currentPointerLockElement === expectedPointerLockElement && typeof ( document.exitPointerLock ) === 'function' ) {
  106. document.exitPointerLock();
  107. }
  108. }
  109. function onWindowResize() {
  110. camera.aspect = window.innerWidth / window.innerHeight;
  111. camera.updateProjectionMatrix();
  112. renderer.setSize( window.innerWidth, window.innerHeight );
  113. }
  114. //
  115. function animate() {
  116. renderer.setAnimationLoop( render );
  117. }
  118. function render() {
  119. var delta = clock.getDelta() * 60;
  120. if ( isMouseDown === true ) {
  121. var cube = room.children[ 0 ];
  122. room.remove( cube );
  123. cube.position.set( 0, 0, - 0.75 );
  124. cube.position.applyQuaternion( camera.quaternion );
  125. cube.userData.velocity.x = ( Math.random() - 0.5 ) * 0.02 * delta;
  126. cube.userData.velocity.y = ( Math.random() - 0.5 ) * 0.02 * delta;
  127. cube.userData.velocity.z = ( Math.random() * 0.01 - 0.05 ) * delta;
  128. cube.userData.velocity.applyQuaternion( camera.quaternion );
  129. room.add( cube );
  130. }
  131. // find intersections
  132. raycaster.setFromCamera( { x: 0, y: 0 }, camera );
  133. var intersects = raycaster.intersectObjects( room.children );
  134. if ( intersects.length > 0 ) {
  135. if ( INTERSECTED != intersects[ 0 ].object ) {
  136. if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
  137. INTERSECTED = intersects[ 0 ].object;
  138. INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
  139. INTERSECTED.material.emissive.setHex( 0xff0000 );
  140. }
  141. } else {
  142. if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
  143. INTERSECTED = undefined;
  144. }
  145. // Keep cubes inside room
  146. for ( var i = 0; i < room.children.length; i ++ ) {
  147. var cube = room.children[ i ];
  148. cube.userData.velocity.multiplyScalar( 1 - ( 0.001 * delta ) );
  149. cube.position.add( cube.userData.velocity );
  150. if ( cube.position.x < - 3 || cube.position.x > 3 ) {
  151. cube.position.x = THREE.Math.clamp( cube.position.x, - 3, 3 );
  152. cube.userData.velocity.x = - cube.userData.velocity.x;
  153. }
  154. if ( cube.position.y < - 3 || cube.position.y > 3 ) {
  155. cube.position.y = THREE.Math.clamp( cube.position.y, - 3, 3 );
  156. cube.userData.velocity.y = - cube.userData.velocity.y;
  157. }
  158. if ( cube.position.z < - 3 || cube.position.z > 3 ) {
  159. cube.position.z = THREE.Math.clamp( cube.position.z, - 3, 3 );
  160. cube.userData.velocity.z = - cube.userData.velocity.z;
  161. }
  162. cube.rotation.x += cube.userData.velocity.x * 2 * delta;
  163. cube.rotation.y += cube.userData.velocity.y * 2 * delta;
  164. cube.rotation.z += cube.userData.velocity.z * 2 * delta;
  165. }
  166. renderer.render( scene, camera );
  167. }
  168. </script>
  169. </body>
  170. </html>