webvr_rollercoaster.html 6.2 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. <!-- WebXR Device API (For Chrome M76+), expires 10/16/2019 -->
  9. <meta http-equiv="origin-trial" content="AtWCPo0cZgy0zJDSYftemy7eZvmcwR5qy/4osFkMkLZ0ar6OYyKfbu93pjpxiOVzcWNIVxgoWoK8YtxCXeFSqgIAAABTeyJvcmlnaW4iOiJodHRwczovL3RocmVlanMub3JnOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZU03NiIsImV4cGlyeSI6MTU3MTE4Mzk5OX0=">
  10. </head>
  11. <body>
  12. <script src="js/vr/HelioWebXRPolyfill.js"></script>
  13. <script type="module">
  14. import * as THREE from '../build/three.module.js';
  15. import { RollerCoasterGeometry, RollerCoasterShadowGeometry, RollerCoasterLiftersGeometry, TreesGeometry, SkyGeometry } from './jsm/misc/RollerCoaster.js';
  16. import { WEBVR } from './jsm/vr/WebVR.js';
  17. var renderer = new THREE.WebGLRenderer( { antialias: true } );
  18. renderer.setPixelRatio( window.devicePixelRatio );
  19. renderer.setSize( window.innerWidth, window.innerHeight );
  20. renderer.vr.enabled = true;
  21. document.body.appendChild( renderer.domElement );
  22. document.body.appendChild( WEBVR.createButton( renderer, { referenceSpaceType: 'local' } ) );
  23. //
  24. var scene = new THREE.Scene();
  25. scene.background = new THREE.Color( 0xf0f0ff );
  26. var light = new THREE.HemisphereLight( 0xfff0f0, 0x606066 );
  27. light.position.set( 1, 1, 1 );
  28. scene.add( light );
  29. var train = new THREE.Object3D();
  30. scene.add( train );
  31. var camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 0.1, 500 );
  32. train.add( camera );
  33. // environment
  34. var geometry = new THREE.PlaneBufferGeometry( 500, 500, 15, 15 );
  35. geometry.rotateX( - Math.PI / 2 );
  36. var positions = geometry.attributes.position.array;
  37. var vertex = new THREE.Vector3();
  38. for ( var i = 0; i < positions.length; i += 3 ) {
  39. vertex.fromArray( positions, i );
  40. vertex.x += Math.random() * 10 - 5;
  41. vertex.z += Math.random() * 10 - 5;
  42. var distance = ( vertex.distanceTo( scene.position ) / 5 ) - 25;
  43. vertex.y = Math.random() * Math.max( 0, distance );
  44. vertex.toArray( positions, i );
  45. }
  46. geometry.computeVertexNormals();
  47. var material = new THREE.MeshLambertMaterial( {
  48. color: 0x407000
  49. } );
  50. var mesh = new THREE.Mesh( geometry, material );
  51. scene.add( mesh );
  52. var geometry = new TreesGeometry( mesh );
  53. var material = new THREE.MeshBasicMaterial( {
  54. side: THREE.DoubleSide, vertexColors: THREE.VertexColors
  55. } );
  56. var mesh = new THREE.Mesh( geometry, material );
  57. scene.add( mesh );
  58. var geometry = new SkyGeometry();
  59. var material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
  60. var mesh = new THREE.Mesh( geometry, material );
  61. scene.add( mesh );
  62. //
  63. var PI2 = Math.PI * 2;
  64. var curve = ( function () {
  65. var vector = new THREE.Vector3();
  66. var vector2 = new THREE.Vector3();
  67. return {
  68. getPointAt: function ( t ) {
  69. t = t * PI2;
  70. var x = Math.sin( t * 3 ) * Math.cos( t * 4 ) * 50;
  71. var y = Math.sin( t * 10 ) * 2 + Math.cos( t * 17 ) * 2 + 5;
  72. var z = Math.sin( t ) * Math.sin( t * 4 ) * 50;
  73. return vector.set( x, y, z ).multiplyScalar( 2 );
  74. },
  75. getTangentAt: function ( t ) {
  76. var delta = 0.0001;
  77. var t1 = Math.max( 0, t - delta );
  78. var t2 = Math.min( 1, t + delta );
  79. return vector2.copy( this.getPointAt( t2 ) )
  80. .sub( this.getPointAt( t1 ) ).normalize();
  81. }
  82. };
  83. } )();
  84. var geometry = new RollerCoasterGeometry( curve, 1500 );
  85. var material = new THREE.MeshPhongMaterial( {
  86. vertexColors: THREE.VertexColors
  87. } );
  88. var mesh = new THREE.Mesh( geometry, material );
  89. scene.add( mesh );
  90. var geometry = new RollerCoasterLiftersGeometry( curve, 100 );
  91. var material = new THREE.MeshPhongMaterial();
  92. var mesh = new THREE.Mesh( geometry, material );
  93. mesh.position.y = 0.1;
  94. scene.add( mesh );
  95. var geometry = new RollerCoasterShadowGeometry( curve, 500 );
  96. var material = new THREE.MeshBasicMaterial( {
  97. color: 0x305000, depthWrite: false, transparent: true
  98. } );
  99. var mesh = new THREE.Mesh( geometry, material );
  100. mesh.position.y = 0.1;
  101. scene.add( mesh );
  102. var funfairs = [];
  103. //
  104. var geometry = new THREE.CylinderBufferGeometry( 10, 10, 5, 15 );
  105. var material = new THREE.MeshLambertMaterial( {
  106. color: 0xff8080,
  107. //flatShading: true // Lambert does not support flat shading
  108. } );
  109. var mesh = new THREE.Mesh( geometry, material );
  110. mesh.position.set( - 80, 10, - 70 );
  111. mesh.rotation.x = Math.PI / 2;
  112. scene.add( mesh );
  113. funfairs.push( mesh );
  114. var geometry = new THREE.CylinderBufferGeometry( 5, 6, 4, 10 );
  115. var material = new THREE.MeshLambertMaterial( {
  116. color: 0x8080ff,
  117. //flatShading: true // Lambert does not support flat shading
  118. } );
  119. var mesh = new THREE.Mesh( geometry, material );
  120. mesh.position.set( 50, 2, 30 );
  121. scene.add( mesh );
  122. funfairs.push( mesh );
  123. //
  124. window.addEventListener( 'resize', onWindowResize, false );
  125. function onWindowResize() {
  126. camera.aspect = window.innerWidth / window.innerHeight;
  127. camera.updateProjectionMatrix();
  128. renderer.setSize( window.innerWidth, window.innerHeight );
  129. }
  130. //
  131. var position = new THREE.Vector3();
  132. var tangent = new THREE.Vector3();
  133. var lookAt = new THREE.Vector3();
  134. var velocity = 0;
  135. var progress = 0;
  136. var prevTime = performance.now();
  137. function render() {
  138. var time = performance.now();
  139. var delta = time - prevTime;
  140. for ( var i = 0; i < funfairs.length; i ++ ) {
  141. funfairs[ i ].rotation.y = time * 0.0004;
  142. }
  143. //
  144. progress += velocity;
  145. progress = progress % 1;
  146. position.copy( curve.getPointAt( progress ) );
  147. position.y += 0.3;
  148. train.position.copy( position );
  149. tangent.copy( curve.getTangentAt( progress ) );
  150. velocity -= tangent.y * 0.0000001 * delta;
  151. velocity = Math.max( 0.00004, Math.min( 0.0002, velocity ) );
  152. train.lookAt( lookAt.copy( position ).sub( tangent ) );
  153. //
  154. renderer.render( scene, camera );
  155. prevTime = time;
  156. }
  157. renderer.setAnimationLoop( render );
  158. </script>
  159. </body>
  160. </html>