webxr_vr_rollercoaster.html 6.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js vr - 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 12/04/2019 -->
  9. <meta http-equiv="origin-trial" content="Aq9LklhCLNUveuCr7QTpGpqwCPG817cYHdVyQuJPOZYk47iRB390lUKa5edVmgS1pZSl8HPspElEC/91Fz55dwIAAABTeyJvcmlnaW4iOiJodHRwczovL3RocmVlanMub3JnOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZU03NiIsImV4cGlyeSI6MTU3NTQxNzU5OX0=">
  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 {
  16. RollerCoasterGeometry,
  17. RollerCoasterShadowGeometry,
  18. RollerCoasterLiftersGeometry,
  19. TreesGeometry,
  20. SkyGeometry
  21. } from './jsm/misc/RollerCoaster.js';
  22. import { VRButton } from './jsm/webxr/VRButton.js';
  23. var renderer = new THREE.WebGLRenderer( { antialias: true } );
  24. renderer.setPixelRatio( window.devicePixelRatio );
  25. renderer.setSize( window.innerWidth, window.innerHeight );
  26. renderer.vr.enabled = true;
  27. document.body.appendChild( renderer.domElement );
  28. document.body.appendChild( VRButton.createButton( renderer, { referenceSpaceType: 'local' } ) );
  29. //
  30. var scene = new THREE.Scene();
  31. scene.background = new THREE.Color( 0xf0f0ff );
  32. var light = new THREE.HemisphereLight( 0xfff0f0, 0x606066 );
  33. light.position.set( 1, 1, 1 );
  34. scene.add( light );
  35. var train = new THREE.Object3D();
  36. scene.add( train );
  37. var camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 500 );
  38. train.add( camera );
  39. // environment
  40. var geometry = new THREE.PlaneBufferGeometry( 500, 500, 15, 15 );
  41. geometry.rotateX( - Math.PI / 2 );
  42. var positions = geometry.attributes.position.array;
  43. var vertex = new THREE.Vector3();
  44. for ( var i = 0; i < positions.length; i += 3 ) {
  45. vertex.fromArray( positions, i );
  46. vertex.x += Math.random() * 10 - 5;
  47. vertex.z += Math.random() * 10 - 5;
  48. var distance = ( vertex.distanceTo( scene.position ) / 5 ) - 25;
  49. vertex.y = Math.random() * Math.max( 0, distance );
  50. vertex.toArray( positions, i );
  51. }
  52. geometry.computeVertexNormals();
  53. var material = new THREE.MeshLambertMaterial( {
  54. color: 0x407000
  55. } );
  56. var mesh = new THREE.Mesh( geometry, material );
  57. scene.add( mesh );
  58. var geometry = new TreesGeometry( mesh );
  59. var material = new THREE.MeshBasicMaterial( {
  60. side: THREE.DoubleSide, vertexColors: THREE.VertexColors
  61. } );
  62. var mesh = new THREE.Mesh( geometry, material );
  63. scene.add( mesh );
  64. var geometry = new SkyGeometry();
  65. var material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
  66. var mesh = new THREE.Mesh( geometry, material );
  67. scene.add( mesh );
  68. //
  69. var PI2 = Math.PI * 2;
  70. var curve = ( function () {
  71. var vector = new THREE.Vector3();
  72. var vector2 = new THREE.Vector3();
  73. return {
  74. getPointAt: function ( t ) {
  75. t = t * PI2;
  76. var x = Math.sin( t * 3 ) * Math.cos( t * 4 ) * 50;
  77. var y = Math.sin( t * 10 ) * 2 + Math.cos( t * 17 ) * 2 + 5;
  78. var z = Math.sin( t ) * Math.sin( t * 4 ) * 50;
  79. return vector.set( x, y, z ).multiplyScalar( 2 );
  80. },
  81. getTangentAt: function ( t ) {
  82. var delta = 0.0001;
  83. var t1 = Math.max( 0, t - delta );
  84. var t2 = Math.min( 1, t + delta );
  85. return vector2.copy( this.getPointAt( t2 ) )
  86. .sub( this.getPointAt( t1 ) ).normalize();
  87. }
  88. };
  89. } )();
  90. var geometry = new RollerCoasterGeometry( curve, 1500 );
  91. var material = new THREE.MeshPhongMaterial( {
  92. vertexColors: THREE.VertexColors
  93. } );
  94. var mesh = new THREE.Mesh( geometry, material );
  95. scene.add( mesh );
  96. var geometry = new RollerCoasterLiftersGeometry( curve, 100 );
  97. var material = new THREE.MeshPhongMaterial();
  98. var mesh = new THREE.Mesh( geometry, material );
  99. mesh.position.y = 0.1;
  100. scene.add( mesh );
  101. var geometry = new RollerCoasterShadowGeometry( curve, 500 );
  102. var material = new THREE.MeshBasicMaterial( {
  103. color: 0x305000, depthWrite: false, transparent: true
  104. } );
  105. var mesh = new THREE.Mesh( geometry, material );
  106. mesh.position.y = 0.1;
  107. scene.add( mesh );
  108. var funfairs = [];
  109. //
  110. var geometry = new THREE.CylinderBufferGeometry( 10, 10, 5, 15 );
  111. var material = new THREE.MeshLambertMaterial( {
  112. color: 0xff8080,
  113. //flatShading: true // Lambert does not support flat shading
  114. } );
  115. var mesh = new THREE.Mesh( geometry, material );
  116. mesh.position.set( - 80, 10, - 70 );
  117. mesh.rotation.x = Math.PI / 2;
  118. scene.add( mesh );
  119. funfairs.push( mesh );
  120. var geometry = new THREE.CylinderBufferGeometry( 5, 6, 4, 10 );
  121. var material = new THREE.MeshLambertMaterial( {
  122. color: 0x8080ff,
  123. //flatShading: true // Lambert does not support flat shading
  124. } );
  125. var mesh = new THREE.Mesh( geometry, material );
  126. mesh.position.set( 50, 2, 30 );
  127. scene.add( mesh );
  128. funfairs.push( mesh );
  129. //
  130. window.addEventListener( 'resize', onWindowResize, false );
  131. function onWindowResize() {
  132. camera.aspect = window.innerWidth / window.innerHeight;
  133. camera.updateProjectionMatrix();
  134. renderer.setSize( window.innerWidth, window.innerHeight );
  135. }
  136. //
  137. var position = new THREE.Vector3();
  138. var tangent = new THREE.Vector3();
  139. var lookAt = new THREE.Vector3();
  140. var velocity = 0;
  141. var progress = 0;
  142. var prevTime = performance.now();
  143. function render() {
  144. var time = performance.now();
  145. var delta = time - prevTime;
  146. for ( var i = 0; i < funfairs.length; i ++ ) {
  147. funfairs[ i ].rotation.y = time * 0.0004;
  148. }
  149. //
  150. progress += velocity;
  151. progress = progress % 1;
  152. position.copy( curve.getPointAt( progress ) );
  153. position.y += 0.3;
  154. train.position.copy( position );
  155. tangent.copy( curve.getTangentAt( progress ) );
  156. velocity -= tangent.y * 0.0000001 * delta;
  157. velocity = Math.max( 0.00004, Math.min( 0.0002, velocity ) );
  158. train.lookAt( lookAt.copy( position ).sub( tangent ) );
  159. //
  160. renderer.render( scene, camera );
  161. prevTime = time;
  162. }
  163. renderer.setAnimationLoop( render );
  164. </script>
  165. </body>
  166. </html>