webxr-look-to-select.html 4.3 KB

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  1. <!-- Licensed under a BSD license. See license.html for license -->
  2. <!DOCTYPE html>
  3. <html>
  4. <head>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
  7. <title>Three.js - WebXR - Look to Select</title>
  8. <style>
  9. html, body {
  10. height: 100%;
  11. margin: 0;
  12. }
  13. #c {
  14. width: 100%;
  15. height: 100%;
  16. display: block;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <canvas id="c"></canvas>
  22. </body>
  23. <script type="module">
  24. import * as THREE from '../../build/three.module.js';
  25. import {VRButton} from '../../examples/jsm/webxr/VRButton.js';
  26. function main() {
  27. const canvas = document.querySelector('#c');
  28. const renderer = new THREE.WebGLRenderer({canvas});
  29. renderer.xr.enabled = true;
  30. document.body.appendChild(VRButton.createButton(renderer));
  31. const fov = 75;
  32. const aspect = 2; // the canvas default
  33. const near = 0.1;
  34. const far = 50;
  35. const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  36. camera.position.set(0, 1.6, 0);
  37. const scene = new THREE.Scene();
  38. {
  39. const loader = new THREE.CubeTextureLoader();
  40. const texture = loader.load([
  41. 'resources/images/grid-1024.png',
  42. 'resources/images/grid-1024.png',
  43. 'resources/images/grid-1024.png',
  44. 'resources/images/grid-1024.png',
  45. 'resources/images/grid-1024.png',
  46. 'resources/images/grid-1024.png',
  47. ]);
  48. scene.background = texture;
  49. }
  50. {
  51. const color = 0xFFFFFF;
  52. const intensity = 1;
  53. const light = new THREE.DirectionalLight(color, intensity);
  54. light.position.set(-1, 2, 4);
  55. scene.add(light);
  56. }
  57. const boxWidth = 1;
  58. const boxHeight = 1;
  59. const boxDepth = 1;
  60. const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
  61. function makeInstance(geometry, color, x) {
  62. const material = new THREE.MeshPhongMaterial({color});
  63. const cube = new THREE.Mesh(geometry, material);
  64. scene.add(cube);
  65. cube.position.x = x;
  66. cube.position.y = 1.6;
  67. cube.position.z = -2;
  68. return cube;
  69. }
  70. const cubes = [
  71. makeInstance(geometry, 0x44aa88, 0),
  72. makeInstance(geometry, 0x8844aa, -2),
  73. makeInstance(geometry, 0xaa8844, 2),
  74. ];
  75. class PickHelper {
  76. constructor() {
  77. this.raycaster = new THREE.Raycaster();
  78. this.pickedObject = null;
  79. this.pickedObjectSavedColor = 0;
  80. }
  81. pick(normalizedPosition, scene, camera, time) {
  82. // restore the color if there is a picked object
  83. if (this.pickedObject) {
  84. this.pickedObject.material.emissive.setHex(this.pickedObjectSavedColor);
  85. this.pickedObject = undefined;
  86. }
  87. // cast a ray through the frustum
  88. this.raycaster.setFromCamera(normalizedPosition, camera);
  89. // get the list of objects the ray intersected
  90. const intersectedObjects = this.raycaster.intersectObjects(scene.children);
  91. if (intersectedObjects.length) {
  92. // pick the first object. It's the closest one
  93. this.pickedObject = intersectedObjects[0].object;
  94. // save its color
  95. this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
  96. // set its emissive color to flashing red/yellow
  97. this.pickedObject.material.emissive.setHex((time * 8) % 2 > 1 ? 0xFFFF00 : 0xFF0000);
  98. }
  99. }
  100. }
  101. const pickHelper = new PickHelper();
  102. function resizeRendererToDisplaySize(renderer) {
  103. const canvas = renderer.domElement;
  104. const width = canvas.clientWidth;
  105. const height = canvas.clientHeight;
  106. const needResize = canvas.width !== width || canvas.height !== height;
  107. if (needResize) {
  108. renderer.setSize(width, height, false);
  109. }
  110. return needResize;
  111. }
  112. function render(time) {
  113. time *= 0.001;
  114. if (resizeRendererToDisplaySize(renderer)) {
  115. const canvas = renderer.domElement;
  116. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  117. camera.updateProjectionMatrix();
  118. }
  119. cubes.forEach((cube, ndx) => {
  120. const speed = 1 + ndx * .1;
  121. const rot = time * speed;
  122. cube.rotation.x = rot;
  123. cube.rotation.y = rot;
  124. });
  125. // 0, 0 is the center of the view in normalized coordinates.
  126. pickHelper.pick({x: 0, y: 0}, scene, camera, time);
  127. renderer.render(scene, camera);
  128. }
  129. renderer.setAnimationLoop(render);
  130. }
  131. main();
  132. </script>
  133. </html>