webxr_vr_rollercoaster.html 6.0 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. </head>
  9. <body>
  10. <!-- Import maps polyfill -->
  11. <!-- Remove this when import maps will be widely supported -->
  12. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  13. <script type="importmap">
  14. {
  15. "imports": {
  16. "three": "../build/three.module.js",
  17. "three/addons/": "./jsm/"
  18. }
  19. }
  20. </script>
  21. <script type="module">
  22. import * as THREE from 'three';
  23. import {
  24. RollerCoasterGeometry,
  25. RollerCoasterShadowGeometry,
  26. RollerCoasterLiftersGeometry,
  27. TreesGeometry,
  28. SkyGeometry
  29. } from 'three/addons/misc/RollerCoaster.js';
  30. import { VRButton } from 'three/addons/webxr/VRButton.js';
  31. let mesh, material, geometry;
  32. const renderer = new THREE.WebGLRenderer( { antialias: true } );
  33. renderer.setPixelRatio( window.devicePixelRatio );
  34. renderer.setSize( window.innerWidth, window.innerHeight );
  35. renderer.useLegacyLights = false;
  36. renderer.xr.enabled = true;
  37. renderer.xr.setReferenceSpaceType( 'local' );
  38. document.body.appendChild( renderer.domElement );
  39. document.body.appendChild( VRButton.createButton( renderer ) );
  40. //
  41. const scene = new THREE.Scene();
  42. scene.background = new THREE.Color( 0xf0f0ff );
  43. const light = new THREE.HemisphereLight( 0xfff0f0, 0x60606, 3 );
  44. light.position.set( 1, 1, 1 );
  45. scene.add( light );
  46. const train = new THREE.Object3D();
  47. scene.add( train );
  48. const camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 500 );
  49. train.add( camera );
  50. // environment
  51. geometry = new THREE.PlaneGeometry( 500, 500, 15, 15 );
  52. geometry.rotateX( - Math.PI / 2 );
  53. const positions = geometry.attributes.position.array;
  54. const vertex = new THREE.Vector3();
  55. for ( let i = 0; i < positions.length; i += 3 ) {
  56. vertex.fromArray( positions, i );
  57. vertex.x += Math.random() * 10 - 5;
  58. vertex.z += Math.random() * 10 - 5;
  59. const distance = ( vertex.distanceTo( scene.position ) / 5 ) - 25;
  60. vertex.y = Math.random() * Math.max( 0, distance );
  61. vertex.toArray( positions, i );
  62. }
  63. geometry.computeVertexNormals();
  64. material = new THREE.MeshLambertMaterial( {
  65. color: 0x407000
  66. } );
  67. mesh = new THREE.Mesh( geometry, material );
  68. scene.add( mesh );
  69. geometry = new TreesGeometry( mesh );
  70. material = new THREE.MeshBasicMaterial( {
  71. side: THREE.DoubleSide, vertexColors: true
  72. } );
  73. mesh = new THREE.Mesh( geometry, material );
  74. scene.add( mesh );
  75. geometry = new SkyGeometry();
  76. material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
  77. mesh = new THREE.Mesh( geometry, material );
  78. scene.add( mesh );
  79. //
  80. const PI2 = Math.PI * 2;
  81. const curve = ( function () {
  82. const vector = new THREE.Vector3();
  83. const vector2 = new THREE.Vector3();
  84. return {
  85. getPointAt: function ( t ) {
  86. t = t * PI2;
  87. const x = Math.sin( t * 3 ) * Math.cos( t * 4 ) * 50;
  88. const y = Math.sin( t * 10 ) * 2 + Math.cos( t * 17 ) * 2 + 5;
  89. const z = Math.sin( t ) * Math.sin( t * 4 ) * 50;
  90. return vector.set( x, y, z ).multiplyScalar( 2 );
  91. },
  92. getTangentAt: function ( t ) {
  93. const delta = 0.0001;
  94. const t1 = Math.max( 0, t - delta );
  95. const t2 = Math.min( 1, t + delta );
  96. return vector2.copy( this.getPointAt( t2 ) )
  97. .sub( this.getPointAt( t1 ) ).normalize();
  98. }
  99. };
  100. } )();
  101. geometry = new RollerCoasterGeometry( curve, 1500 );
  102. material = new THREE.MeshPhongMaterial( {
  103. vertexColors: true
  104. } );
  105. mesh = new THREE.Mesh( geometry, material );
  106. scene.add( mesh );
  107. geometry = new RollerCoasterLiftersGeometry( curve, 100 );
  108. material = new THREE.MeshPhongMaterial();
  109. mesh = new THREE.Mesh( geometry, material );
  110. mesh.position.y = 0.1;
  111. scene.add( mesh );
  112. geometry = new RollerCoasterShadowGeometry( curve, 500 );
  113. material = new THREE.MeshBasicMaterial( {
  114. color: 0x305000, depthWrite: false, transparent: true
  115. } );
  116. mesh = new THREE.Mesh( geometry, material );
  117. mesh.position.y = 0.1;
  118. scene.add( mesh );
  119. const funfairs = [];
  120. //
  121. geometry = new THREE.CylinderGeometry( 10, 10, 5, 15 );
  122. material = new THREE.MeshLambertMaterial( {
  123. color: 0xff8080
  124. } );
  125. mesh = new THREE.Mesh( geometry, material );
  126. mesh.position.set( - 80, 10, - 70 );
  127. mesh.rotation.x = Math.PI / 2;
  128. scene.add( mesh );
  129. funfairs.push( mesh );
  130. geometry = new THREE.CylinderGeometry( 5, 6, 4, 10 );
  131. material = new THREE.MeshLambertMaterial( {
  132. color: 0x8080ff
  133. } );
  134. mesh = new THREE.Mesh( geometry, material );
  135. mesh.position.set( 50, 2, 30 );
  136. scene.add( mesh );
  137. funfairs.push( mesh );
  138. //
  139. window.addEventListener( 'resize', onWindowResize );
  140. function onWindowResize() {
  141. camera.aspect = window.innerWidth / window.innerHeight;
  142. camera.updateProjectionMatrix();
  143. renderer.setSize( window.innerWidth, window.innerHeight );
  144. }
  145. //
  146. const position = new THREE.Vector3();
  147. const tangent = new THREE.Vector3();
  148. const lookAt = new THREE.Vector3();
  149. let velocity = 0;
  150. let progress = 0;
  151. let prevTime = performance.now();
  152. function render() {
  153. const time = performance.now();
  154. const delta = time - prevTime;
  155. for ( let i = 0; i < funfairs.length; i ++ ) {
  156. funfairs[ i ].rotation.y = time * 0.0004;
  157. }
  158. //
  159. progress += velocity;
  160. progress = progress % 1;
  161. position.copy( curve.getPointAt( progress ) );
  162. position.y += 0.3;
  163. train.position.copy( position );
  164. tangent.copy( curve.getTangentAt( progress ) );
  165. velocity -= tangent.y * 0.0000001 * delta;
  166. velocity = Math.max( 0.00004, Math.min( 0.0002, velocity ) );
  167. train.lookAt( lookAt.copy( position ).sub( tangent ) );
  168. //
  169. renderer.render( scene, camera );
  170. prevTime = time;
  171. }
  172. renderer.setAnimationLoop( render );
  173. </script>
  174. </body>
  175. </html>