webxr-look-to-select.html 4.5 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. <!-- Import maps polyfill -->
  24. <!-- Remove this when import maps will be widely supported -->
  25. <script async src="https://unpkg.com/[email protected]/dist/es-module-shims.js"></script>
  26. <script type="importmap">
  27. {
  28. "imports": {
  29. "three": "../../build/three.module.js",
  30. "three/addons/": "../../examples/jsm/"
  31. }
  32. }
  33. </script>
  34. <script type="module">
  35. import * as THREE from 'three';
  36. import { VRButton } from 'three/addons/webxr/VRButton.js';
  37. function main() {
  38. const canvas = document.querySelector( '#c' );
  39. const renderer = new THREE.WebGLRenderer( { antialias: true, canvas } );
  40. renderer.xr.enabled = true;
  41. document.body.appendChild( VRButton.createButton( renderer ) );
  42. const fov = 75;
  43. const aspect = 2; // the canvas default
  44. const near = 0.1;
  45. const far = 50;
  46. const camera = new THREE.PerspectiveCamera( fov, aspect, near, far );
  47. camera.position.set( 0, 1.6, 0 );
  48. const scene = new THREE.Scene();
  49. {
  50. const loader = new THREE.CubeTextureLoader();
  51. const texture = loader.load( [
  52. 'resources/images/grid-1024.png',
  53. 'resources/images/grid-1024.png',
  54. 'resources/images/grid-1024.png',
  55. 'resources/images/grid-1024.png',
  56. 'resources/images/grid-1024.png',
  57. 'resources/images/grid-1024.png',
  58. ] );
  59. scene.background = texture;
  60. }
  61. {
  62. const color = 0xFFFFFF;
  63. const intensity = 3;
  64. const light = new THREE.DirectionalLight( color, intensity );
  65. light.position.set( - 1, 2, 4 );
  66. scene.add( light );
  67. }
  68. const boxWidth = 1;
  69. const boxHeight = 1;
  70. const boxDepth = 1;
  71. const geometry = new THREE.BoxGeometry( boxWidth, boxHeight, boxDepth );
  72. function makeInstance( geometry, color, x ) {
  73. const material = new THREE.MeshPhongMaterial( { color } );
  74. const cube = new THREE.Mesh( geometry, material );
  75. scene.add( cube );
  76. cube.position.x = x;
  77. cube.position.y = 1.6;
  78. cube.position.z = - 2;
  79. return cube;
  80. }
  81. const cubes = [
  82. makeInstance( geometry, 0x44aa88, 0 ),
  83. makeInstance( geometry, 0x8844aa, - 2 ),
  84. makeInstance( geometry, 0xaa8844, 2 ),
  85. ];
  86. class PickHelper {
  87. constructor() {
  88. this.raycaster = new THREE.Raycaster();
  89. this.pickedObject = null;
  90. this.pickedObjectSavedColor = 0;
  91. }
  92. pick( normalizedPosition, scene, camera, time ) {
  93. // restore the color if there is a picked object
  94. if ( this.pickedObject ) {
  95. this.pickedObject.material.emissive.setHex( this.pickedObjectSavedColor );
  96. this.pickedObject = undefined;
  97. }
  98. // cast a ray through the frustum
  99. this.raycaster.setFromCamera( normalizedPosition, camera );
  100. // get the list of objects the ray intersected
  101. const intersectedObjects = this.raycaster.intersectObjects( scene.children );
  102. if ( intersectedObjects.length ) {
  103. // pick the first object. It's the closest one
  104. this.pickedObject = intersectedObjects[ 0 ].object;
  105. // save its color
  106. this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
  107. // set its emissive color to flashing red/yellow
  108. this.pickedObject.material.emissive.setHex( ( time * 8 ) % 2 > 1 ? 0xFFFF00 : 0xFF0000 );
  109. }
  110. }
  111. }
  112. const pickHelper = new PickHelper();
  113. function resizeRendererToDisplaySize( renderer ) {
  114. const canvas = renderer.domElement;
  115. const width = canvas.clientWidth;
  116. const height = canvas.clientHeight;
  117. const needResize = canvas.width !== width || canvas.height !== height;
  118. if ( needResize ) {
  119. renderer.setSize( width, height, false );
  120. }
  121. return needResize;
  122. }
  123. function render( time ) {
  124. time *= 0.001;
  125. if ( resizeRendererToDisplaySize( renderer ) ) {
  126. const canvas = renderer.domElement;
  127. camera.aspect = canvas.clientWidth / canvas.clientHeight;
  128. camera.updateProjectionMatrix();
  129. }
  130. cubes.forEach( ( cube, ndx ) => {
  131. const speed = 1 + ndx * .1;
  132. const rot = time * speed;
  133. cube.rotation.x = rot;
  134. cube.rotation.y = rot;
  135. } );
  136. // 0, 0 is the center of the view in normalized coordinates.
  137. pickHelper.pick( { x: 0, y: 0 }, scene, camera, time );
  138. renderer.render( scene, camera );
  139. }
  140. renderer.setAnimationLoop( render );
  141. }
  142. main();
  143. </script>
  144. </html>