webvr_rollercoaster.html 6.0 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. <style>
  8. body {
  9. margin: 0px;
  10. color: #fff;
  11. font-family: Monospace;
  12. background-color: #444;
  13. overflow: hidden;
  14. }
  15. a {
  16. color: #00f;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <script src="../build/three.js"></script>
  22. <script src="js/RollerCoaster.js"></script>
  23. <script src="js/controls/VRControls.js"></script>
  24. <script src="js/effects/VREffect.js"></script>
  25. <script src="js/vr/WebVR.js"></script>
  26. <script>
  27. if ( WEBVR.isAvailable() === false ) {
  28. document.body.appendChild( WEBVR.getMessage() );
  29. }
  30. //
  31. var renderer = new THREE.WebGLRenderer( { antialias: true } );
  32. renderer.setClearColor( 0xf0f0ff );
  33. renderer.setPixelRatio( window.devicePixelRatio );
  34. renderer.setSize( window.innerWidth, window.innerHeight );
  35. document.body.appendChild( renderer.domElement );
  36. var scene = new THREE.Scene();
  37. var light = new THREE.HemisphereLight( 0xfff0f0, 0x606066 );
  38. light.position.set( 1, 1, 1 );
  39. scene.add( light );
  40. var train = new THREE.Object3D();
  41. scene.add( train );
  42. var camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 5000 );
  43. camera.rotation.y = Math.PI;
  44. train.add( camera );
  45. // environment
  46. var geometry = new THREE.PlaneGeometry( 5000, 5000, 15, 15 );
  47. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  48. var material = new THREE.MeshLambertMaterial( { color: 0x407000, shading: THREE.FlatShading } );
  49. for ( var i = 0; i < geometry.vertices.length; i ++ ) {
  50. var vertex = geometry.vertices[ i ];
  51. vertex.x += Math.random() * 100 - 50;
  52. vertex.z += Math.random() * 100 - 50;
  53. var distance = ( vertex.distanceTo( scene.position ) / 5 ) - 250;
  54. vertex.y = Math.random() * Math.max( 0, distance );
  55. }
  56. geometry.computeFaceNormals();
  57. var mesh = new THREE.Mesh( geometry, material );
  58. scene.add( mesh );
  59. var geometry = new TreesGeometry( mesh );
  60. var material = new THREE.MeshBasicMaterial( { side: THREE.DoubleSide, vertexColors: THREE.VertexColors } );
  61. var mesh = new THREE.Mesh( geometry, material );
  62. scene.add( mesh );
  63. var geometry = new SkyGeometry();
  64. var material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
  65. var mesh = new THREE.Mesh( geometry, material );
  66. scene.add( mesh );
  67. //
  68. var PI2 = Math.PI * 2;
  69. var curve = ( function () {
  70. var vector = new THREE.Vector3();
  71. var vector2 = new THREE.Vector3();
  72. return {
  73. getPointAt: function ( t ) {
  74. t *= Math.PI;
  75. var x = Math.sin(t * 4) * Math.cos(t * 6) * 1000;
  76. var y = Math.cos(t * 8) * 80 + Math.cos(t * 20 * Math.sin(t)) * 40 + 200;
  77. var z = Math.sin(t * 5) * Math.sin(t * 3) * 1000;
  78. return vector.set( x, y, z );
  79. },
  80. getTangentAt: function ( t ) {
  81. var delta = 0.0001;
  82. var t1 = Math.max( 0, t - delta );
  83. var t2 = Math.min( 1, t + delta );
  84. return vector2.copy( this.getPointAt ( t2 ) ).sub( this.getPointAt( t1 ) ).normalize();
  85. }
  86. };
  87. } )();
  88. var geometry = new RollerCoasterGeometry( curve, 1500 );
  89. var material = new THREE.MeshStandardMaterial( {
  90. roughness: 0.1,
  91. metalness: 0,
  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.MeshStandardMaterial( {
  98. roughness: 0.1,
  99. metalness: 0
  100. } );
  101. var mesh = new THREE.Mesh( geometry, material );
  102. mesh.position.y = 1;
  103. scene.add( mesh );
  104. var geometry = new RollerCoasterShadowGeometry( curve, 500 );
  105. var material = new THREE.MeshBasicMaterial( { color: 0x000000, opacity: 0.1, depthWrite: false, transparent: true } );
  106. var mesh = new THREE.Mesh( geometry, material );
  107. mesh.position.y = 1;
  108. scene.add( mesh );
  109. var funfairs = [];
  110. //
  111. var geometry = new THREE.CylinderGeometry( 100, 100, 50, 15 );
  112. var material = new THREE.MeshLambertMaterial( { color: 0xff8080, shading: THREE.FlatShading } );
  113. var mesh = new THREE.Mesh( geometry, material );
  114. mesh.position.set( - 800, 100, - 700 );
  115. mesh.rotation.x = Math.PI / 2;
  116. scene.add( mesh );
  117. funfairs.push( mesh );
  118. var geometry = new THREE.CylinderGeometry( 50, 60, 40, 10 );
  119. var material = new THREE.MeshLambertMaterial( { color: 0x8080ff, shading: THREE.FlatShading } );
  120. var mesh = new THREE.Mesh( geometry, material );
  121. mesh.position.set( 500, 20, 300 );
  122. scene.add( mesh );
  123. funfairs.push( mesh );
  124. //
  125. var controls = new THREE.VRControls( camera );
  126. var effect = new THREE.VREffect( renderer );
  127. if ( WEBVR.isAvailable() === true ) {
  128. document.body.appendChild( WEBVR.getButton( effect ) );
  129. }
  130. //
  131. window.addEventListener( 'resize', function () {
  132. camera.aspect = window.innerWidth / window.innerHeight;
  133. camera.updateProjectionMatrix();
  134. renderer.setSize( window.innerWidth, window.innerHeight );
  135. }, false );
  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 clock = new THREE.Clock();
  143. function animate( time ) {
  144. effect.requestAnimationFrame( animate );
  145. var delta = clock.getDelta() * 60;
  146. for ( var i = 0; i < funfairs.length; i ++ ) {
  147. funfairs[ i ].rotation.y = time * 0.0002;
  148. }
  149. //
  150. progress += velocity * delta;
  151. progress = progress % 1;
  152. position.copy( curve.getPointAt( progress ) );
  153. position.y += 3;
  154. train.position.copy( position );
  155. tangent.copy( curve.getTangentAt( progress ) );
  156. velocity -= tangent.y * 0.0000015 * delta;
  157. velocity = Math.max( velocity, 0.00004 );
  158. train.lookAt( lookAt.copy( position ).sub( tangent ) );
  159. //
  160. controls.update();
  161. effect.render( scene, camera );
  162. }
  163. effect.requestAnimationFrame( animate );
  164. </script>
  165. </body>
  166. </html>