webvr_rollercoaster.html 6.2 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. <!-- Origin Trial Token, feature = WebVR (For Chrome M62+), origin = https://threejs.org, expires = 2018-05-12 -->
  8. <meta http-equiv="origin-trial" data-feature="WebVR (For Chrome M62+)" data-expires="2018-05-12" content="AkM+gi6Fb7IUBwFLs18hn/x6dusbsVRYG9KBTWUUjvmT0m0wGkxRPy63Aj/i+Ti4d6qMEMnRcsR7MVV5Wuvp/AIAAABQeyJvcmlnaW4iOiJodHRwczovL3RocmVlanMub3JnOjQ0MyIsImZlYXR1cmUiOiJXZWJWUjEuMU02MiIsImV4cGlyeSI6MTUyNjExODIwMH0=">
  9. <style>
  10. body {
  11. margin: 0px;
  12. color: #fff;
  13. font-family: Monospace;
  14. background-color: #444;
  15. overflow: hidden;
  16. }
  17. a {
  18. color: #00f;
  19. }
  20. </style>
  21. </head>
  22. <body>
  23. <script src="../build/three.js"></script>
  24. <script src="js/RollerCoaster.js"></script>
  25. <script src="js/vr/WebVR.js"></script>
  26. <script>
  27. var renderer = new THREE.WebGLRenderer( { antialias: true } );
  28. renderer.setPixelRatio( window.devicePixelRatio );
  29. renderer.setSize( window.innerWidth, window.innerHeight );
  30. renderer.vr.enabled = true;
  31. renderer.vr.userHeight = 0; // TOFIX
  32. document.body.appendChild( renderer.domElement );
  33. document.body.appendChild( WEBVR.createButton( renderer ) );
  34. //
  35. var scene = new THREE.Scene();
  36. scene.background = new THREE.Color( 0xf0f0ff );
  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, 0.1, 500 );
  43. train.add( camera );
  44. // environment
  45. var geometry = new THREE.PlaneBufferGeometry( 500, 500, 15, 15 );
  46. geometry.rotateX( - Math.PI / 2 );
  47. var positions = geometry.attributes.position.array;
  48. var vertex = new THREE.Vector3();
  49. for ( var i = 0; i < positions.length; i += 3 ) {
  50. vertex.fromArray( positions, i );
  51. vertex.x += Math.random() * 10 - 5;
  52. vertex.z += Math.random() * 10 - 5;
  53. var distance = ( vertex.distanceTo( scene.position ) / 5 ) - 25;
  54. vertex.y = Math.random() * Math.max( 0, distance );
  55. vertex.toArray( positions, i );
  56. }
  57. geometry.computeVertexNormals();
  58. var material = new THREE.MeshLambertMaterial( {
  59. color: 0x407000
  60. } );
  61. var mesh = new THREE.Mesh( geometry, material );
  62. scene.add( mesh );
  63. var geometry = new TreesGeometry( mesh );
  64. var material = new THREE.MeshBasicMaterial( {
  65. side: THREE.DoubleSide, vertexColors: THREE.VertexColors
  66. } );
  67. var mesh = new THREE.Mesh( geometry, material );
  68. scene.add( mesh );
  69. var geometry = new SkyGeometry();
  70. var material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
  71. var mesh = new THREE.Mesh( geometry, material );
  72. scene.add( mesh );
  73. //
  74. var PI2 = Math.PI * 2;
  75. var curve = ( function () {
  76. var vector = new THREE.Vector3();
  77. var vector2 = new THREE.Vector3();
  78. return {
  79. getPointAt: function ( t ) {
  80. t = t * PI2;
  81. var x = Math.sin( t * 3 ) * Math.cos( t * 4 ) * 50;
  82. var y = Math.sin( t * 10 ) * 2 + Math.cos( t * 17 ) * 2 + 5;
  83. var z = Math.sin( t ) * Math.sin( t * 4 ) * 50;
  84. return vector.set( x, y, z ).multiplyScalar( 2 );
  85. },
  86. getTangentAt: function ( t ) {
  87. var delta = 0.0001;
  88. var t1 = Math.max( 0, t - delta );
  89. var t2 = Math.min( 1, t + delta );
  90. return vector2.copy( this.getPointAt ( t2 ) )
  91. .sub( this.getPointAt( t1 ) ).normalize();
  92. }
  93. };
  94. } )();
  95. var geometry = new RollerCoasterGeometry( curve, 1500 );
  96. var material = new THREE.MeshPhongMaterial( {
  97. vertexColors: THREE.VertexColors
  98. } );
  99. var mesh = new THREE.Mesh( geometry, material );
  100. scene.add( mesh );
  101. var geometry = new RollerCoasterLiftersGeometry( curve, 100 );
  102. var material = new THREE.MeshPhongMaterial();
  103. var mesh = new THREE.Mesh( geometry, material );
  104. mesh.position.y = 0.1;
  105. scene.add( mesh );
  106. var geometry = new RollerCoasterShadowGeometry( curve, 500 );
  107. var material = new THREE.MeshBasicMaterial( {
  108. color: 0x305000, depthWrite: false, transparent: true
  109. } );
  110. var mesh = new THREE.Mesh( geometry, material );
  111. mesh.position.y = 0.1;
  112. scene.add( mesh );
  113. var funfairs = [];
  114. //
  115. var geometry = new THREE.CylinderBufferGeometry( 10, 10, 5, 15 );
  116. var material = new THREE.MeshLambertMaterial( {
  117. color: 0xff8080,
  118. //flatShading: true // Lambert does not support flat shading
  119. } );
  120. var mesh = new THREE.Mesh( geometry, material );
  121. mesh.position.set( - 80, 10, - 70 );
  122. mesh.rotation.x = Math.PI / 2;
  123. scene.add( mesh );
  124. funfairs.push( mesh );
  125. var geometry = new THREE.CylinderBufferGeometry( 5, 6, 4, 10 );
  126. var material = new THREE.MeshLambertMaterial( {
  127. color: 0x8080ff,
  128. //flatShading: true // Lambert does not support flat shading
  129. } );
  130. var mesh = new THREE.Mesh( geometry, material );
  131. mesh.position.set( 50, 2, 30 );
  132. scene.add( mesh );
  133. funfairs.push( mesh );
  134. //
  135. window.addEventListener( 'resize', onWindowResize, false );
  136. function onWindowResize() {
  137. camera.aspect = window.innerWidth / window.innerHeight;
  138. camera.updateProjectionMatrix();
  139. renderer.setSize( window.innerWidth, window.innerHeight );
  140. }
  141. //
  142. var position = new THREE.Vector3();
  143. var tangent = new THREE.Vector3();
  144. var lookAt = new THREE.Vector3();
  145. var velocity = 0;
  146. var progress = 0;
  147. var prevTime = performance.now();
  148. function render() {
  149. var time = performance.now();
  150. var delta = time - prevTime;
  151. for ( var i = 0; i < funfairs.length; i ++ ) {
  152. funfairs[ i ].rotation.y = time * 0.0004;
  153. }
  154. //
  155. progress += velocity;
  156. progress = progress % 1;
  157. position.copy( curve.getPointAt( progress ) );
  158. position.y += 0.3;
  159. train.position.copy( position );
  160. tangent.copy( curve.getTangentAt( progress ) );
  161. velocity -= tangent.y * 0.0000001 * delta;
  162. velocity = Math.max( 0.00004, Math.min( 0.0002, velocity ) );
  163. train.lookAt( lookAt.copy( position ).sub( tangent ) );
  164. //
  165. renderer.render( scene, camera );
  166. prevTime = time;
  167. }
  168. renderer.animate( render );
  169. </script>
  170. </body>
  171. </html>