webxr_vr_rollercoaster.html 5.7 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. <script type="module">
  11. import * as THREE from '../build/three.module.js';
  12. import {
  13. RollerCoasterGeometry,
  14. RollerCoasterShadowGeometry,
  15. RollerCoasterLiftersGeometry,
  16. TreesGeometry,
  17. SkyGeometry
  18. } from './jsm/misc/RollerCoaster.js';
  19. import { VRButton } from './jsm/webxr/VRButton.js';
  20. let mesh, material, geometry;
  21. const renderer = new THREE.WebGLRenderer( { antialias: true } );
  22. renderer.setPixelRatio( window.devicePixelRatio );
  23. renderer.setSize( window.innerWidth, window.innerHeight );
  24. renderer.xr.enabled = true;
  25. renderer.xr.setReferenceSpaceType( 'local' );
  26. document.body.appendChild( renderer.domElement );
  27. document.body.appendChild( VRButton.createButton( renderer ) );
  28. //
  29. const scene = new THREE.Scene();
  30. scene.background = new THREE.Color( 0xf0f0ff );
  31. const light = new THREE.HemisphereLight( 0xfff0f0, 0x606066 );
  32. light.position.set( 1, 1, 1 );
  33. scene.add( light );
  34. const train = new THREE.Object3D();
  35. scene.add( train );
  36. const camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 500 );
  37. train.add( camera );
  38. // environment
  39. geometry = new THREE.PlaneGeometry( 500, 500, 15, 15 );
  40. geometry.rotateX( - Math.PI / 2 );
  41. const positions = geometry.attributes.position.array;
  42. const vertex = new THREE.Vector3();
  43. for ( let i = 0; i < positions.length; i += 3 ) {
  44. vertex.fromArray( positions, i );
  45. vertex.x += Math.random() * 10 - 5;
  46. vertex.z += Math.random() * 10 - 5;
  47. const distance = ( vertex.distanceTo( scene.position ) / 5 ) - 25;
  48. vertex.y = Math.random() * Math.max( 0, distance );
  49. vertex.toArray( positions, i );
  50. }
  51. geometry.computeVertexNormals();
  52. material = new THREE.MeshLambertMaterial( {
  53. color: 0x407000
  54. } );
  55. mesh = new THREE.Mesh( geometry, material );
  56. scene.add( mesh );
  57. geometry = new TreesGeometry( mesh );
  58. material = new THREE.MeshBasicMaterial( {
  59. side: THREE.DoubleSide, vertexColors: true
  60. } );
  61. mesh = new THREE.Mesh( geometry, material );
  62. scene.add( mesh );
  63. geometry = new SkyGeometry();
  64. material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
  65. mesh = new THREE.Mesh( geometry, material );
  66. scene.add( mesh );
  67. //
  68. const PI2 = Math.PI * 2;
  69. const curve = ( function () {
  70. const vector = new THREE.Vector3();
  71. const vector2 = new THREE.Vector3();
  72. return {
  73. getPointAt: function ( t ) {
  74. t = t * PI2;
  75. const x = Math.sin( t * 3 ) * Math.cos( t * 4 ) * 50;
  76. const y = Math.sin( t * 10 ) * 2 + Math.cos( t * 17 ) * 2 + 5;
  77. const z = Math.sin( t ) * Math.sin( t * 4 ) * 50;
  78. return vector.set( x, y, z ).multiplyScalar( 2 );
  79. },
  80. getTangentAt: function ( t ) {
  81. const delta = 0.0001;
  82. const t1 = Math.max( 0, t - delta );
  83. const t2 = Math.min( 1, t + delta );
  84. return vector2.copy( this.getPointAt( t2 ) )
  85. .sub( this.getPointAt( t1 ) ).normalize();
  86. }
  87. };
  88. } )();
  89. geometry = new RollerCoasterGeometry( curve, 1500 );
  90. material = new THREE.MeshPhongMaterial( {
  91. vertexColors: true
  92. } );
  93. mesh = new THREE.Mesh( geometry, material );
  94. scene.add( mesh );
  95. geometry = new RollerCoasterLiftersGeometry( curve, 100 );
  96. material = new THREE.MeshPhongMaterial();
  97. mesh = new THREE.Mesh( geometry, material );
  98. mesh.position.y = 0.1;
  99. scene.add( mesh );
  100. geometry = new RollerCoasterShadowGeometry( curve, 500 );
  101. material = new THREE.MeshBasicMaterial( {
  102. color: 0x305000, depthWrite: false, transparent: true
  103. } );
  104. mesh = new THREE.Mesh( geometry, material );
  105. mesh.position.y = 0.1;
  106. scene.add( mesh );
  107. const funfairs = [];
  108. //
  109. geometry = new THREE.CylinderGeometry( 10, 10, 5, 15 );
  110. material = new THREE.MeshLambertMaterial( {
  111. color: 0xff8080
  112. } );
  113. mesh = new THREE.Mesh( geometry, material );
  114. mesh.position.set( - 80, 10, - 70 );
  115. mesh.rotation.x = Math.PI / 2;
  116. scene.add( mesh );
  117. funfairs.push( mesh );
  118. geometry = new THREE.CylinderGeometry( 5, 6, 4, 10 );
  119. material = new THREE.MeshLambertMaterial( {
  120. color: 0x8080ff
  121. } );
  122. mesh = new THREE.Mesh( geometry, material );
  123. mesh.position.set( 50, 2, 30 );
  124. scene.add( mesh );
  125. funfairs.push( mesh );
  126. //
  127. window.addEventListener( 'resize', onWindowResize );
  128. function onWindowResize() {
  129. camera.aspect = window.innerWidth / window.innerHeight;
  130. camera.updateProjectionMatrix();
  131. renderer.setSize( window.innerWidth, window.innerHeight );
  132. }
  133. //
  134. const position = new THREE.Vector3();
  135. const tangent = new THREE.Vector3();
  136. const lookAt = new THREE.Vector3();
  137. let velocity = 0;
  138. let progress = 0;
  139. let prevTime = performance.now();
  140. function render() {
  141. const time = performance.now();
  142. const delta = time - prevTime;
  143. for ( let i = 0; i < funfairs.length; i ++ ) {
  144. funfairs[ i ].rotation.y = time * 0.0004;
  145. }
  146. //
  147. progress += velocity;
  148. progress = progress % 1;
  149. position.copy( curve.getPointAt( progress ) );
  150. position.y += 0.3;
  151. train.position.copy( position );
  152. tangent.copy( curve.getTangentAt( progress ) );
  153. velocity -= tangent.y * 0.0000001 * delta;
  154. velocity = Math.max( 0.00004, Math.min( 0.0002, velocity ) );
  155. train.lookAt( lookAt.copy( position ).sub( tangent ) );
  156. //
  157. renderer.render( scene, camera );
  158. prevTime = time;
  159. }
  160. renderer.setAnimationLoop( render );
  161. </script>
  162. </body>
  163. </html>