webvr_multiview.html 4.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webvr - ball shooter</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. font-family: Monospace;
  10. background-color: #101010;
  11. color: #fff;
  12. margin: 0px;
  13. overflow: hidden;
  14. }
  15. a {
  16. color: #48f;
  17. }
  18. </style>
  19. </head>
  20. <body>
  21. <script src="../build/three.js"></script>
  22. <script src="js/vr/WebVR.js"></script>
  23. <script src="js/geometries/BoxLineGeometry.js"></script>
  24. <script>
  25. var container;
  26. var camera, scene, renderer;
  27. var room;
  28. var count = 0;
  29. var radius = 0.08;
  30. var normal = new THREE.Vector3();
  31. var relativeVelocity = new THREE.Vector3();
  32. var clock = new THREE.Clock();
  33. init();
  34. animate();
  35. function init() {
  36. container = document.createElement( 'div' );
  37. document.body.appendChild( container );
  38. var info = document.createElement( 'div' );
  39. info.style.position = 'absolute';
  40. info.style.top = '10px';
  41. info.style.width = '100%';
  42. info.style.textAlign = 'center';
  43. info.innerHTML = '<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webvr - ball shooter';
  44. container.appendChild( info );
  45. scene = new THREE.Scene();
  46. scene.background = new THREE.Color( 0x505050 );
  47. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
  48. room = new THREE.LineSegments(
  49. new THREE.BoxLineGeometry( 6, 6, 6, 10, 10, 10 ),
  50. new THREE.LineBasicMaterial( { color: 0x808080 } )
  51. );
  52. room.geometry.translate( 0, 3, 0 );
  53. scene.add( room );
  54. var light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
  55. light.position.set( 1, 1, 1 );
  56. scene.add( light );
  57. var geometry = new THREE.IcosahedronBufferGeometry( radius );
  58. for ( var i = 0; i < 2000; i ++ ) {
  59. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
  60. object.position.x = Math.random() * 4 - 2;
  61. object.position.y = Math.random() * 4;
  62. object.position.z = Math.random() * 4 - 2;
  63. object.userData.velocity = new THREE.Vector3();
  64. object.userData.velocity.x = 2 * Math.random() - 1;
  65. object.userData.velocity.y = 2 * Math.random() - 1;
  66. object.userData.velocity.z = 2 * Math.random() - 1;
  67. room.add( object );
  68. }
  69. //
  70. var canvas = document.createElement( 'canvas' );
  71. var context = canvas.getContext( 'webgl2', { antialias: false } );
  72. renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
  73. renderer.setPixelRatio( window.devicePixelRatio );
  74. renderer.setSize( window.innerWidth, window.innerHeight );
  75. renderer.vr.enabled = true;
  76. container.appendChild( renderer.domElement );
  77. //
  78. document.body.appendChild( WEBVR.createButton( renderer ) );
  79. //
  80. window.addEventListener( 'resize', onWindowResize, false );
  81. }
  82. function onWindowResize() {
  83. camera.aspect = window.innerWidth / window.innerHeight;
  84. camera.updateProjectionMatrix();
  85. renderer.setSize( window.innerWidth, window.innerHeight );
  86. }
  87. //
  88. function animate() {
  89. renderer.setAnimationLoop( render );
  90. }
  91. function render() {
  92. //
  93. var delta = clock.getDelta();
  94. var range = 3 - radius;
  95. for ( var i = 0; i < room.children.length; i ++ ) {
  96. var object = room.children[ i ];
  97. object.position.x += object.userData.velocity.x * delta;
  98. object.position.y += object.userData.velocity.y * delta;
  99. object.position.z += object.userData.velocity.z * delta;
  100. // keep objects inside room
  101. if ( object.position.x < - range || object.position.x > range ) {
  102. object.position.x = THREE.Math.clamp( object.position.x, - range, range );
  103. object.userData.velocity.x = - object.userData.velocity.x;
  104. }
  105. if ( object.position.y < radius || object.position.y > 6 ) {
  106. object.position.y = Math.max( object.position.y, radius );
  107. object.userData.velocity.y = - object.userData.velocity.y;
  108. }
  109. if ( object.position.z < - range || object.position.z > range ) {
  110. object.position.z = THREE.Math.clamp( object.position.z, - range, range );
  111. object.userData.velocity.z = - object.userData.velocity.z;
  112. }
  113. }
  114. renderer.render( scene, camera );
  115. }
  116. </script>
  117. </body>
  118. </html>
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