webvr_ballshooter_multiview.html 8.2 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webvr - ball shooter with multiview</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 ms;
  27. var camera, scene, renderer;
  28. var controller1, controller2;
  29. var avgCounter = new Array(240, 0);
  30. var room;
  31. var count = 0;
  32. var radius = 0.08;
  33. var normal = new THREE.Vector3();
  34. var relativeVelocity = new THREE.Vector3();
  35. var clock = new THREE.Clock();
  36. init();
  37. animate();
  38. function init() {
  39. container = document.createElement( 'div' );
  40. document.body.appendChild( container );
  41. const urlParams = new URLSearchParams(window.location.search);
  42. const multiview = urlParams.has('enableMultiview');
  43. scene = new THREE.Scene();
  44. scene.background = new THREE.Color( 0x505050 );
  45. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
  46. room = new THREE.LineSegments(
  47. new THREE.BoxLineGeometry( 6, 6, 6, 10, 10, 10 ),
  48. new THREE.LineBasicMaterial( { color: 0x808080 } )
  49. );
  50. room.geometry.translate( 0, 3, 0 );
  51. scene.add( room );
  52. var light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
  53. light.position.set( 1, 1, 1 );
  54. scene.add( light );
  55. var geometry = new THREE.IcosahedronBufferGeometry( radius, 2 );
  56. var numObjects = urlParams.get('num') || 200;
  57. for ( var i = 0; i < numObjects; i ++ ) {
  58. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
  59. object.position.x = Math.random() * 4 - 2;
  60. object.position.y = Math.random() * 4;
  61. object.position.z = Math.random() * 4 - 2;
  62. object.userData.velocity = new THREE.Vector3();
  63. object.userData.velocity.x = Math.random() * 0.01 - 0.005;
  64. object.userData.velocity.y = Math.random() * 0.01 - 0.005;
  65. object.userData.velocity.z = Math.random() * 0.01 - 0.005;
  66. room.add( object );
  67. }
  68. //
  69. var canvas = document.createElement( 'canvas' );
  70. var context = canvas.getContext( 'webgl2', { antialias: false } );
  71. renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context, multiview: multiview } );
  72. renderer.setPixelRatio( window.devicePixelRatio );
  73. renderer.setSize( window.innerWidth, window.innerHeight );
  74. renderer.vr.enabled = true;
  75. container.appendChild( renderer.domElement );
  76. //
  77. var info = document.createElement( 'div' );
  78. info.style.position = 'absolute';
  79. info.style.top = '10px';
  80. info.style.width = '100%';
  81. info.style.textAlign = 'center';
  82. function colorize( value ) {
  83. return value ? '<b style="color:#3f3">true</b>' : '<b style="color:#f33">false</b>';
  84. }
  85. function addNumLink( value ) {
  86. return `<a href="?num=${ value }&${!multiview ? '' : 'enableMultiview'}">${ value }</a>`;
  87. }
  88. info.innerHTML = '<b>OVR_multiview2</b> demo<br/>requested: ' + colorize( multiview ) + ` <a href="?num=${ numObjects }&${ multiview ? '' : 'enableMultiview' }">toggle</a>`
  89. + `<br/>available: ${ colorize( renderer.multiview.isAvailable() ) }<br/>enabled: ${ colorize( renderer.multiview.isEnabled() ) }<br/>
  90. ${addNumLink(200)}
  91. ${addNumLink(500)}
  92. ${addNumLink(1000)}
  93. ${addNumLink(2500)}
  94. ${addNumLink(5000)}
  95. <br/>`;
  96. container.appendChild( info );
  97. ms = document.createElement('div');
  98. ms.innerHTML = '';
  99. info.appendChild(ms);
  100. document.body.appendChild( WEBVR.createButton( renderer ) );
  101. // controllers
  102. function onSelectStart() {
  103. this.userData.isSelecting = true;
  104. }
  105. function onSelectEnd() {
  106. this.userData.isSelecting = false;
  107. }
  108. controller1 = renderer.vr.getController( 0 );
  109. controller1.addEventListener( 'selectstart', onSelectStart );
  110. controller1.addEventListener( 'selectend', onSelectEnd );
  111. scene.add( controller1 );
  112. controller2 = renderer.vr.getController( 1 );
  113. controller2.addEventListener( 'selectstart', onSelectStart );
  114. controller2.addEventListener( 'selectend', onSelectEnd );
  115. scene.add( controller2 );
  116. // helpers
  117. var geometry = new THREE.BufferGeometry();
  118. geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( [ 0, 0, 0, 0, 0, - 1 ], 3 ) );
  119. geometry.addAttribute( 'color', new THREE.Float32BufferAttribute( [ 0.5, 0.5, 0.5, 0, 0, 0 ], 3 ) );
  120. var material = new THREE.LineBasicMaterial( { vertexColors: true, blending: THREE.AdditiveBlending } );
  121. controller1.add( new THREE.Line( geometry, material ) );
  122. controller2.add( new THREE.Line( geometry, material ) );
  123. //
  124. window.addEventListener( 'resize', onWindowResize, false );
  125. }
  126. function onWindowResize() {
  127. camera.aspect = window.innerWidth / window.innerHeight;
  128. camera.updateProjectionMatrix();
  129. renderer.setSize( window.innerWidth, window.innerHeight );
  130. }
  131. function handleController( controller ) {
  132. if ( controller.userData.isSelecting ) {
  133. var object = room.children[ count ++ ];
  134. object.position.copy( controller.position );
  135. object.userData.velocity.x = ( Math.random() - 0.5 ) * 3;
  136. object.userData.velocity.y = ( Math.random() - 0.5 ) * 3;
  137. object.userData.velocity.z = ( Math.random() - 9 );
  138. object.userData.velocity.applyQuaternion( controller.quaternion );
  139. if ( count === room.children.length ) count = 0;
  140. }
  141. }
  142. //
  143. function animate() {
  144. renderer.setAnimationLoop( render );
  145. }
  146. function render() {
  147. handleController( controller1 );
  148. handleController( controller2 );
  149. //
  150. var delta = clock.getDelta() * 0.8; // slow down simulation
  151. var range = 3 - radius;
  152. for ( var i = 0; i < room.children.length; i ++ ) {
  153. var object = room.children[ i ];
  154. object.position.x += object.userData.velocity.x * delta;
  155. object.position.y += object.userData.velocity.y * delta;
  156. object.position.z += object.userData.velocity.z * delta;
  157. // keep objects inside room
  158. if ( object.position.x < - range || object.position.x > range ) {
  159. object.position.x = THREE.Math.clamp( object.position.x, - range, range );
  160. object.userData.velocity.x = - object.userData.velocity.x;
  161. }
  162. if ( object.position.y < radius || object.position.y > 6 ) {
  163. object.position.y = Math.max( object.position.y, radius );
  164. object.userData.velocity.x *= 0.98;
  165. object.userData.velocity.y = - object.userData.velocity.y * 0.8;
  166. object.userData.velocity.z *= 0.98;
  167. }
  168. if ( object.position.z < - range || object.position.z > range ) {
  169. object.position.z = THREE.Math.clamp( object.position.z, - range, range );
  170. object.userData.velocity.z = - object.userData.velocity.z;
  171. }
  172. for ( var j = i + 1; j < room.children.length; j ++ ) {
  173. var object2 = room.children[ j ];
  174. normal.copy( object.position ).sub( object2.position );
  175. var distance = normal.length();
  176. if ( distance < 2 * radius ) {
  177. normal.multiplyScalar( 0.5 * distance - radius );
  178. object.position.sub( normal );
  179. object2.position.add( normal );
  180. normal.normalize();
  181. relativeVelocity.copy( object.userData.velocity ).sub( object2.userData.velocity );
  182. normal = normal.multiplyScalar( relativeVelocity.dot( normal ) );
  183. object.userData.velocity.sub( normal );
  184. object2.userData.velocity.add( normal );
  185. }
  186. }
  187. object.userData.velocity.y -= 9.8 * delta;
  188. }
  189. var ts = performance.now();
  190. renderer.render( scene, camera );
  191. var trender = performance.now() - ts;
  192. // Compute average of the last frames
  193. for (var i = 0; i < avgCounter.length-1; ++i) avgCounter[i] = avgCounter[i+1];
  194. avgCounter[avgCounter.length-1] = trender;
  195. var avg = avgCounter.reduce(function(a, b) { return a + b; }) / avgCounter.length;
  196. ms.innerHTML = `renderer.render time: ${ trender.toFixed( 2 ) }ms (avg: ${ avg.toFixed( 2 ) }ms)`;
  197. }
  198. </script>
  199. </body>
  200. </html>
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