webgpu_xr_rollercoaster.html 7.8 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. <meta property="og:title" content="three.js vr - roller coaster">
  8. <meta property="og:type" content="website">
  9. <meta property="og:url" content="https://threejs.org/examples/webgpu_xr_rollercoaster.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webgpu_xr_rollercoaster.jpg">
  11. <link type="text/css" rel="stylesheet" href="main.css">
  12. </head>
  13. <body>
  14. <script type="importmap">
  15. {
  16. "imports": {
  17. "three": "../build/three.webgpu.js",
  18. "three/webgpu": "../build/three.webgpu.js",
  19. "three/addons/": "./jsm/"
  20. }
  21. }
  22. </script>
  23. <script type="module">
  24. import * as THREE from 'three/webgpu';
  25. import {
  26. RollerCoasterGeometry,
  27. RollerCoasterShadowGeometry,
  28. RollerCoasterLiftersGeometry,
  29. TreesGeometry,
  30. SkyGeometry
  31. } from 'three/addons/misc/RollerCoaster.js';
  32. import { VRButton } from 'three/addons/webxr/VRButton.js';
  33. import { setupWebGLXRFallback } from 'three/addons/webxr/WebGLXRFallback.js';
  34. let mesh, material, geometry;
  35. let renderer;
  36. const rendererParameters = { antialias: true, outputBufferType: THREE.UnsignedByteType, multiview: false };
  37. renderer = createRenderer();
  38. setRenderer( renderer );
  39. setupWebGLXRFallback( renderer, () => createRenderer( true ), setRenderer );
  40. document.body.appendChild( VRButton.createButton( renderer, { optionalFeatures: [ 'webgpu' ] } ) );
  41. //
  42. function createRenderer( forceWebGL = false ) {
  43. const parameters = { ...rendererParameters };
  44. if ( forceWebGL === true ) parameters.forceWebGL = true;
  45. const renderer = new THREE.WebGPURenderer( parameters );
  46. renderer.setPixelRatio( window.devicePixelRatio );
  47. renderer.setSize( window.innerWidth, window.innerHeight );
  48. renderer.setAnimationLoop( animate );
  49. renderer.xr.enabled = true;
  50. renderer.xr.setReferenceSpaceType( 'local' );
  51. return renderer;
  52. }
  53. function setRenderer( newRenderer, oldRenderer = null ) {
  54. if ( oldRenderer === null ) {
  55. document.body.appendChild( newRenderer.domElement );
  56. } else {
  57. document.body.replaceChild( newRenderer.domElement, oldRenderer.domElement );
  58. oldRenderer.dispose();
  59. }
  60. renderer = newRenderer;
  61. }
  62. const scene = new THREE.Scene();
  63. scene.background = new THREE.Color( 0xf0f0ff );
  64. const light = new THREE.HemisphereLight( 0xfff0f0, 0x60606, 3 );
  65. light.position.set( 1, 1, 1 );
  66. scene.add( light );
  67. const train = new THREE.Object3D();
  68. scene.add( train );
  69. const camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 500 );
  70. train.add( camera );
  71. // environment
  72. geometry = new THREE.PlaneGeometry( 500, 500, 15, 15 );
  73. geometry.rotateX( - Math.PI / 2 );
  74. const positions = geometry.attributes.position.array;
  75. const vertex = new THREE.Vector3();
  76. for ( let i = 0; i < positions.length; i += 3 ) {
  77. vertex.fromArray( positions, i );
  78. vertex.x += Math.random() * 10 - 5;
  79. vertex.z += Math.random() * 10 - 5;
  80. const distance = ( vertex.distanceTo( scene.position ) / 5 ) - 25;
  81. vertex.y = Math.random() * Math.max( 0, distance );
  82. vertex.toArray( positions, i );
  83. }
  84. geometry.computeVertexNormals();
  85. material = new THREE.MeshLambertMaterial( {
  86. color: 0x407000
  87. } );
  88. mesh = new THREE.Mesh( geometry, material );
  89. scene.add( mesh );
  90. geometry = new TreesGeometry( mesh );
  91. material = new THREE.MeshBasicMaterial( {
  92. side: THREE.DoubleSide, vertexColors: true
  93. } );
  94. mesh = new THREE.Mesh( geometry, material );
  95. scene.add( mesh );
  96. geometry = new SkyGeometry();
  97. material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
  98. mesh = new THREE.Mesh( geometry, material );
  99. scene.add( mesh );
  100. //
  101. const PI2 = Math.PI * 2;
  102. const curve = ( function () {
  103. const vector = new THREE.Vector3();
  104. const vector2 = new THREE.Vector3();
  105. return {
  106. getPointAt: function ( t ) {
  107. t = t * PI2;
  108. const x = Math.sin( t * 3 ) * Math.cos( t * 4 ) * 50;
  109. const y = Math.sin( t * 10 ) * 2 + Math.cos( t * 17 ) * 2 + 5;
  110. const z = Math.sin( t ) * Math.sin( t * 4 ) * 50;
  111. return vector.set( x, y, z ).multiplyScalar( 2 );
  112. },
  113. getTangentAt: function ( t ) {
  114. const delta = 0.0001;
  115. const t1 = Math.max( 0, t - delta );
  116. const t2 = Math.min( 1, t + delta );
  117. return vector2.copy( this.getPointAt( t2 ) )
  118. .sub( this.getPointAt( t1 ) ).normalize();
  119. }
  120. };
  121. } )();
  122. geometry = new RollerCoasterGeometry( curve, 1500 );
  123. material = new THREE.MeshPhongMaterial( {
  124. vertexColors: true
  125. } );
  126. mesh = new THREE.Mesh( geometry, material );
  127. scene.add( mesh );
  128. geometry = new RollerCoasterLiftersGeometry( curve, 100 );
  129. material = new THREE.MeshPhongMaterial();
  130. mesh = new THREE.Mesh( geometry, material );
  131. mesh.position.y = 0.1;
  132. scene.add( mesh );
  133. geometry = new RollerCoasterShadowGeometry( curve, 500 );
  134. material = new THREE.MeshBasicMaterial( {
  135. color: 0x305000, depthWrite: false, transparent: true
  136. } );
  137. mesh = new THREE.Mesh( geometry, material );
  138. mesh.position.y = 0.1;
  139. scene.add( mesh );
  140. const funfairs = [];
  141. //
  142. geometry = new THREE.CylinderGeometry( 10, 10, 5, 15 );
  143. material = new THREE.MeshLambertMaterial( {
  144. color: 0xff8080
  145. } );
  146. mesh = new THREE.Mesh( geometry, material );
  147. mesh.position.set( - 80, 10, - 70 );
  148. mesh.rotation.x = Math.PI / 2;
  149. scene.add( mesh );
  150. funfairs.push( mesh );
  151. geometry = new THREE.CylinderGeometry( 5, 6, 4, 10 );
  152. material = new THREE.MeshLambertMaterial( {
  153. color: 0x8080ff
  154. } );
  155. mesh = new THREE.Mesh( geometry, material );
  156. mesh.position.set( 50, 2, 30 );
  157. scene.add( mesh );
  158. funfairs.push( mesh );
  159. //
  160. window.addEventListener( 'resize', onWindowResize );
  161. function onWindowResize() {
  162. camera.aspect = window.innerWidth / window.innerHeight;
  163. camera.updateProjectionMatrix();
  164. renderer.setSize( window.innerWidth, window.innerHeight );
  165. }
  166. //
  167. const position = new THREE.Vector3();
  168. const tangent = new THREE.Vector3();
  169. const lookAt = new THREE.Vector3();
  170. const tangent1 = new THREE.Vector3();
  171. const tangent2 = new THREE.Vector3();
  172. const bankQuaternion = new THREE.Quaternion();
  173. let velocity = 0;
  174. let progress = 0;
  175. let prevTime = performance.now();
  176. function animate() {
  177. const time = performance.now();
  178. const delta = time - prevTime;
  179. for ( let i = 0; i < funfairs.length; i ++ ) {
  180. funfairs[ i ].rotation.y = time * 0.0004;
  181. }
  182. //
  183. progress += velocity;
  184. progress = progress % 1;
  185. position.copy( curve.getPointAt( progress ) );
  186. position.y += 0.3;
  187. train.position.copy( position );
  188. tangent.copy( curve.getTangentAt( progress ) );
  189. velocity -= tangent.y * 0.0000001 * delta;
  190. velocity = Math.max( 0.00004, Math.min( 0.0002, velocity ) );
  191. // banking
  192. const bankDelta = 0.01;
  193. const t1 = ( ( progress - bankDelta ) % 1 + 1 ) % 1;
  194. const t2 = ( progress + bankDelta ) % 1;
  195. tangent1.copy( curve.getTangentAt( t1 ) );
  196. tangent2.copy( curve.getTangentAt( t2 ) );
  197. let headingChange = Math.atan2( tangent2.x, tangent2.z ) - Math.atan2( tangent1.x, tangent1.z );
  198. if ( headingChange > Math.PI ) headingChange -= Math.PI * 2;
  199. if ( headingChange < - Math.PI ) headingChange += Math.PI * 2;
  200. train.up.set( 0, 1, 0 );
  201. bankQuaternion.setFromAxisAngle( tangent, - Math.atan( headingChange * 8 ) * 0.5 );
  202. train.up.applyQuaternion( bankQuaternion );
  203. train.lookAt( lookAt.copy( position ).sub( tangent ) );
  204. //
  205. renderer.render( scene, camera );
  206. prevTime = time;
  207. }
  208. </script>
  209. </body>
  210. </html>
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