webxr_vr_rollercoaster.html 6.9 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/webxr_vr_rollercoaster.html">
  10. <meta property="og:image" content="https://threejs.org/examples/screenshots/webxr_vr_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.module.js",
  18. "three/addons/": "./jsm/"
  19. }
  20. }
  21. </script>
  22. <script type="module">
  23. import * as THREE from 'three';
  24. import {
  25. RollerCoasterGeometry,
  26. RollerCoasterShadowGeometry,
  27. RollerCoasterLiftersGeometry,
  28. TreesGeometry,
  29. SkyGeometry
  30. } from 'three/addons/misc/RollerCoaster.js';
  31. import { VRButton } from 'three/addons/webxr/VRButton.js';
  32. let mesh, material, geometry;
  33. const renderer = new THREE.WebGLRenderer( { antialias: true } );
  34. renderer.setPixelRatio( window.devicePixelRatio );
  35. renderer.setSize( window.innerWidth, window.innerHeight );
  36. renderer.setAnimationLoop( animate );
  37. renderer.xr.enabled = true;
  38. renderer.xr.setReferenceSpaceType( 'local' );
  39. document.body.appendChild( renderer.domElement );
  40. document.body.appendChild( VRButton.createButton( renderer ) );
  41. //
  42. const scene = new THREE.Scene();
  43. scene.background = new THREE.Color( 0xf0f0ff );
  44. const light = new THREE.HemisphereLight( 0xfff0f0, 0x60606, 3 );
  45. light.position.set( 1, 1, 1 );
  46. scene.add( light );
  47. const train = new THREE.Object3D();
  48. scene.add( train );
  49. const camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 500 );
  50. train.add( camera );
  51. // environment
  52. geometry = new THREE.PlaneGeometry( 500, 500, 15, 15 );
  53. geometry.rotateX( - Math.PI / 2 );
  54. const positions = geometry.attributes.position.array;
  55. const vertex = new THREE.Vector3();
  56. for ( let i = 0; i < positions.length; i += 3 ) {
  57. vertex.fromArray( positions, i );
  58. vertex.x += Math.random() * 10 - 5;
  59. vertex.z += Math.random() * 10 - 5;
  60. const distance = ( vertex.distanceTo( scene.position ) / 5 ) - 25;
  61. vertex.y = Math.random() * Math.max( 0, distance );
  62. vertex.toArray( positions, i );
  63. }
  64. geometry.computeVertexNormals();
  65. material = new THREE.MeshLambertMaterial( {
  66. color: 0x407000
  67. } );
  68. mesh = new THREE.Mesh( geometry, material );
  69. scene.add( mesh );
  70. geometry = new TreesGeometry( mesh );
  71. material = new THREE.MeshBasicMaterial( {
  72. side: THREE.DoubleSide, vertexColors: true
  73. } );
  74. mesh = new THREE.Mesh( geometry, material );
  75. scene.add( mesh );
  76. geometry = new SkyGeometry();
  77. material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
  78. mesh = new THREE.Mesh( geometry, material );
  79. scene.add( mesh );
  80. //
  81. const PI2 = Math.PI * 2;
  82. const curve = ( function () {
  83. const vector = new THREE.Vector3();
  84. const vector2 = new THREE.Vector3();
  85. return {
  86. getPointAt: function ( t ) {
  87. t = t * PI2;
  88. const x = Math.sin( t * 3 ) * Math.cos( t * 4 ) * 50;
  89. const y = Math.sin( t * 10 ) * 2 + Math.cos( t * 17 ) * 2 + 5;
  90. const z = Math.sin( t ) * Math.sin( t * 4 ) * 50;
  91. return vector.set( x, y, z ).multiplyScalar( 2 );
  92. },
  93. getTangentAt: function ( t ) {
  94. const delta = 0.0001;
  95. const t1 = Math.max( 0, t - delta );
  96. const t2 = Math.min( 1, t + delta );
  97. return vector2.copy( this.getPointAt( t2 ) )
  98. .sub( this.getPointAt( t1 ) ).normalize();
  99. }
  100. };
  101. } )();
  102. geometry = new RollerCoasterGeometry( curve, 1500 );
  103. material = new THREE.MeshPhongMaterial( {
  104. vertexColors: true
  105. } );
  106. mesh = new THREE.Mesh( geometry, material );
  107. scene.add( mesh );
  108. geometry = new RollerCoasterLiftersGeometry( curve, 100 );
  109. material = new THREE.MeshPhongMaterial();
  110. mesh = new THREE.Mesh( geometry, material );
  111. mesh.position.y = 0.1;
  112. scene.add( mesh );
  113. geometry = new RollerCoasterShadowGeometry( curve, 500 );
  114. material = new THREE.MeshBasicMaterial( {
  115. color: 0x305000, depthWrite: false, transparent: true
  116. } );
  117. mesh = new THREE.Mesh( geometry, material );
  118. mesh.position.y = 0.1;
  119. scene.add( mesh );
  120. const funfairs = [];
  121. //
  122. geometry = new THREE.CylinderGeometry( 10, 10, 5, 15 );
  123. material = new THREE.MeshLambertMaterial( {
  124. color: 0xff8080
  125. } );
  126. mesh = new THREE.Mesh( geometry, material );
  127. mesh.position.set( - 80, 10, - 70 );
  128. mesh.rotation.x = Math.PI / 2;
  129. scene.add( mesh );
  130. funfairs.push( mesh );
  131. geometry = new THREE.CylinderGeometry( 5, 6, 4, 10 );
  132. material = new THREE.MeshLambertMaterial( {
  133. color: 0x8080ff
  134. } );
  135. mesh = new THREE.Mesh( geometry, material );
  136. mesh.position.set( 50, 2, 30 );
  137. scene.add( mesh );
  138. funfairs.push( mesh );
  139. //
  140. window.addEventListener( 'resize', onWindowResize );
  141. function onWindowResize() {
  142. camera.aspect = window.innerWidth / window.innerHeight;
  143. camera.updateProjectionMatrix();
  144. renderer.setSize( window.innerWidth, window.innerHeight );
  145. }
  146. //
  147. const position = new THREE.Vector3();
  148. const tangent = new THREE.Vector3();
  149. const lookAt = new THREE.Vector3();
  150. const tangent1 = new THREE.Vector3();
  151. const tangent2 = new THREE.Vector3();
  152. const bankQuaternion = new THREE.Quaternion();
  153. let velocity = 0;
  154. let progress = 0;
  155. let prevTime = performance.now();
  156. function animate() {
  157. const time = performance.now();
  158. const delta = time - prevTime;
  159. for ( let i = 0; i < funfairs.length; i ++ ) {
  160. funfairs[ i ].rotation.y = time * 0.0004;
  161. }
  162. //
  163. progress += velocity;
  164. progress = progress % 1;
  165. position.copy( curve.getPointAt( progress ) );
  166. position.y += 0.3;
  167. train.position.copy( position );
  168. tangent.copy( curve.getTangentAt( progress ) );
  169. velocity -= tangent.y * 0.0000001 * delta;
  170. velocity = Math.max( 0.00004, Math.min( 0.0002, velocity ) );
  171. // banking
  172. const bankDelta = 0.01;
  173. const t1 = ( ( progress - bankDelta ) % 1 + 1 ) % 1;
  174. const t2 = ( progress + bankDelta ) % 1;
  175. tangent1.copy( curve.getTangentAt( t1 ) );
  176. tangent2.copy( curve.getTangentAt( t2 ) );
  177. let headingChange = Math.atan2( tangent2.x, tangent2.z ) - Math.atan2( tangent1.x, tangent1.z );
  178. if ( headingChange > Math.PI ) headingChange -= Math.PI * 2;
  179. if ( headingChange < -Math.PI ) headingChange += Math.PI * 2;
  180. train.up.set( 0, 1, 0 );
  181. bankQuaternion.setFromAxisAngle( tangent, - Math.atan( headingChange * 8 ) * 0.5 );
  182. train.up.applyQuaternion( bankQuaternion );
  183. train.lookAt( lookAt.copy( position ).sub( tangent ) );
  184. //
  185. renderer.render( scene, camera );
  186. prevTime = time;
  187. }
  188. </script>
  189. </body>
  190. </html>
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