forked from mrdoob/three.js
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathwebvr_rollercoaster.html
248 lines (168 loc) · 5.81 KB
/
webvr_rollercoaster.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webvr - roller coaster</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<style>
body {
margin: 0px;
color: #fff;
font-family: Monospace;
background-color: #444;
overflow: hidden;
}
a {
color: #00f;
}
</style>
</head>
<body>
<script src="../build/three.js"></script>
<script src="js/RollerCoaster.js"></script>
<script src="js/vr/WebVR.js"></script>
<script>
var renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.vr.enabled = true;
document.body.appendChild( renderer.domElement );
document.body.appendChild( WEBVR.createButton( renderer, { frameOfReferenceType: 'eye-level' } ) );
//
var scene = new THREE.Scene();
scene.background = new THREE.Color( 0xf0f0ff );
var light = new THREE.HemisphereLight( 0xfff0f0, 0x606066 );
light.position.set( 1, 1, 1 );
scene.add( light );
var train = new THREE.Object3D();
scene.add( train );
var camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 0.1, 500 );
train.add( camera );
// environment
var geometry = new THREE.PlaneBufferGeometry( 500, 500, 15, 15 );
geometry.rotateX( - Math.PI / 2 );
var positions = geometry.attributes.position.array;
var vertex = new THREE.Vector3();
for ( var i = 0; i < positions.length; i += 3 ) {
vertex.fromArray( positions, i );
vertex.x += Math.random() * 10 - 5;
vertex.z += Math.random() * 10 - 5;
var distance = ( vertex.distanceTo( scene.position ) / 5 ) - 25;
vertex.y = Math.random() * Math.max( 0, distance );
vertex.toArray( positions, i );
}
geometry.computeVertexNormals();
var material = new THREE.MeshLambertMaterial( {
color: 0x407000
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
var geometry = new TreesGeometry( mesh );
var material = new THREE.MeshBasicMaterial( {
side: THREE.DoubleSide, vertexColors: THREE.VertexColors
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
var geometry = new SkyGeometry();
var material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
//
var PI2 = Math.PI * 2;
var curve = ( function () {
var vector = new THREE.Vector3();
var vector2 = new THREE.Vector3();
return {
getPointAt: function ( t ) {
t = t * PI2;
var x = Math.sin( t * 3 ) * Math.cos( t * 4 ) * 50;
var y = Math.sin( t * 10 ) * 2 + Math.cos( t * 17 ) * 2 + 5;
var z = Math.sin( t ) * Math.sin( t * 4 ) * 50;
return vector.set( x, y, z ).multiplyScalar( 2 );
},
getTangentAt: function ( t ) {
var delta = 0.0001;
var t1 = Math.max( 0, t - delta );
var t2 = Math.min( 1, t + delta );
return vector2.copy( this.getPointAt( t2 ) )
.sub( this.getPointAt( t1 ) ).normalize();
}
};
} )();
var geometry = new RollerCoasterGeometry( curve, 1500 );
var material = new THREE.MeshPhongMaterial( {
vertexColors: THREE.VertexColors
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
var geometry = new RollerCoasterLiftersGeometry( curve, 100 );
var material = new THREE.MeshPhongMaterial();
var mesh = new THREE.Mesh( geometry, material );
mesh.position.y = 0.1;
scene.add( mesh );
var geometry = new RollerCoasterShadowGeometry( curve, 500 );
var material = new THREE.MeshBasicMaterial( {
color: 0x305000, depthWrite: false, transparent: true
} );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.y = 0.1;
scene.add( mesh );
var funfairs = [];
//
var geometry = new THREE.CylinderBufferGeometry( 10, 10, 5, 15 );
var material = new THREE.MeshLambertMaterial( {
color: 0xff8080,
//flatShading: true // Lambert does not support flat shading
} );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( - 80, 10, - 70 );
mesh.rotation.x = Math.PI / 2;
scene.add( mesh );
funfairs.push( mesh );
var geometry = new THREE.CylinderBufferGeometry( 5, 6, 4, 10 );
var material = new THREE.MeshLambertMaterial( {
color: 0x8080ff,
//flatShading: true // Lambert does not support flat shading
} );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( 50, 2, 30 );
scene.add( mesh );
funfairs.push( mesh );
//
window.addEventListener( 'resize', onWindowResize, false );
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
var position = new THREE.Vector3();
var tangent = new THREE.Vector3();
var lookAt = new THREE.Vector3();
var velocity = 0;
var progress = 0;
var prevTime = performance.now();
function render() {
var time = performance.now();
var delta = time - prevTime;
for ( var i = 0; i < funfairs.length; i ++ ) {
funfairs[ i ].rotation.y = time * 0.0004;
}
//
progress += velocity;
progress = progress % 1;
position.copy( curve.getPointAt( progress ) );
position.y += 0.3;
train.position.copy( position );
tangent.copy( curve.getTangentAt( progress ) );
velocity -= tangent.y * 0.0000001 * delta;
velocity = Math.max( 0.00004, Math.min( 0.0002, velocity ) );
train.lookAt( lookAt.copy( position ).sub( tangent ) );
//
renderer.render( scene, camera );
prevTime = time;
}
renderer.setAnimationLoop( render );
</script>
</body>
</html>