webvr_cubes.html 4.5 KB
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<!DOCTYPE html>
<html lang="en">
	<head>
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		<title>three.js webvr - cubes</title>
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		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				font-family: Monospace;
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				background-color: #101010;
				color: #fff;
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				margin: 0px;
				overflow: hidden;
			}
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			a {
				color: #f00;
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			}
		</style>
	</head>
	<body>

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		<script src="../build/three.min.js"></script>
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		<script src="js/WebVR.js"></script>
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		<script src="js/effects/VREffect.js"></script>
		<script src="js/controls/VRControls.js"></script>
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		<script src="js/libs/stats.min.js"></script>

		<script>

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			if ( WEBVR.isLatestAvailable() === false ) {

				document.body.appendChild( WEBVR.getMessage() );

			}

			//

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			var container, stats;
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			var camera, scene, raycaster, renderer;
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			var effect, controls;
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			var cubes = [];
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			var INTERSECTED;
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			var radius = 100, theta = 0;
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			var crosshair;
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			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				var info = document.createElement( 'div' );
				info.style.position = 'absolute';
				info.style.top = '10px';
				info.style.width = '100%';
				info.style.textAlign = 'center';
				info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - interactive cubes';
				container.appendChild( info );

				scene = new THREE.Scene();

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				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
				scene.add( camera );

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				crosshair = new THREE.Mesh(
					new THREE.RingGeometry( 0.5, 1, 32 ),
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					new THREE.MeshBasicMaterial( {
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						color: 0xffffff,
						opacity: 0.5,
						transparent: true
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					} )
				);
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				crosshair.position.z = - 40;
				camera.add( crosshair );
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				var light = new THREE.DirectionalLight( 0xffffff, 1 );
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				light.position.set( 1, 1, 1 ).normalize();
				scene.add( light );

				var geometry = new THREE.BoxGeometry( 20, 20, 20 );

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				for ( var i = 0; i < 200; i ++ ) {
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					var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );

					object.position.x = Math.random() * 800 - 400;
					object.position.y = Math.random() * 800 - 400;
					object.position.z = Math.random() * 800 - 400;

					object.rotation.x = Math.random() * 2 * Math.PI;
					object.rotation.y = Math.random() * 2 * Math.PI;
					object.rotation.z = Math.random() * 2 * Math.PI;

					object.scale.x = Math.random() + 0.5;
					object.scale.y = Math.random() + 0.5;
					object.scale.z = Math.random() + 0.5;

					scene.add( object );
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					cubes.push( object );
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				}

				raycaster = new THREE.Raycaster();

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				renderer = new THREE.WebGLRenderer( { antialias: true } );
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				renderer.setClearColor( 0x101010 );
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				renderer.setPixelRatio( window.devicePixelRatio );
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				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.sortObjects = false;
				container.appendChild( renderer.domElement );
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				controls = new THREE.VRControls( camera );
				effect = new THREE.VREffect( renderer );
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				if ( WEBVR.isAvailable() === true ) {
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					document.body.appendChild( WEBVR.getButton( effect ) );
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				}

				stats = new Stats();
				stats.domElement.style.position = 'absolute';
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				stats.domElement.style.top = '0';
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				container.appendChild( stats.domElement );

				//

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

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				effect.setSize( window.innerWidth, window.innerHeight );
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			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();
				stats.update();

			}

			function render() {

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				// find intersections
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				raycaster.setFromCamera( { x: 0, y: 0 }, camera );
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				var intersects = raycaster.intersectObjects( cubes );
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				if ( intersects.length > 0 ) {

					if ( INTERSECTED != intersects[ 0 ].object ) {

						if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );

						INTERSECTED = intersects[ 0 ].object;
						INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
						INTERSECTED.material.emissive.setHex( 0xff0000 );

					}

				} else {

					if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );

					INTERSECTED = null;

				}

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				controls.update();
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				effect.render( scene, camera );
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			}

		</script>
	</body>
</html>