webvr_vive_paint.html 12.6 KB
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<!DOCTYPE html>
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<html lang="en">
	<head>
		<title>three.js webvr - htc vive - paint</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
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		<!-- Origin Trial Token, feature = WebVR (For Chrome M62+), origin = https://threejs.org, expires = 2018-08-30 -->
		<meta http-equiv="origin-trial" data-feature="WebVR (For Chrome M62+)" data-expires="2018-08-30" content="Ag80lPFLAvRyqP2W5I5XBzACxrTAQTWa3cXebXzq+WzW66nlQa6lvejGg1gdAMrzYbY6jUWp8g08kEnzb6svVgcAAABQeyJvcmlnaW4iOiJodHRwczovL3RocmVlanMub3JnOjQ0MyIsImZlYXR1cmUiOiJXZWJWUjEuMU02MiIsImV4cGlyeSI6MTUzNTYzNjYxOX0=">
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		<meta http-equiv="origin-trial" data-feature="WebXR Device API" data-expires="2018-08-28" content="Ag7nJS0Q6nBKfmRY1XLKHslnz73amLhaf8RoFpYz36MpMq0oa30AETLXer74BIwa3t8uDXlR0n4W9f/o674Rqw4AAABQeyJvcmlnaW4iOiJodHRwczovL3RocmVlanMub3JnOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZSIsImV4cGlyeSI6MTUzNTQxNDQwMH0=">
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		<style>
			body {
				font-family: Monospace;
				background-color: #101010;
				color: #fff;
				margin: 0px;
				overflow: hidden;
			}
			a {
				color: #f00;
			}
		</style>
	</head>
	<body>

		<script src="../build/three.js"></script>

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		<script src="js/vr/ViveController.js"></script>
		<script src="js/vr/PaintViveController.js"></script>
		<script src="js/vr/WebVR.js"></script>
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		<script src="js/loaders/OBJLoader.js"></script>

		<script>

			var container;
			var camera, scene, renderer;
			var controller1, controller2;

			var line;
			var shapes = {};

			var up = new THREE.Vector3( 0, 1, 0 );
			var vector = new THREE.Vector3();

			var vector1 = new THREE.Vector3();
			var vector2 = new THREE.Vector3();
			var vector3 = new THREE.Vector3();
			var vector4 = new THREE.Vector3();

			var point4 = new THREE.Vector3();
			var point5 = new THREE.Vector3();

			init();
			initGeometry();
			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';
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				info.innerHTML = '<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - htc vive - paint';
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				container.appendChild( info );

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0x222222 );

				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 50 );

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				var geometry = new THREE.BoxBufferGeometry( 0.5, 0.8, 0.5 );
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				var material = new THREE.MeshStandardMaterial( {
					color: 0x444444,
					roughness: 1.0,
					metalness: 0.0
				} );
				var table = new THREE.Mesh( geometry, material );
				table.position.y = 0.35;
				table.position.z = 0.85;
				table.castShadow = true;
				table.receiveShadow = true;
				scene.add( table );

				/*
				var table = new THREE.Mesh( geometry, material );
				table.position.y = 0.35;
				table.position.z = -0.85;
				table.castShadow = true;
				table.receiveShadow = true;
				scene.add( table );
				*/

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				var geometry = new THREE.PlaneBufferGeometry( 4, 4 );
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				var material = new THREE.MeshStandardMaterial( {
					color: 0x222222,
					roughness: 1.0,
					metalness: 0.0
				} );
				var floor = new THREE.Mesh( geometry, material );
				floor.rotation.x = - Math.PI / 2;
				floor.receiveShadow = true;
				scene.add( floor );

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				scene.add( new THREE.GridHelper( 20, 40, 0x111111, 0x111111 ) );
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				scene.add( new THREE.HemisphereLight( 0x888877, 0x777788 ) );

				var light = new THREE.DirectionalLight( 0xffffff );
				light.position.set( 0, 6, 0 );
				light.castShadow = true;
				light.shadow.camera.top = 2;
				light.shadow.camera.bottom = -2;
				light.shadow.camera.right = 2;
				light.shadow.camera.left = -2;
				light.shadow.mapSize.set( 4096, 4096 );
				scene.add( light );

				// scene.add( new THREE.DirectionalLightHelper( light ) );
				// scene.add( new THREE.CameraHelper( light.shadow.camera ) );

				//

				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.gammaInput = true;
				renderer.gammaOutput = true;
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				renderer.shadowMap.enabled = true;
				renderer.vr.enabled = true;
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				container.appendChild( renderer.domElement );

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				document.body.appendChild( WEBVR.createButton( renderer ) );
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				// controllers

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				controller1 = new THREE.PaintViveController( 0 );
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				controller1.standingMatrix = renderer.vr.getStandingMatrix();
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				controller1.userData.points = [ new THREE.Vector3(), new THREE.Vector3() ];
				controller1.userData.matrices = [ new THREE.Matrix4(), new THREE.Matrix4() ];
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				scene.add( controller1 );
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				controller2 = new THREE.PaintViveController( 1 );
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				controller2.standingMatrix = renderer.vr.getStandingMatrix();
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				controller2.userData.points = [ new THREE.Vector3(), new THREE.Vector3() ];
				controller2.userData.matrices = [ new THREE.Matrix4(), new THREE.Matrix4() ];
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				scene.add( controller2 );
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				var loader = new THREE.OBJLoader();
				loader.setPath( 'models/obj/vive-controller/' );
				loader.load( 'vr_controller_vive_1_5.obj', function ( object ) {

					var loader = new THREE.TextureLoader();
					loader.setPath( 'models/obj/vive-controller/' );

					var controller = object.children[ 0 ];
					controller.material.map = loader.load( 'onepointfive_texture.png' );
					controller.material.specularMap = loader.load( 'onepointfive_spec.png' );
					controller.castShadow = true;
					controller.receiveShadow = true;

					// var pivot = new THREE.Group();
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					// var pivot = new THREE.Mesh( new THREE.BoxBufferGeometry( 0.01, 0.01, 0.01 ) );
					var pivot = new THREE.Mesh( new THREE.IcosahedronBufferGeometry( 0.01, 2 ) );
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					pivot.name = 'pivot';
					pivot.position.y = -0.016;
					pivot.position.z = -0.043;
					pivot.rotation.x = Math.PI / 5.5;
					controller.add( pivot );

					controller1.add( controller.clone() );
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					pivot.material = pivot.material.clone();
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					controller2.add( controller.clone() );

				} );

				//

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

			}

			function initGeometry() {

				var geometry = new THREE.BufferGeometry();

				var positions = new THREE.BufferAttribute( new Float32Array( 1000000 * 3 ), 3 );
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				positions.dynamic = true;
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				geometry.addAttribute( 'position', positions );

				var normals = new THREE.BufferAttribute( new Float32Array( 1000000 * 3 ), 3 );
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				normals.dynamic = true;
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				geometry.addAttribute( 'normal', normals );

				var colors = new THREE.BufferAttribute( new Float32Array( 1000000 * 3 ), 3 );
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				colors.dynamic = true;
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				geometry.addAttribute( 'color', colors );

				geometry.drawRange.count = 0;

				//

				/*
				var path = "textures/cube/SwedishRoyalCastle/";
				var format = '.jpg';
				var urls = [
					path + 'px' + format, path + 'nx' + format,
					path + 'py' + format, path + 'ny' + format,
					path + 'pz' + format, path + 'nz' + format
				];

				var reflectionCube = new THREE.CubeTextureLoader().load( urls );
				*/

				var material = new THREE.MeshStandardMaterial( {
					roughness: 0.9,
					metalness: 0.0,
					// envMap: reflectionCube,
					vertexColors: THREE.VertexColors,
					side: THREE.DoubleSide
				} );

				line = new THREE.Mesh( geometry, material );
				line.frustumCulled = false;
				line.castShadow = true;
				line.receiveShadow = true;
				scene.add( line );

				// Shapes
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				shapes[ 'tube' ] = getTubeShapes( 1.0 );
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			}

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			function getTubeShapes( size ) {
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				var PI2 = Math.PI * 2;

				var sides = 10;
				var array = [];
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				var radius = 0.01 * size;
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				for( var i = 0; i < sides; i ++ ) {
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					var angle = ( i / sides ) * PI2;
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					array.push( new THREE.Vector3( Math.sin( angle ) * radius, Math.cos( angle ) * radius, 0 ) );
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				}

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				return array;
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			}

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			function stroke( controller, point1, point2, matrix1, matrix2 ) {

				var color = controller.getColor();
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				var shapes = getTubeShapes( controller.getSize() );
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				var geometry = line.geometry;
				var attributes = geometry.attributes;
				var count = geometry.drawRange.count;

				var positions = attributes.position.array;
				var normals = attributes.normal.array;
				var colors = attributes.color.array;

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				for ( var j = 0, jl = shapes.length; j < jl; j ++ ) {
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					var vertex1 = shapes[ j ];
					var vertex2 = shapes[ ( j + 1 ) % jl ];
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					// positions

					vector1.copy( vertex1 );
					vector1.applyMatrix4( matrix2 );
					vector1.add( point2 );

					vector2.copy( vertex2 );
					vector2.applyMatrix4( matrix2 );
					vector2.add( point2 );

					vector3.copy( vertex2 );
					vector3.applyMatrix4( matrix1 );
					vector3.add( point1 );

					vector4.copy( vertex1 );
					vector4.applyMatrix4( matrix1 );
					vector4.add( point1 );

					vector1.toArray( positions, ( count + 0 ) * 3 );
					vector2.toArray( positions, ( count + 1 ) * 3 );
					vector4.toArray( positions, ( count + 2 ) * 3 );

					vector2.toArray( positions, ( count + 3 ) * 3 );
					vector3.toArray( positions, ( count + 4 ) * 3 );
					vector4.toArray( positions, ( count + 5 ) * 3 );

					// normals

					vector1.copy( vertex1 );
					vector1.applyMatrix4( matrix2 );
					vector1.normalize();

					vector2.copy( vertex2 );
					vector2.applyMatrix4( matrix2 );
					vector2.normalize();

					vector3.copy( vertex2 );
					vector3.applyMatrix4( matrix1 );
					vector3.normalize();

					vector4.copy( vertex1 );
					vector4.applyMatrix4( matrix1 );
					vector4.normalize();

					vector1.toArray( normals, ( count + 0 ) * 3 );
					vector2.toArray( normals, ( count + 1 ) * 3 );
					vector4.toArray( normals, ( count + 2 ) * 3 );

					vector2.toArray( normals, ( count + 3 ) * 3 );
					vector3.toArray( normals, ( count + 4 ) * 3 );
					vector4.toArray( normals, ( count + 5 ) * 3 );

					// colors

					color.toArray( colors, ( count + 0 ) * 3 );
					color.toArray( colors, ( count + 1 ) * 3 );
					color.toArray( colors, ( count + 2 ) * 3 );

					color.toArray( colors, ( count + 3 ) * 3 );
					color.toArray( colors, ( count + 4 ) * 3 );
					color.toArray( colors, ( count + 5 ) * 3 );

					count += 6;

				}

				geometry.drawRange.count = count;
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			}

			function updateGeometry( start, end ) {

				if ( start === end ) return;

				var offset = start * 3;
				var count = ( end - start ) * 3;

				var geometry = line.geometry;
				var attributes = geometry.attributes;

				attributes.position.updateRange.offset = offset;
				attributes.position.updateRange.count = count;
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				attributes.position.needsUpdate = true;
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				attributes.normal.updateRange.offset = offset;
				attributes.normal.updateRange.count = count;
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				attributes.normal.needsUpdate = true;
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				attributes.color.updateRange.offset = offset;
				attributes.color.updateRange.count = count;
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				attributes.color.needsUpdate = true;

			}

			function onWindowResize() {

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

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

			//

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			function handleController( controller ) {
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				controller.update();

				var pivot = controller.getObjectByName( 'pivot' );

				if ( pivot ) {

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					pivot.material.color.copy( controller.getColor() );
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					pivot.scale.setScalar(controller.getSize());
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					var matrix = pivot.matrixWorld;

					var point1 = controller.userData.points[ 0 ];
					var point2 = controller.userData.points[ 1 ];

					var matrix1 = controller.userData.matrices[ 0 ];
					var matrix2 = controller.userData.matrices[ 1 ];

					point1.setFromMatrixPosition( matrix );
					matrix1.lookAt( point2, point1, up );

					if ( controller.getButtonState( 'trigger' ) ) {

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						stroke( controller, point1, point2, matrix1, matrix2 );
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					}

					point2.copy( point1 );
					matrix2.copy( matrix1 );

				}

			}

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			function animate() {

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				renderer.setAnimationLoop( render );
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			}

			function render() {
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				var count = line.geometry.drawRange.count;

				handleController( controller1 );
				handleController( controller2 );

				updateGeometry( count, line.geometry.drawRange.count );
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				renderer.render( scene, camera );
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			}

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