提交 afa38487 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #10679 from Mugen87/dev

Daydream: Controller and Example
......@@ -272,6 +272,7 @@ var files = {
],
"webvr": [
"webvr_cubes",
"webvr_daydream",
"webvr_panorama",
"webvr_rollercoaster",
"webvr_shadow",
......
/**
* @author Mugen87 / https://github.com/Mugen87
*/
THREE.DaydreamController = function () {
THREE.Object3D.call( this );
var scope = this;
var gamepad;
var axes = [ 0, 0 ];
var touchpadIsPressed = false;
var angularVelocity = new THREE.Vector3();
this.matrixAutoUpdate = false;
function findGamepad() {
// iterate across gamepads as the Daydream Controller may not be in position 0
var gamepads = navigator.getGamepads();
for ( var i = 0; i < 4; i ++ ) {
var gamepad = gamepads[ i ];
if ( gamepad !== null && ( gamepad.id === 'Daydream Controller' ) ) {
return gamepad;
}
}
}
this.getGamepad = function () {
return gamepad;
};
this.getTouchPadState = function () {
return touchpadIsPressed;
};
this.update = function () {
gamepad = findGamepad();
if ( gamepad !== undefined && gamepad.pose !== undefined ) {
if ( pose === null ) return; // no user action yet
var pose = gamepad.pose;
// orientation
if ( pose.orientation !== null ) scope.quaternion.fromArray( pose.orientation );
scope.updateMatrix();
scope.visible = true;
// angular velocity
if ( pose.angularVelocity !== null || ! angularVelocity.equals( pose.angularVelocity ) ) {
angularVelocity.fromArray( pose.angularVelocity );
scope.dispatchEvent( { type: 'angularvelocitychanged', angularVelocity: angularVelocity } );
}
// axes (touchpad)
if ( axes[ 0 ] !== gamepad.axes[ 0 ] || axes[ 1 ] !== gamepad.axes[ 1 ] ) {
axes[ 0 ] = gamepad.axes[ 0 ];
axes[ 1 ] = gamepad.axes[ 1 ];
scope.dispatchEvent( { type: 'axischanged', axes: axes } );
}
// button (touchpad)
if ( touchpadIsPressed !== gamepad.buttons[ 0 ].pressed ) {
touchpadIsPressed = gamepad.buttons[ 0 ].pressed;
scope.dispatchEvent( { type: touchpadIsPressed ? 'touchpaddown' : 'touchpadup' } );
}
// app button not available, reserved for use by the browser
} else {
scope.visible = false;
}
};
};
THREE.DaydreamController.prototype = Object.create( THREE.Object3D.prototype );
THREE.DaydreamController.prototype.constructor = THREE.DaydreamController;
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webvr - daydream</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<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>
<script src="js/controls/VRControls.js"></script>
<script src="js/effects/VREffect.js"></script>
<script src="js/vr/DaydreamController.js"></script>
<script src="js/vr/WebVR.js"></script>
<script>
if ( WEBVR.isAvailable() === false ) {
document.body.appendChild( WEBVR.getMessage() );
}
//
var clock = new THREE.Clock();
var container;
var camera, scene, ray, raycaster, renderer;
var effect, controls, gamepad;
var room;
var INTERSECTED;
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="https://threejs.org" target="_blank">three.js</a> webvr - daydream';
container.appendChild( info );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
scene.add( camera );
room = new THREE.Mesh(
new THREE.BoxGeometry( 6, 6, 6, 8, 8, 8 ),
new THREE.MeshBasicMaterial( { color: 0x404040, wireframe: true } )
);
scene.add( room );
scene.add( new THREE.HemisphereLight( 0x606060, 0x404040 ) );
var light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 1, 1, 1 ).normalize();
scene.add( light );
var geometry = new THREE.BoxGeometry( 0.15, 0.15, 0.15 );
for ( var i = 0; i < 200; i ++ ) {
var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
object.position.x = Math.random() * 4 - 2;
object.position.y = Math.random() * 4 - 2;
object.position.z = Math.random() * 4 - 2;
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;
object.userData.velocity = new THREE.Vector3();
object.userData.velocity.x = Math.random() * 0.01 - 0.005;
object.userData.velocity.y = Math.random() * 0.01 - 0.005;
object.userData.velocity.z = Math.random() * 0.01 - 0.005;
room.add( object );
}
//
raycaster = new THREE.Raycaster();
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setClearColor( 0x505050 );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.sortObjects = false;
container.appendChild( renderer.domElement );
//
controls = new THREE.VRControls( camera );
effect = new THREE.VREffect( renderer );
if ( navigator.getVRDisplays ) {
navigator.getVRDisplays()
.then( function ( displays ) {
effect.setVRDisplay( displays[ 0 ] );
controls.setVRDisplay( displays[ 0 ] );
} )
.catch( function () {
// no displays
} );
document.body.appendChild( WEBVR.getButton( effect ) );
}
//
gamepad = new THREE.DaydreamController();
gamepad.position.set( 0.25, - 0.5, 0 );
scene.add( gamepad );
//
var gamepadHelper = new THREE.Line( new THREE.BufferGeometry(), new THREE.LineBasicMaterial( { linewidth: 4 } ) );
gamepadHelper.geometry.addAttribute( 'position', new THREE.Float32BufferAttribute( [ 0, 0, 0, 0, 0, - 10 ], 3 ) );
gamepad.add( gamepadHelper );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
effect.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
effect.requestAnimationFrame( animate );
render();
gamepad.update();
}
function render() {
var delta = clock.getDelta() * 60;
// find intersections
raycaster.ray.origin.copy( gamepad.position );
raycaster.ray.direction.set( 0, 0, - 1 ).applyQuaternion( gamepad.quaternion );
var intersects = raycaster.intersectObjects( room.children );
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 = undefined;
}
// keep cubes inside room
for ( var i = 0; i < room.children.length; i ++ ) {
var cube = room.children[ i ];
cube.userData.velocity.multiplyScalar( 1 - ( 0.001 * delta ) );
cube.position.add( cube.userData.velocity );
if ( cube.position.x < - 3 || cube.position.x > 3 ) {
cube.position.x = THREE.Math.clamp( cube.position.x, - 3, 3 );
cube.userData.velocity.x = - cube.userData.velocity.x;
}
if ( cube.position.y < - 3 || cube.position.y > 3 ) {
cube.position.y = THREE.Math.clamp( cube.position.y, - 3, 3 );
cube.userData.velocity.y = - cube.userData.velocity.y;
}
if ( cube.position.z < - 3 || cube.position.z > 3 ) {
cube.position.z = THREE.Math.clamp( cube.position.z, - 3, 3 );
cube.userData.velocity.z = - cube.userData.velocity.z;
}
cube.rotation.x += cube.userData.velocity.x * 2 * delta;
cube.rotation.y += cube.userData.velocity.y * 2 * delta;
cube.rotation.z += cube.userData.velocity.z * 2 * delta;
}
controls.update();
effect.render( scene, camera );
}
</script>
</body>
</html>
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