提交 be3c3ba7 编写于 作者: F Fernando Serrano

Add webvr_multiview example

上级 45bf8ad5
......@@ -339,6 +339,7 @@ var files = {
"webvr_cubes",
"webvr_dragging",
"webvr_lorenzattractor",
"webvr_multiview",
"webvr_panorama",
"webvr_paint",
"webvr_rollercoaster",
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webvr - ball shooter</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: #48f;
}
</style>
</head>
<body>
<script src="../build/three.js"></script>
<script src="js/vr/WebVR.js"></script>
<script src="js/geometries/BoxLineGeometry.js"></script>
<script>
var container;
var camera, scene, renderer;
var room;
var count = 0;
var radius = 0.08;
var normal = new THREE.Vector3();
var relativeVelocity = new THREE.Vector3();
var clock = new THREE.Clock();
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" rel="noopener">three.js</a> webvr - ball shooter';
container.appendChild( info );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x505050 );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
room = new THREE.LineSegments(
new THREE.BoxLineGeometry( 6, 6, 6, 10, 10, 10 ),
new THREE.LineBasicMaterial( { color: 0x808080 } )
);
room.geometry.translate( 0, 3, 0 );
scene.add( room );
var light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
light.position.set( 1, 1, 1 );
scene.add( light );
var geometry = new THREE.IcosahedronBufferGeometry( radius );
for ( var i = 0; i < 2000; 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;
object.position.z = Math.random() * 4 - 2;
object.userData.velocity = new THREE.Vector3();
object.userData.velocity.x = 2 * Math.random() - 1;
object.userData.velocity.y = 2 * Math.random() - 1;
object.userData.velocity.z = 2 * Math.random() - 1;
room.add( object );
}
//
var canvas = document.createElement( 'canvas' );
var context = canvas.getContext( 'webgl2', { antialias: false } );
renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.vr.enabled = true;
container.appendChild( renderer.domElement );
//
document.body.appendChild( WEBVR.createButton( renderer ) );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
renderer.setAnimationLoop( render );
}
function render() {
//
var delta = clock.getDelta();
var range = 3 - radius;
for ( var i = 0; i < room.children.length; i ++ ) {
var object = room.children[ i ];
object.position.x += object.userData.velocity.x * delta;
object.position.y += object.userData.velocity.y * delta;
object.position.z += object.userData.velocity.z * delta;
// keep objects inside room
if ( object.position.x < - range || object.position.x > range ) {
object.position.x = THREE.Math.clamp( object.position.x, - range, range );
object.userData.velocity.x = - object.userData.velocity.x;
}
if ( object.position.y < radius || object.position.y > 6 ) {
object.position.y = Math.max( object.position.y, radius );
object.userData.velocity.y = - object.userData.velocity.y;
}
if ( object.position.z < - range || object.position.z > range ) {
object.position.z = THREE.Math.clamp( object.position.z, - range, range );
object.userData.velocity.z = - object.userData.velocity.z;
}
}
renderer.render( scene, camera );
}
</script>
</body>
</html>
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