未验证 提交 f13c5d79 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #14243 from Mugen87/dev12

PositionalAudio: Added orientation
......@@ -313,6 +313,7 @@ var files = {
],
*/
"webaudio": [
"webaudio_orientation",
"webaudio_sandbox",
"webaudio_timing",
"webaudio_visualizer"
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webaudio - orientation</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background:#777;
padding:0;
margin:0;
overflow:hidden;
font-family: Monospace;
}
#info {
position: absolute;
z-index: 2;
top: 0px;
width: 100%;
color: #ffffff;
padding: 5px;
font-size:13px;
text-align:center;
font-weight: bold;
}
a {
color: #ffffff;
}
#overlay {
position: absolute;
z-index: 1;
top: 0;
left: 0;
width: 100%;
height:100%;
display: flex;
align-items: center;
justify-content: center;
opacity: 1;
background-color: #000000;
color: #ffffff;
}
#overlay > div {
text-align: center;
}
#overlay > div > button {
height: 20px;
width: 100px;
background: transparent;
color: #ffffff;
outline: 1px solid #ffffff;
border: 0px;
cursor: pointer;
}
#overlay > div > p {
color: #777777;
font-size: 12px;
}
</style>
<script src="../build/three.js"></script>
<script src="js/Detector.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/loaders/GLTFLoader.js"></script>
</head>
<body>
<audio loop id="music" preload="auto" style="display: none">
<source src="sounds/376737_Skullbeatz___Bad_Cat_Maste.ogg" type="audio/ogg">
<source src="sounds/376737_Skullbeatz___Bad_Cat_Maste.mp3" type="audio/mpeg">
</audio>
<div id="overlay">
<div>
<button id="startButton">Click to Play</button>
<p>Automatic audio playback requires a user interaction.</p>
</div>
</div>
<div id="container"></div>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> webaudio orientation |
music by <a href="http://www.newgrounds.com/audio/listen/376737" target="_blank" rel="noopener noreferrer">skullbeatz</a>
</div>
<script>
if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
var scene, camera, renderer;
var startButton = document.getElementById( 'startButton' );
startButton.addEventListener( 'click', init );
function init() {
var overlay = document.getElementById( 'overlay' );
overlay.remove();
var container = document.getElementById( 'container' );
//
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 0, 1, 2 );
var reflectionCube = new THREE.CubeTextureLoader()
.setPath( 'textures/cube/SwedishRoyalCastle/' )
.load( [ 'px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg' ] );
reflectionCube.format = THREE.RGBFormat;
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xa0a0a0 );
scene.fog = new THREE.Fog( 0xa0a0a0, 2, 20 );
//
light = new THREE.HemisphereLight( 0xffffff, 0x444444 );
light.position.set( 0, 200, 0 );
scene.add( light );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 200, 100 );
light.castShadow = true;
light.shadow.camera.top = 180;
light.shadow.camera.bottom = -100;
light.shadow.camera.left = -120;
light.shadow.camera.right = 120;
scene.add( light );
//
var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 20, 20 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) );
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add( mesh );
var grid = new THREE.GridHelper( 20, 20, 0x000000, 0x000000 );
grid.material.opacity = 0.2;
grid.material.transparent = true;
scene.add( grid );
//
var audioLoader = new THREE.AudioLoader();
var listener = new THREE.AudioListener();
camera.add( listener );
var audioElement = document.getElementById( 'music' );
var positionalAudio = new THREE.PositionalAudio( listener );
positionalAudio.setMediaElementSource( audioElement );
positionalAudio.setRefDistance( 1 );
// configure directionality cone, see https://developer.mozilla.org/en-US/docs/Web/API/PannerNode
positionalAudio.panner.coneInnerAngle = 210;
positionalAudio.panner.coneOuterAngle = 230;
positionalAudio.panner.coneOuterGain = 0.1;
//
var gltfLoader = new THREE.GLTFLoader();
gltfLoader.load( 'models/gltf/BoomBox/glTF-Binary/BoomBox.glb', function( gltf ) {
boomBox = gltf.scene;
boomBox.position.set( 0, 0.2, 0 );
boomBox.scale.set( 20, 20, 20 );
boomBox.traverse( function( object ) {
if ( object.isMesh ) {
object.material.envMap = reflectionCube;
object.geometry.rotateY( - Math.PI );
}
} );
audioElement.play();
boomBox.add( positionalAudio );
scene.add( boomBox );
animate();
} );
// sound is damped behind this wall
var wallGeometry = new THREE.BoxBufferGeometry( 2, 1, 0.1 );
var wallMaterial = new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true } );
var wall = new THREE.Mesh( wallGeometry, wallMaterial );
wall.position.set( 0, 0.5, - 0.5 );
scene.add( wall );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
renderer.gammaOutput = true;
//
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.target.set( 0, 0.1, 0 );
controls.update();
controls.minDistance = 0.5;
controls.maxDistance = 10;
controls.maxPolarAngle = 0.5 * Math.PI;
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize( event ) {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
</script>
</body>
</html>
......@@ -3,6 +3,7 @@
*/
import { Vector3 } from '../math/Vector3.js';
import { Quaternion } from '../math/Quaternion.js';
import { Audio } from './Audio.js';
import { Object3D } from '../core/Object3D.js';
......@@ -76,14 +77,22 @@ PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {
updateMatrixWorld: ( function () {
var position = new Vector3();
var quaternion = new Quaternion();
var scale = new Vector3();
var orientation = new Vector3();
return function updateMatrixWorld( force ) {
Object3D.prototype.updateMatrixWorld.call( this, force );
position.setFromMatrixPosition( this.matrixWorld );
var panner = this.panner;
this.matrixWorld.decompose( position, quaternion, scale );
orientation.set( 0, 0, 1 ).applyQuaternion( quaternion );
this.panner.setPosition( position.x, position.y, position.z );
panner.setPosition( position.x, position.y, position.z );
panner.setOrientation( orientation.x, orientation.y, orientation.z );
};
......
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