提交 fc618d0f 编写于 作者: M Mr.doob

Merge remote-tracking branch 'possan/oculuscontrol' into dev

/**
* @author possan / http://possan.se/
*
* Oculus headtracking control
* - use together with the oculus-rest project to get headtracking
* coordinates from the rift: http://github.com/possan/oculus-rest
*/
THREE.OculusControls = function ( object ) {
this.object = object;
this.target = new THREE.Vector3( 0, 0, 0 );
this.headquat = new THREE.Quaternion();
this.freeze = false;
this.object.useQuaternion = true;
this.loadAjaxJSON = function ( url, callback ) {
var xhr = new XMLHttpRequest();
xhr.onreadystatechange = function () {
if ( xhr.readyState === xhr.DONE ) {
if ( xhr.status === 200 || xhr.status === 0 ) {
if ( xhr.responseText ) {
var json = JSON.parse( xhr.responseText );
callback( json );
}
}
}
};
xhr.open( "GET", url, true );
xhr.withCredentials = false;
xhr.send( null );
};
this.gotCoordinates = function( r ) {
this.headquat.set(r.quat.x, r.quat.y, r.quat.z, r.quat.w);
this.queuePoll();
}
this.pollOnce = function() {
this.loadAjaxJSON('http://localhost:50000', bind(this, this.gotCoordinates));
}
this.queuePoll = function() {
setTimeout(bind(this, this.pollOnce), 10);
}
this.update = function( delta ) {
if ( this.freeze ) {
return;
}
this.object.quaternion.multiply(this.headquat);
};
function bind( scope, fn ) {
return function () {
fn.apply( scope, arguments );
};
};
this.connect = function() {
this.queuePoll();
};
};
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - controls - oculus rift</title>
<meta charset="utf-8">
<style>
body {
margin: 0px;
background-color: #000000;
overflow: hidden;
}
#info {
position: absolute;
top: 0px; width: 100%;
color: #ffffff;
padding: 5px;
font-family:Monospace;
font-size:13px;
font-weight: bold;
text-align:center;
}
a {
color: #ff8800;
}
</style>
</head>
<body>
<div id="info">
<a href="http://threejs.org" target="_blank">three.js</a> - headtracking demo for oculus rift. requires <a href="https://github.com/possan/oculus-rest/" target="_blank">oculus-rest</a> to get headtracking coordinates working.<br />
(left click: forward, a/s/w/d/r/f: move, h: hide text)
</div>
<script src="../build/three.min.js"></script>
<script src="js/ImprovedNoise.js"></script>
<script src="js/effects/OculusRiftEffect.js"></script>
<script src="js/controls/FirstPersonControls.js"></script>
<script src="js/controls/OculusControls.js"></script>
<script>
var camera, scene, renderer;
var realcamera;
var guiVisible = true;
var mesh, effect, controls, oculuscontrol;
var meshes = [];
var meshparent = [];
var meshparent2 = [];
var cols = 50;
var rows = 30;
var tot = cols * rows;
var clock = new THREE.Clock();
var perlin;
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
perlin = new ImprovedNoise();
camera = new THREE.PerspectiveCamera( 90, window.innerWidth / window.innerHeight, 1, 5000 );
camera.useQuaternion = true;
camera.position.x = 200;
camera.position.y = 250;
camera.position.z = -200;
scene = new THREE.Scene();
effect = new THREE.OculusRiftEffect( renderer, {worldScale: 1} );
effect.setSize( window.innerWidth, window.innerHeight );
controls = new THREE.FirstPersonControls( camera );
controls.movementSpeed = 4000;
controls.lookSpeed = 3.0;
controls.lookVertical = true;
oculuscontrol = new THREE.OculusControls( camera );
document.body.appendChild( renderer.domElement );
var hemiLight = new THREE.HemisphereLight( 0xffffff, 0xffffff, 0.6 );
hemiLight.color.setHSL( 0.6, 1, 0.6 );
hemiLight.groundColor.setHSL( 0.095, 1, 0.75 );
hemiLight.position.set( 0, 500, 0 );
scene.add( hemiLight );
var geometry = new THREE.CubeGeometry( 100, 100, 200 );
var texture = THREE.ImageUtils.loadTexture( 'textures/crate.gif' );
texture.anisotropy = renderer.getMaxAnisotropy();
var material = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0xffffff, shininess: 20, shading: THREE.FlatShading, map: texture } );
for (var i=0; i<tot; i++) {
meshparent2[i] = new THREE.Object3D();
scene.add( meshparent2[i] );
meshparent[i] = new THREE.Object3D();
meshparent[i].position.y = 50;
meshparent[i].position.x = -50;
meshparent2[i].add( meshparent[i] );
mesh = new THREE.Mesh( geometry, material );
meshparent[i].add( mesh );
meshes.push(mesh);
}
window.addEventListener( 'resize', onWindowResize, false );
document.addEventListener('keydown', keyPressed, false);
oculuscontrol.connect();
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
realcamera.aspect = window.innerWidth / window.innerHeight;
realcamera.updateProjectionMatrix();
effect.setSize( window.innerWidth, window.innerHeight );
controls.handleResize();
}
function keyPressed(event) {
if (event.keyCode === 72) { // H
guiVisible = !guiVisible;
document.getElementById('info').style.display = guiVisible ? "block" : "none";
}
}
function animate() {
requestAnimationFrame( animate );
var t = clock.getElapsedTime();
for (var i=0; i<meshes.length; i++) {
var c = Math.floor(i % cols);
var r = Math.floor(i / cols);
meshparent2[i].rotation.y = (c * 3.142 * 2 / cols);
meshparent[i].rotation.x = ((r+10) * 3.142 * 2 / (rows+20));
meshes[i].position.z = 1400 - 1350 * perlin.noise(c*8/cols,r*8/rows,t/2);
}
controls.update( clock.getDelta() );
oculuscontrol.update( clock.getDelta() );
effect.render( scene, camera );
}
</script>
</body>
</html>
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