提交 5961c0b0 编写于 作者: M Mr.doob

Examples: Removed webxr_vr_multiview.

上级 079fb8a7
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js vr - multiview</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 type="module">
import * as THREE from '../build/three.module.js';
import { BoxLineGeometry } from './jsm/geometries/BoxLineGeometry.js';
import { VRButton } from './jsm/webxr/VRButton.js';
import Stats from './jsm/libs/stats.module.js';
var container;
var camera, scene, renderer;
var room;
var stats;
var radius = 0.02;
var clock = new THREE.Clock();
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
//
var canvas = document.createElement( 'canvas' );
// Currently OVR_multiview2 is supported just on WebGL2 non-multisampled contexts
// so we must create the context manually ensuring `antialias` is set to false
//
// There is an ongoing discussion on how to add multisampled multiview support
// on the Khronos Group's WebGL repo: https://github.com/KhronosGroup/WebGL/issues/2912
// as soon as that will get solved we will update the code so it will be
// transparent for the user and you could use this extension with or without multisampled
// contexts
var context = canvas.getContext( 'webgl2', { antialias: false, xrCompatible: true } );
renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.xr.enabled = true;
container.appendChild( renderer.domElement );
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> vr - multiview<br/>';
info.innerHTML += renderer.extensions.get( 'OVR_multiview2' ) ? `<span style="color: #33ff33"><b>OVR_multiview2</b> is supported in your browser</span>` :
`<span style="color: #ff3333"><b>OVR_multiview2</b> is not supported or enabled in your browser</span>`;
container.appendChild( info );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x505050 );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10 );
camera.position.set( 0, 1.6, 3 );
room = new THREE.LineSegments(
new BoxLineGeometry( 6, 6, 6, 10, 10, 10 ),
new THREE.LineBasicMaterial( { color: renderer.extensions.get( 'OVR_multiview2' ) ? 0x99ff99 : 0xff3333 } )
);
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 );
}
//
document.body.appendChild( VRButton.createButton( renderer ) );
//
stats = new Stats();
container.appendChild( stats.dom );
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() {
//
stats.update();
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.MathUtils.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.MathUtils.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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