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three.js
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5961c0b0
编写于
2月 26, 2020
作者:
M
Mr.doob
浏览文件
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电子邮件补丁
差异文件
Examples: Removed webxr_vr_multiview.
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examples/webxr_vr_multiview.html
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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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