From f76fe4dbc31e1f6c82dd506dcfff507ef969954f Mon Sep 17 00:00:00 2001 From: "Mr.doob" Date: Fri, 4 Mar 2016 19:37:42 +0000 Subject: [PATCH] Added WebVR RollerCoaster example. --- examples/files.js | 5 +- examples/js/RollerCoaster.js | 544 ++++++++++++++++++++++++++++++ examples/js/WebVR.js | 83 +++++ examples/webvr_rollercoaster.html | 237 +++++++++++++ 4 files changed, 867 insertions(+), 2 deletions(-) create mode 100644 examples/js/RollerCoaster.js create mode 100644 examples/js/WebVR.js create mode 100644 examples/webvr_rollercoaster.html diff --git a/examples/files.js b/examples/files.js index 1145a29f4e..f5fe64da97 100644 --- a/examples/files.js +++ b/examples/files.js @@ -235,8 +235,9 @@ var files = { ], "webvr": [ "webvr_cubes", - "webvr_video", - "webvr_stereo_pano" + "webvr_rollercoaster", + "webvr_stereo_pano", + "webvr_video" ], "css3d": [ "css3d_molecules", diff --git a/examples/js/RollerCoaster.js b/examples/js/RollerCoaster.js new file mode 100644 index 0000000000..b9a280ea4b --- /dev/null +++ b/examples/js/RollerCoaster.js @@ -0,0 +1,544 @@ +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var RollerCoasterGeometry = function ( curve, size ) { + + THREE.BufferGeometry.call( this ); + + var vertices = []; + var normals = []; + var colors = []; + + var color1 = [ 1, 1, 1 ]; + var color2 = [ 1, 1, 0 ]; + + var up = new THREE.Vector3( 0, 1, 0 ); + var forward = new THREE.Vector3(); + var right = new THREE.Vector3(); + + var quaternion = new THREE.Quaternion(); + var prevQuaternion = new THREE.Quaternion(); + prevQuaternion.setFromAxisAngle( up , Math.PI / 2 ); + + var point = new THREE.Vector3(); + var prevPoint = new THREE.Vector3(); + prevPoint.copy( curve.getPointAt( 0 ) ); + + // shapes + + var step = [ + new THREE.Vector3( -2.25, 0, 0 ), + new THREE.Vector3( 0, -0.5, 0 ), + new THREE.Vector3( 0, -1.75, 0 ), + + new THREE.Vector3( 0, -0.5, 0 ), + new THREE.Vector3( 2.25, 0, 0 ), + new THREE.Vector3( 0, -1.75, 0 ) + ]; + + var PI2 = Math.PI * 2; + + var sides = 5; + var tube1 = []; + + for ( var i = 0; i < sides; i ++ ) { + + var angle = ( i / sides ) * PI2; + tube1.push( new THREE.Vector3( Math.sin( angle ) * 0.6, Math.cos( angle ) * 0.6, 0 ) ); + + } + + var sides = 6; + var tube2 = []; + + for ( var i = 0; i < sides; i ++ ) { + + var angle = ( i / sides ) * PI2; + tube2.push( new THREE.Vector3( Math.sin( angle ) * 0.25, Math.cos( angle ) * 0.25, 0 ) ); + + } + + var vector = new THREE.Vector3(); + var normal = new THREE.Vector3(); + + var drawShape = function ( shape, color ) { + + normal.set( 0, 0, -1 ).applyQuaternion( quaternion ); + + for ( var j = 0; j < shape.length; j ++ ) { + + vector.copy( shape[ j ] ); + vector.applyQuaternion( quaternion ); + vector.add( point ); + + vertices.push( vector.x, vector.y, vector.z ); + normals.push( normal.x, normal.y, normal.z ); + colors.push( color[ 0 ], color[ 1 ], color[ 2 ] ); + + } + + normal.set( 0, 0, 1 ).applyQuaternion( quaternion ); + + for ( var j = shape.length - 1; j >= 0; j -- ) { + + vector.copy( shape[ j ] ); + vector.applyQuaternion( quaternion ); + vector.add( point ); + + vertices.push( vector.x, vector.y, vector.z ); + normals.push( normal.x, normal.y, normal.z ); + colors.push( color[ 0 ], color[ 1 ], color[ 2 ] ); + + } + + }; + + var vector1 = new THREE.Vector3(); + var vector2 = new THREE.Vector3(); + var vector3 = new THREE.Vector3(); + var vector4 = new THREE.Vector3(); + + var normal1 = new THREE.Vector3(); + var normal2 = new THREE.Vector3(); + var normal3 = new THREE.Vector3(); + var normal4 = new THREE.Vector3(); + + var extrudeShape = function ( shape, offset, color ) { + + for ( var j = 0, jl = shape.length; j < jl; j ++ ) { + + var point1 = shape[ j ]; + var point2 = shape[ ( j + 1 ) % jl ]; + + vector1.copy( point1 ).add( offset ); + vector1.applyQuaternion( quaternion ); + vector1.add( point ); + + vector2.copy( point2 ).add( offset ); + vector2.applyQuaternion( quaternion ); + vector2.add( point ); + + vector3.copy( point2 ).add( offset ); + vector3.applyQuaternion( prevQuaternion ); + vector3.add( prevPoint ); + + vector4.copy( point1 ).add( offset ); + vector4.applyQuaternion( prevQuaternion ); + vector4.add( prevPoint ); + + vertices.push( vector1.x, vector1.y, vector1.z ); + vertices.push( vector2.x, vector2.y, vector2.z ); + vertices.push( vector4.x, vector4.y, vector4.z ); + + vertices.push( vector2.x, vector2.y, vector2.z ); + vertices.push( vector3.x, vector3.y, vector3.z ); + vertices.push( vector4.x, vector4.y, vector4.z ); + + // + + normal1.copy( point1 ); + normal1.applyQuaternion( quaternion ); + normal1.normalize(); + + normal2.copy( point2 ); + normal2.applyQuaternion( quaternion ); + normal2.normalize(); + + normal3.copy( point2 ); + normal3.applyQuaternion( prevQuaternion ); + normal3.normalize(); + + normal4.copy( point1 ); + normal4.applyQuaternion( prevQuaternion ); + normal4.normalize(); + + normals.push( normal1.x, normal1.y, normal1.z ); + normals.push( normal2.x, normal2.y, normal2.z ); + normals.push( normal4.x, normal4.y, normal4.z ); + + normals.push( normal2.x, normal2.y, normal2.z ); + normals.push( normal3.x, normal3.y, normal3.z ); + normals.push( normal4.x, normal4.y, normal4.z ); + + colors.push( color[ 0 ], color[ 1 ], color[ 2 ] ); + colors.push( color[ 0 ], color[ 1 ], color[ 2 ] ); + colors.push( color[ 0 ], color[ 1 ], color[ 2 ] ); + + colors.push( color[ 0 ], color[ 1 ], color[ 2 ] ); + colors.push( color[ 0 ], color[ 1 ], color[ 2 ] ); + colors.push( color[ 0 ], color[ 1 ], color[ 2 ] ); + + } + + }; + + var offset = new THREE.Vector3(); + + for ( var i = 1; i <= size; i ++ ) { + + point.copy( curve.getPointAt( i / size ) ); + + up.set( 0, 1, 0 ); + + forward.subVectors( point, prevPoint ).normalize(); + right.crossVectors( up, forward ).normalize(); + up.crossVectors( forward, right ); + + var angle = Math.atan2( forward.x, forward.z ); + + quaternion.setFromAxisAngle( up, angle ); + + if ( i % 2 === 0 ) { + + drawShape( step, color2 ); + + } + + extrudeShape( tube1, offset.set( 0, -1.25, 0 ), color2 ); + extrudeShape( tube2, offset.set( 2, 0, 0 ), color1 ); + extrudeShape( tube2, offset.set( -2, 0, 0 ), color1 ); + + prevPoint.copy( point ); + prevQuaternion.copy( quaternion ); + + } + + // console.log( vertices.length ); + + this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) ); + this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) ); + this.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) ); + +}; + +RollerCoasterGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); + +var RollerCoasterLiftersGeometry = function ( curve, size ) { + + THREE.BufferGeometry.call( this ); + + var vertices = []; + var normals = []; + + var quaternion = new THREE.Quaternion(); + + var up = new THREE.Vector3( 0, 1, 0 ); + + var point = new THREE.Vector3(); + var tangent = new THREE.Vector3(); + + // shapes + + var tube1 = [ + new THREE.Vector3( 0, 0.5, -0.5 ), + new THREE.Vector3( 0, 0.5, 0.5 ), + new THREE.Vector3( 0, -0.5, 0 ) + ]; + + var tube2 = [ + new THREE.Vector3( -0.5, 0, 0.5 ), + new THREE.Vector3( -0.5, 0, -0.5 ), + new THREE.Vector3( 0.5, 0, 0 ) + ]; + + var tube3 = [ + new THREE.Vector3( 0.5, 0, -0.5 ), + new THREE.Vector3( 0.5, 0, 0.5 ), + new THREE.Vector3( -0.5, 0, 0 ) + ]; + + var vector1 = new THREE.Vector3(); + var vector2 = new THREE.Vector3(); + var vector3 = new THREE.Vector3(); + var vector4 = new THREE.Vector3(); + + var normal1 = new THREE.Vector3(); + var normal2 = new THREE.Vector3(); + var normal3 = new THREE.Vector3(); + var normal4 = new THREE.Vector3(); + + var extrudeShape = function ( shape, fromPoint, toPoint ) { + + for ( var j = 0, jl = shape.length; j < jl; j ++ ) { + + var point1 = shape[ j ]; + var point2 = shape[ ( j + 1 ) % jl ]; + + vector1.copy( point1 ) + vector1.applyQuaternion( quaternion ); + vector1.add( fromPoint ); + + vector2.copy( point2 ) + vector2.applyQuaternion( quaternion ); + vector2.add( fromPoint ); + + vector3.copy( point2 ) + vector3.applyQuaternion( quaternion ); + vector3.add( toPoint ); + + vector4.copy( point1 ) + vector4.applyQuaternion( quaternion ); + vector4.add( toPoint ); + + vertices.push( vector1.x, vector1.y, vector1.z ); + vertices.push( vector2.x, vector2.y, vector2.z ); + vertices.push( vector4.x, vector4.y, vector4.z ); + + vertices.push( vector2.x, vector2.y, vector2.z ); + vertices.push( vector3.x, vector3.y, vector3.z ); + vertices.push( vector4.x, vector4.y, vector4.z ); + + // + + normal1.copy( point1 ); + normal1.applyQuaternion( quaternion ); + normal1.normalize(); + + normal2.copy( point2 ); + normal2.applyQuaternion( quaternion ); + normal2.normalize(); + + normal3.copy( point2 ); + normal3.applyQuaternion( quaternion ); + normal3.normalize(); + + normal4.copy( point1 ); + normal4.applyQuaternion( quaternion ); + normal4.normalize(); + + normals.push( normal1.x, normal1.y, normal1.z ); + normals.push( normal2.x, normal2.y, normal2.z ); + normals.push( normal4.x, normal4.y, normal4.z ); + + normals.push( normal2.x, normal2.y, normal2.z ); + normals.push( normal3.x, normal3.y, normal3.z ); + normals.push( normal4.x, normal4.y, normal4.z ); + + } + + }; + + var fromPoint = new THREE.Vector3(); + var toPoint = new THREE.Vector3(); + + for ( var i = 1; i <= size; i ++ ) { + + point.copy( curve.getPointAt( i / size ) ); + tangent.copy( curve.getTangentAt( i / size ) ); + + var angle = Math.atan2( tangent.x, tangent.z ); + + quaternion.setFromAxisAngle( up, angle ); + + // + + if ( point.y > 100 ) { + + fromPoint.set( -7.5, -3.5, 0 ); + fromPoint.applyQuaternion( quaternion ); + fromPoint.add( point ); + + toPoint.set( 7.5, -3.5, 0 ); + toPoint.applyQuaternion( quaternion ); + toPoint.add( point ); + + extrudeShape( tube1, fromPoint, toPoint ); + + fromPoint.set( -7, -3, 0 ); + fromPoint.applyQuaternion( quaternion ); + fromPoint.add( point ); + + toPoint.set( -7, -point.y, 0 ); + toPoint.applyQuaternion( quaternion ); + toPoint.add( point ); + + extrudeShape( tube2, fromPoint, toPoint ); + + fromPoint.set( 7, -3, 0 ); + fromPoint.applyQuaternion( quaternion ); + fromPoint.add( point ); + + toPoint.set( 7, -point.y, 0 ); + toPoint.applyQuaternion( quaternion ); + toPoint.add( point ); + + extrudeShape( tube3, fromPoint, toPoint ); + + } else { + + fromPoint.set( 0, -2, 0 ); + fromPoint.applyQuaternion( quaternion ); + fromPoint.add( point ); + + toPoint.set( 0, -point.y, 0 ); + toPoint.applyQuaternion( quaternion ); + toPoint.add( point ); + + extrudeShape( tube3, fromPoint, toPoint ); + + } + + } + + this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) ); + this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) ); + +}; + +RollerCoasterLiftersGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); + +var RollerCoasterShadowGeometry = function ( curve, size ) { + + THREE.BufferGeometry.call( this ); + + var vertices = []; + + var up = new THREE.Vector3( 0, 1, 0 ); + var forward = new THREE.Vector3(); + + var quaternion = new THREE.Quaternion(); + var prevQuaternion = new THREE.Quaternion(); + prevQuaternion.setFromAxisAngle( up , Math.PI / 2 ); + + var point = new THREE.Vector3(); + + var prevPoint = new THREE.Vector3(); + prevPoint.copy( curve.getPointAt( 0 ) ); + prevPoint.y = 0; + + var vector1 = new THREE.Vector3(); + var vector2 = new THREE.Vector3(); + var vector3 = new THREE.Vector3(); + var vector4 = new THREE.Vector3(); + + for ( var i = 1; i <= size; i ++ ) { + + point.copy( curve.getPointAt( i / size ) ); + point.y = 0; + + forward.subVectors( point, prevPoint ); + + var angle = Math.atan2( forward.x, forward.z ); + + quaternion.setFromAxisAngle( up, angle ); + + vector1.set( -3, 0, 0 ); + vector1.applyQuaternion( quaternion ); + vector1.add( point ); + + vector2.set( 3, 0, 0 ); + vector2.applyQuaternion( quaternion ); + vector2.add( point ); + + vector3.set( 3, 0, 0 ); + vector3.applyQuaternion( prevQuaternion ); + vector3.add( prevPoint ); + + vector4.set( -3, 0, 0 ); + vector4.applyQuaternion( prevQuaternion ); + vector4.add( prevPoint ); + + vertices.push( vector1.x, vector1.y, vector1.z ); + vertices.push( vector2.x, vector2.y, vector2.z ); + vertices.push( vector4.x, vector4.y, vector4.z ); + + vertices.push( vector2.x, vector2.y, vector2.z ); + vertices.push( vector3.x, vector3.y, vector3.z ); + vertices.push( vector4.x, vector4.y, vector4.z ); + + prevPoint.copy( point ); + prevQuaternion.copy( quaternion ); + + } + + this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) ); + +}; + +RollerCoasterShadowGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); + +var SkyGeometry = function () { + + THREE.BufferGeometry.call( this ); + + var vertices = []; + + for ( var i = 0; i < 100; i ++ ) { + + var x = Math.random() * 8000 - 4000; + var y = Math.random() * 500 + 500; + var z = Math.random() * 8000 - 4000; + + var size = Math.random() * 400 + 200; + + vertices.push( x - size, y, z - size ); + vertices.push( x + size, y, z - size ); + vertices.push( x - size, y, z + size ); + + vertices.push( x + size, y, z - size ); + vertices.push( x + size, y, z + size ); + vertices.push( x - size, y, z + size ); + + } + + + this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) ); + +}; + +SkyGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); + +var TreesGeometry = function ( landscape ) { + + THREE.BufferGeometry.call( this ); + + var vertices = []; + var colors = []; + + var raycaster = new THREE.Raycaster(); + raycaster.ray.direction.set( 0, -1, 0 ); + + for ( var i = 0; i < 2000; i ++ ) { + + var x = Math.random() * 5000 - 2500; + var z = Math.random() * 5000 - 2500; + + raycaster.ray.origin.set( x, 500, z ); + + var intersections = raycaster.intersectObject( landscape ); + + if ( intersections.length === 0 ) continue; + + var y = intersections[ 0 ].point.y; + + var height = Math.random() * 50 + 5; + + var angle = Math.random() * Math.PI * 2; + + vertices.push( x + Math.sin( angle ) * 10, y, z + Math.cos( angle ) * 10 ); + vertices.push( x, y + height, z ); + vertices.push( x + Math.sin( angle + Math.PI ) * 10, y, z + Math.cos( angle + Math.PI ) * 10 ); + + angle += Math.PI / 2; + + vertices.push( x + Math.sin( angle ) * 10, y, z + Math.cos( angle ) * 10 ); + vertices.push( x, y + height, z ); + vertices.push( x + Math.sin( angle + Math.PI ) * 10, y, z + Math.cos( angle + Math.PI ) * 10 ); + + var random = Math.random() * 0.1; + + for ( var j = 0; j < 6; j ++ ) { + + colors.push( 0.2 + random, 0.4 + random, 0 ); + + } + + } + + this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) ); + this.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) ); + +}; + +TreesGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); diff --git a/examples/js/WebVR.js b/examples/js/WebVR.js new file mode 100644 index 0000000000..29f7c53961 --- /dev/null +++ b/examples/js/WebVR.js @@ -0,0 +1,83 @@ +/** + * @author mrdoob / http://mrdoob.com + * Based on @tojiro's vr-samples-utils.js + */ + +var WEBVR = { + + button: function ( effect ) { + + var button = document.createElement( 'button' ); + button.style.position = 'absolute'; + button.style.left = 'calc(50% - 30px)'; + button.style.bottom = '20px'; + button.style.border = '0'; + button.style.padding = '8px'; + button.style.cursor = 'pointer'; + button.style.backgroundColor = '#000'; + button.style.color = '#fff'; + button.style.fontFamily = 'sans-serif'; + button.style.fontSize = '13px'; + button.style.fontStyle = 'normal'; + button.style.zIndex = '999'; + button.textContent = 'ENTER VR'; + button.onclick = function() { + + effect.setFullScreen( true ); + + }; + document.body.appendChild( button ); + + }, + + test: function () { + + var message; + + if ( navigator.getVRDisplays ) { + + navigator.getVRDisplays().then( function ( displays ) { + + if ( displays.length === 0 ) message = 'WebVR supported, but no VRDisplays found.'; + + } ); + + } else if ( navigator.getVRDevices ) { + + message = 'Your browser supports WebVR but not the latest version. See webvr.info for more info.'; + + } else { + + message = 'Your browser does not support WebVR. See webvr.info for assistance.'; + + } + + if ( message !== undefined ) { + + var container = document.createElement( 'div' ); + container.style.position = 'absolute'; + container.style.left = '0'; + container.style.top = '0'; + container.style.right = '0'; + container.style.zIndex = '999'; + container.align = 'center'; + document.body.appendChild( container ); + + var error = document.createElement( 'div' ); + error.style.fontFamily = 'sans-serif'; + error.style.fontSize = '16px'; + error.style.fontStyle = 'normal'; + error.style.lineHeight = '26px'; + error.style.backgroundColor = '#fff'; + error.style.color = '#000'; + error.style.padding = '10px 20px'; + error.style.margin = '40px'; + error.style.display = 'inline-block'; + error.innerHTML = message; + container.appendChild( error ); + + } + + } + +}; diff --git a/examples/webvr_rollercoaster.html b/examples/webvr_rollercoaster.html new file mode 100644 index 0000000000..4e372d9121 --- /dev/null +++ b/examples/webvr_rollercoaster.html @@ -0,0 +1,237 @@ + + + + + Roller Coaster + + + + + + + + + + + + + + + + -- GitLab