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earthquake_3d_viewer_front/three/examples/webxr_xr_ballshooter.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js xr - ball shooter</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> xr - ball shooter
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { BoxLineGeometry } from 'three/addons/geometries/BoxLineGeometry.js';
import { XRButton } from 'three/addons/webxr/XRButton.js';
import { XRControllerModelFactory } from 'three/addons/webxr/XRControllerModelFactory.js';
import { RapierPhysics } from 'three/addons/physics/RapierPhysics.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let camera, scene, renderer;
let controller1, controller2;
let controllerGrip1, controllerGrip2;
let room, spheres, physics;
const velocity = new THREE.Vector3();
let count = 0;
init();
await initPhysics();
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x505050 );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 50 );
camera.position.set( 0, 1.6, 3 );
room = new THREE.LineSegments(
new BoxLineGeometry( 6, 6, 6, 10, 10, 10 ),
new THREE.LineBasicMaterial( { color: 0x808080 } )
);
room.geometry.translate( 0, 3, 0 );
scene.add( room );
scene.add( new THREE.HemisphereLight( 0xbbbbbb, 0x888888, 3 ) );
const light = new THREE.DirectionalLight( 0xffffff, 3 );
light.position.set( 1, 1, 1 ).normalize();
scene.add( light );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animate );
renderer.xr.enabled = true;
document.body.appendChild( renderer.domElement );
//
const controls = new OrbitControls( camera, renderer.domElement );
controls.maxDistance = 10;
controls.target.y = 1.6;
controls.update();
document.body.appendChild( XRButton.createButton( renderer, {
'optionalFeatures': [ 'depth-sensing' ],
'depthSensing': { 'usagePreference': [ 'gpu-optimized' ], 'dataFormatPreference': [] }
} ) );
// controllers
function onSelectStart() {
this.userData.isSelecting = true;
}
function onSelectEnd() {
this.userData.isSelecting = false;
}
controller1 = renderer.xr.getController( 0 );
controller1.addEventListener( 'selectstart', onSelectStart );
controller1.addEventListener( 'selectend', onSelectEnd );
controller1.addEventListener( 'connected', function ( event ) {
this.add( buildController( event.data ) );
} );
controller1.addEventListener( 'disconnected', function () {
this.remove( this.children[ 0 ] );
} );
scene.add( controller1 );
controller2 = renderer.xr.getController( 1 );
controller2.addEventListener( 'selectstart', onSelectStart );
controller2.addEventListener( 'selectend', onSelectEnd );
controller2.addEventListener( 'connected', function ( event ) {
this.add( buildController( event.data ) );
} );
controller2.addEventListener( 'disconnected', function () {
this.remove( this.children[ 0 ] );
} );
scene.add( controller2 );
// The XRControllerModelFactory will automatically fetch controller models
// that match what the user is holding as closely as possible. The models
// should be attached to the object returned from getControllerGrip in
// order to match the orientation of the held device.
const controllerModelFactory = new XRControllerModelFactory();
controllerGrip1 = renderer.xr.getControllerGrip( 0 );
controllerGrip1.add( controllerModelFactory.createControllerModel( controllerGrip1 ) );
scene.add( controllerGrip1 );
controllerGrip2 = renderer.xr.getControllerGrip( 1 );
controllerGrip2.add( controllerModelFactory.createControllerModel( controllerGrip2 ) );
scene.add( controllerGrip2 );
//
window.addEventListener( 'resize', onWindowResize );
}
function buildController( data ) {
let geometry, material;
switch ( data.targetRayMode ) {
case 'tracked-pointer':
geometry = new THREE.BufferGeometry();
geometry.setAttribute( 'position', new THREE.Float32BufferAttribute( [ 0, 0, 0, 0, 0, - 1 ], 3 ) );
geometry.setAttribute( 'color', new THREE.Float32BufferAttribute( [ 0.5, 0.5, 0.5, 0, 0, 0 ], 3 ) );
material = new THREE.LineBasicMaterial( { vertexColors: true, blending: THREE.AdditiveBlending } );
return new THREE.Line( geometry, material );
case 'gaze':
geometry = new THREE.RingGeometry( 0.02, 0.04, 32 ).translate( 0, 0, - 1 );
material = new THREE.MeshBasicMaterial( { opacity: 0.5, transparent: true } );
return new THREE.Mesh( geometry, material );
}
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
async function initPhysics() {
physics = await RapierPhysics();
{
// Floor
const geometry = new THREE.BoxGeometry( 6, 2, 6 );
const material = new THREE.MeshNormalMaterial( { visible: false } );
const floor = new THREE.Mesh( geometry, material );
floor.position.y = - 1;
floor.userData.physics = { mass: 0 };
scene.add( floor );
// Walls
const wallPX = new THREE.Mesh( geometry, material );
wallPX.position.set( 4, 3, 0 );
wallPX.rotation.z = Math.PI / 2;
wallPX.userData.physics = { mass: 0 };
scene.add( wallPX );
const wallNX = new THREE.Mesh( geometry, material );
wallNX.position.set( - 4, 3, 0 );
wallNX.rotation.z = Math.PI / 2;
wallNX.userData.physics = { mass: 0 };
scene.add( wallNX );
const wallPZ = new THREE.Mesh( geometry, material );
wallPZ.position.set( 0, 3, 4 );
wallPZ.rotation.x = Math.PI / 2;
wallPZ.userData.physics = { mass: 0 };
scene.add( wallPZ );
const wallNZ = new THREE.Mesh( geometry, material );
wallNZ.position.set( 0, 3, - 4 );
wallNZ.rotation.x = Math.PI / 2;
wallNZ.userData.physics = { mass: 0 };
scene.add( wallNZ );
}
// Spheres
const geometry = new THREE.IcosahedronGeometry( 0.08, 3 );
const material = new THREE.MeshLambertMaterial();
spheres = new THREE.InstancedMesh( geometry, material, 800 );
spheres.instanceMatrix.setUsage( THREE.DynamicDrawUsage ); // will be updated every frame
spheres.userData.physics = { mass: 1, restitution: 1.1 };
scene.add( spheres );
const matrix = new THREE.Matrix4();
const color = new THREE.Color();
for ( let i = 0; i < spheres.count; i ++ ) {
const x = Math.random() * 4 - 2;
const y = Math.random() * 4;
const z = Math.random() * 4 - 2;
matrix.setPosition( x, y, z );
spheres.setMatrixAt( i, matrix );
spheres.setColorAt( i, color.setHex( 0xffffff * Math.random() ) );
}
physics.addScene( scene );
}
//
function handleController( controller ) {
if ( controller.userData.isSelecting ) {
physics.setMeshPosition( spheres, controller.position, count );
velocity.x = ( Math.random() - 0.5 ) * 2;
velocity.y = ( Math.random() - 0.5 ) * 2;
velocity.z = ( Math.random() - 9 );
velocity.applyQuaternion( controller.quaternion );
physics.setMeshVelocity( spheres, velocity, count );
if ( ++ count === spheres.count ) count = 0;
}
}
function animate() {
handleController( controller1 );
handleController( controller2 );
renderer.render( scene, camera );
}
</script>
</body>
</html>