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index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js canvas - geometry hierarchy 2</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
html, body {
background:#fff;
padding:0;
margin:0;
width: 100%;
height: 100%;
overflow: hidden;
}
#container {
width: 100%;
height: 100%;
}
#three_canvas {
width: 100%;
height: 100%;
}
#divL, #divR {
display: none;
position: absolute;
width: 50px; height: 50px;
background: blue;
border: 4px solid red;
}
#divL {
top: calc(50% - 27px); left: calc(25% - 27px);
}
#divR {
top: calc(50% - 27px); left: calc(75% - 27px);
}
#toggleVr {
position: absolute;
top: 50px;
left: 50px;
}
</style>
</head>
<body>
<div id="container">
<canvas id="three_canvas"></canvas>
<div id="divL"></div>
<div id="divR"></div>
</div>
<button id="toggleVr" onclick="toggleFS();">Toggle Fullscreen VR (f)</button>
<!-- <button onclick="toggleVR();">Toggle VR</button> -->
<!-- this version of three.js has WebGL Renderer's setSize method modified to take a canvas resolution scale factor -->
<script src="lib/three.min.js"></script>
<script src="lib/ColladaLoader.js"></script>
<script src="lib/vrutils.js"></script>
<script>
var container;
var camera, scene, renderer;
var cameraLeft, cameraRight;
var geometry, group;
var mouseX = 0, mouseY = 0;
var winRenderWidth = window.innerWidth;
var winRenderHeight = window.innerHeight;
var renderWidth = winRenderWidth;
var renderHeight = winRenderHeight;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var vrHMD = null, vrPosDev = null, vrEnabled = false;
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
function mprint(m) {
var ms = "[";
for (var i = 0; i < 16; ++i) {
if (i%4 == 0) ms += "[";
ms += m.elements[i] + " ";
if (i%4 == 3) ms += "] ";
}
ms += "]";
console.log(ms);
}
function init() {
container = document.getElementById("container");
camera = new THREE.PerspectiveCamera( 50, renderWidth / renderHeight, 0.010, 10000 );
cameraLeft = new THREE.Camera();
cameraRight = new THREE.Camera();
// test scene
scene = new THREE.Scene();
var geometry = new THREE.BoxGeometry(5, 2.5, 8);
var material = new THREE.MeshPhongMaterial({ // walls
overdraw: 0.5,
color: 0xffFFff,
specular: 0xffb400,
shininess: 10,
side: THREE.BackSide,
shading: THREE.FlatShading
});
var cube = new THREE.Mesh( geometry, material );
scene.add(cube);
var heuristics = new THREE.Object3D();
heuristics.position.set(0,0,-0.5)
var rings = [
[0.398, 0x1DB992],
[0.26, 0x22CAF0],
[0.13, 0xF8BC4A],
[0.043, 0xE04540]
]
for ( var i = 0; i < rings.length; i++) {
var radius = rings[i][0];
var color = rings[i][1]
var circle = new THREE.Mesh(
new THREE.CircleGeometry( radius, 32 ),
new THREE.MeshBasicMaterial( {color: color, transparent: true, opacity: .5} )
);
circle.position.set( 0, 0, i * .001 ) //separate the circles slightly so they're easy to read
heuristics.add( circle );
}
scene.add(heuristics);
var light = new THREE.PointLight( 0xffffff, 1, 500 );
light.position.set( 1, 1, 0 );
scene.add( light );
// end test scene
var canvas = document.getElementById('three_canvas');
renderer = new THREE.WebGLRenderer({
canvas:canvas,
antialias: true
});
renderer.shadowMapEnabled = true;
renderer.setClearColor( 0xffffff );
renderer.setSize(renderWidth, renderHeight);
}
function setRenderSize(width, height, vr) {
// these are only used for mouse handling
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
if (vr) {
cameraLeft.projectionMatrix = FovToProjection(vrHMD.getRecommendedEyeFieldOfView("left"));
cameraRight.projectionMatrix = FovToProjection(vrHMD.getRecommendedEyeFieldOfView("right"));
var leftTx = vrHMD.getEyeTranslation("left");
var rightTx = vrHMD.getEyeTranslation("right");
cameraLeft.position.sub(new THREE.Vector3(leftTx.x, leftTx.y, leftTx.z));
cameraRight.position.sub(new THREE.Vector3(rightTx.x, rightTx.y, rightTx.z));
console.log(cameraLeft, cameraRight);
renderer.setSize(width * 2, height, true, 2);
container.style.width = (width * 2) + "px";
container.style.height = height + "px";
} else {
camera.aspect = renderWidth / renderHeight;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
container.style.width = width + "px";
container.style.height = height + "px";
}
renderWidth = width;
renderHeight = height;
}
function onDocumentMouseMove(event) {
// mouseX = ( event.clientX - windowHalfX ) * 10;
// mouseY = ( event.clientY - windowHalfY ) * 10;
mouseX = event.clientX;
mouseY = event.clientY;
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
renderer.enableScissorTest(true);
// this is incredibly nausea-inducing if done in VR
if (!vrEnabled) {
var currentSeconds = Date.now();
// group.rotation.x = Math.sin( currentSeconds * 0.0007 ) * 0.5;
// group.rotation.y = Math.sin( currentSeconds * 0.0003 ) * 0.5;
// group.rotation.z = Math.sin( currentSeconds * 0.0002 ) * 0.5;
}
if (vrEnabled) {
// read the orientation from the HMD, and set the rotation on both cameras
var state = vrPosDev.getState();
var qrot = new THREE.Quaternion();
qrot.set(state.orientation.x, state.orientation.y, state.orientation.z, state.orientation.w);
cameraLeft.setRotationFromQuaternion(qrot);
cameraRight.setRotationFromQuaternion(qrot);
// render left eye
renderer.setViewport(0, 0, renderWidth, renderHeight);
renderer.setScissor(0, 0, renderWidth, renderHeight);
renderer.render(scene, cameraLeft);
// render right eye
renderer.setViewport(renderWidth, 0, renderWidth, renderHeight);
renderer.setScissor(renderWidth, 0, renderWidth, renderHeight);
renderer.render(scene, cameraRight);
} else {
// use mouse position as input for the non-VR camera
var degY = (mouseX-(renderWidth/2))/(renderWidth/2/180);
var degX = (mouseY-(renderHeight/2))/(renderHeight/2/90);
camera.rotation.y = degY * Math.PI / 180;
camera.rotation.x = degX*-1 * Math.PI / 180;
// camera.position.x += ( mouseX - camera.position.x ) * .05;
// camera.position.y += ( - mouseY - camera.position.y ) * .05;
renderer.setViewport(0, 0, renderWidth, renderHeight);
renderer.setScissor(0, 0, renderWidth, renderHeight);
renderer.render(scene, camera);
}
}
function vrDeviceCallback(vrdevs) {
console.log(vrdevs.length, " VR Devices");
// First, find a HMD -- just use the first one we find
for (var i = 0; i < vrdevs.length; ++i) {
console.log(vrdevs[i]);
if (vrdevs[i] instanceof HMDVRDevice) {
vrHMD = vrdevs[i];
break;
}
}
if (!vrHMD)
return;
// Then, find that HMD's position sensor
for (var i = 0; i < vrdevs.length; ++i) {
if (vrdevs[i] instanceof PositionSensorVRDevice &&
vrdevs[i].hardwareUnitId == vrHMD.hardwareUnitId)
{
vrPosDev = vrdevs[i];
break;
}
}
if (!vrPosDev) {
alert("Found a HMD, but didn't find its orientation sensor?");
}
console.log("fovleft");
mprint(FovToProjection(vrHMD.getRecommendedEyeFieldOfView("left")));
// kick off rendering
animate();
}
// Used only for debugging, to force toggling VR rendering without
// fullscreen
function toggleVR() {
if (!vrHMD) {
alert("no HMD found");
return;
}
vrEnabled = !vrEnabled;
setRenderSize(renderWidth, renderHeight, vrEnabled);
vrHMD.xxxToggleElementVR(document.getElementById("three_canvas"));
}
function toggleFS() {
if (!vrHMD) {
alert("no HMD found");
return;
}
container.mozRequestFullScreen({ vrDisplay: vrHMD });
}
function toggleFS1() {
container.mozRequestFullScreen();
}
function fschange() {
if (document.mozFullScreenElement) {
renderWidth = screen.availWidth / 2;
renderHeight = screen.availHeight;
vrEnabled = true;
} else {
renderWidth = winRenderWidth;
renderHeight = winRenderHeight;
vrEnabled = false;
}
setRenderSize(renderWidth, renderHeight, vrEnabled);
}
function onkey(event) {
console.log("onkey", event.charCode);
if (event.charCode == 'f'.charCodeAt(0)) {
toggleFS();
} else if (event.charCode == 'z'.charCodeAt(0)) {
container.mozRequestFullScreen();
} else if (event.charCode == 'v'.charCodeAt(0)) {
toggleVR();
} else if (event.charCode == 't'.charCodeAt(0)) {
toggleFS1();
} else {
return;
}
event.preventDefault();
event.stopPropagation();
}
function start() {
document.addEventListener("mozfullscreenchange", fschange, false);
window.addEventListener("keypress", onkey, true);
init();
setRenderSize(renderWidth, renderHeight, false);
if (navigator.getVRDevices)
navigator.getVRDevices().then(vrDeviceCallback);
else
animate();
}
window.addEventListener("load", start, false);
</script>
</body>
</html>