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test.html
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test.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>VR Mockups on Cylinders Boilerplate</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
background-color: #000;
color: #fff;
margin: 0px;
padding: 0;
overflow: hidden;
}
</style>
</head>
<body>
</body>
<!--
Three.js 3d library
-->
<script src="js/three.min.js"></script>
<!--
VRControls.js acquires positional information from connected VR devices and applies the transformations to a Three.js camera object.
-->
<script src="js/VRControls.js"></script>
<!--
VREffect.js handles stereo camera setup and rendering.
-->
<script src="js/VREffect.js"></script>
<script src="js/Detector.js"></script>
<script src="js/Stats.js"></script>
<script src="js/OrbitControls.js"></script>
<script src="js/THREEx.KeyboardState.js"></script>
<script src="js/THREEx.FullScreen.js"></script>
<script src="js/THREEx.WindowResize.js"></script>
<!-- jQuery code to display an information button and box when clicked. -->
<script src="js/jquery-1.9.1.js"></script>
<script src="js/jquery-ui.js"></script>
<script>
var clock = new THREE.Clock();
var container, scene, camera, renderer, controls, stats;
var keyboard = new THREEx.KeyboardState();
/*
Setup Three.js WebGL renderer
*/
var renderer = new THREE.WebGLRenderer( { antialias: true } );
/*
Append the canvas element created by the renderer to document body element.
*/
document.body.appendChild( renderer.domElement );
/*
Create a Three.js scene
*/
var scene = new THREE.Scene();
/*
Create a Three.js camera
*/
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0, 10000 );
/*
Apply VR headset positional data to camera.
*/
var controls = new THREE.VRControls( camera );
/*
Apply VR stereo rendering to renderer
*/
var effect = new THREE.VREffect( renderer );
effect.setSize( window.innerWidth, window.innerHeight );
// LIGHT
var light = new THREE.PointLight(0xffffff);
light.position.set(0,250,0);
scene.add(light);
// FLOOR
var floorTexture = new THREE.ImageUtils.loadTexture( 'images/checkerboard.jpg' );
floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;
floorTexture.repeat.set( 10, 10 );
var floorMaterial = new THREE.MeshBasicMaterial( { map: floorTexture, side: THREE.DoubleSide } );
var floorGeometry = new THREE.PlaneGeometry(1000, 1000, 10, 10);
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.position.y = -0.5;
floor.rotation.x = Math.PI / 2;
scene.add(floor);
// SKYBOX/FOG
var skyBoxGeometry = new THREE.CubeGeometry( 0.1, 0.1, 0.1);
var skyBoxMaterial = new THREE.MeshBasicMaterial( { color: 0x9999ff, side: THREE.BackSide } );
var skyBox = new THREE.Mesh( skyBoxGeometry, skyBoxMaterial );
// scene.add(skyBox);
scene.fog = new THREE.FogExp2( 0x9999ff, 0.00025 );
var runnerTexture = new THREE.ImageUtils.loadTexture( 'images/run.png' );
annie = new TextureAnimator( runnerTexture, 10, 1, 10, 75 ); // texture, #horiz, #vert, #total, duration.
var runnerMaterial = new THREE.MeshBasicMaterial( { map: runnerTexture, side:THREE.DoubleSide } );
var runnerGeometry = new THREE.PlaneGeometry(50, 50, 1, 1);
var runner = new THREE.Mesh(runnerGeometry, runnerMaterial);
runner.position.set(-100,25,0);
scene.add(runner);
var explosionTexture = new THREE.ImageUtils.loadTexture( 'images/explosion.jpg' );
boomer = new TextureAnimator( explosionTexture, 4, 4, 16, 55 ); // texture, #horiz, #vert, #total, duration.
var explosionMaterial = new THREE.MeshBasicMaterial( { map: explosionTexture } );
var cubeGeometry = new THREE.CubeGeometry( 0.2, 0.2, 0.2 );
cube = new THREE.Mesh( cubeGeometry, explosionMaterial );
cube.position.set(0,26,0);
scene.add(cube);
/*
And that's it! When we load the scene and put on our headset, we should by standing inside our mockup layout, with a distant background image wrapping everything.
*/
/*
Request animation frame loop function
*/
function animate() {
update();
/*
Update VR headset position and apply to camera.
*/
controls.update();
/*
Render the scene through the VREffect.
*/
effect.render( scene, camera );
requestAnimationFrame( animate );
}
function update() {
var delta = clock.getDelta();
annie.update(1000 * delta);
boomer.update(1000 * delta);
if ( keyboard.pressed("z") )
{
// do something
}
controls.update();
// stats.update();
}
/*
Kick off animation loop
*/
animate();
/*
Listen for double click event to enter full-screen VR mode
*/
document.body.addEventListener( 'dblclick', function() {
effect.setFullScreen( true );
});
/*
Listen for keyboard events to zero positional sensor or enter full-screen VR mode.
*/
function onkey(event) {
if (!(event.metaKey || event.altKey || event.ctrlKey)) {
event.preventDefault();
}
if (event.charCode == 'z'.charCodeAt(0)) { // z
controls.zeroSensor();
} else if (event.charCode == 'f'.charCodeAt(0)) { // f
effect.setFullScreen( true );
}
};
window.addEventListener("keypress", onkey, true);
/*
Handle window resizes
*/
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
effect.setSize( window.innerWidth, window.innerHeight );
}
window.addEventListener( 'resize', onWindowResize, false );
function TextureAnimator(texture, tilesHoriz, tilesVert, numTiles, tileDispDuration)
{
// note: texture passed by reference, will be updated by the update function.
this.tilesHorizontal = tilesHoriz;
this.tilesVertical = tilesVert;
// how many images does this spritesheet contain?
// usually equals tilesHoriz * tilesVert, but not necessarily,
// if there at blank tiles at the bottom of the spritesheet.
this.numberOfTiles = numTiles;
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 1 / this.tilesHorizontal, 1 / this.tilesVertical );
// how long should each image be displayed?
this.tileDisplayDuration = tileDispDuration;
// how long has the current image been displayed?
this.currentDisplayTime = 0;
// which image is currently being displayed?
this.currentTile = 0;
this.update = function( milliSec )
{
this.currentDisplayTime += milliSec;
while (this.currentDisplayTime > this.tileDisplayDuration)
{
this.currentDisplayTime -= this.tileDisplayDuration;
this.currentTile++;
if (this.currentTile == this.numberOfTiles)
this.currentTile = 0;
var currentColumn = this.currentTile % this.tilesHorizontal;
texture.offset.x = currentColumn / this.tilesHorizontal;
var currentRow = Math.floor( this.currentTile / this.tilesHorizontal );
texture.offset.y = currentRow / this.tilesVertical;
}
};
}
</script>
</html>