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snow_flakes.html
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snow_flakes.html
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<!DOCTYPE html>
<!--
https://opengameart.org/content/snow-flake
-->
<html lang="en">
<head>
<!-- Fathom - simple website analytics - https://github.com/usefathom/fathom -->
<script>
(function(f, a, t, h, o, m){
a[h]=a[h]||function(){
(a[h].q=a[h].q||[]).push(arguments)
};
o=f.createElement('script'),
m=f.getElementsByTagName('script')[0];
o.async=1; o.src=t; o.id='fathom-script';
m.parentNode.insertBefore(o,m)
})(document, window, '//stats.josh.earth/tracker.js', 'fathom');
fathom('set', 'siteId', 'GISNV');
fathom('trackPageview');
</script>
<!-- / Fathom -->
<meta charset="UTF-8">
<title>WebVR + ThreeJS Application</title>
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<!-- required -->
<script src="./node_modules/three/build/three.min.js"></script>
<!-- needed for loading GLTF files -->
<script src="./node_modules/three/examples/js/loaders/GLTFLoader.js"></script>
<!-- needed to enter VR -->
<script src="../boilerplate/webvr.js"></script>
<style type="text/css">
body {
margin:0;
}
#overlay {
position: fixed;
font-size: 5vh;
width: 100vw;
height: 100vh;
background-color: rgba(0,0,0,0.5);
text-align: center;
}
#loading-indicator {
display: block;
}
#click-to-play {
/*display: none;*/
color: black;
background-color: white;
border: 1px solid black;
}
/* this button is generated by the VR subsystem, disabled if not available */
#enter-vr {
position: absolute;
bottom: 20px;
left: 50%;
transform: translate(-50%,0);
}
</style>
</head>
<body>
<div id="overlay">
<h1>Application Name</h1>
<div id="loading-indicator">
<label>loading</label>
<progress max="100" value="0" id="progress"></progress>
</div>
<h3 id="click-to-play">click to start</h3>
</div>
<script type="module">
import VRStats from "../boilerplate/vrstats.js"
//JQuery-like selector
const $ = (sel) => document.querySelector(sel)
const on = (elem, type, cb) => elem.addEventListener(type,cb)
const rand = (min,max) => Math.random()*(max-min) + min
const randi = (min,max) => Math.floor(Math.random()*(max-min)+min)
// global constants and variables for your app go here
let camera, scene, renderer, pointer, stats;
let flakes
//called on setup. Customize this
function initContent(scene,camera,renderer) {
//set the background color of the scene
scene.background = new THREE.Color( 0xff0000 );
//a standard light
const light = new THREE.DirectionalLight( 0xffffff, 1.0 );
light.position.set( 1, 1, 1 ).normalize();
scene.add( light );
//load a cat texture
const texture_loader = new THREE.TextureLoader()
const texture = texture_loader.load('./snowflake.png')
flakes = new THREE.Group()
const geom = new THREE.PlaneBufferGeometry(1,1)
const mat = new THREE.MeshLambertMaterial({color:'white', map:texture, transparent:true, side:THREE.DoubleSide})
for(let i=0; i<100; i++) {
const flake = new THREE.Mesh(geom,mat)
flake.position.set(rand(-10,10),rand(-5,7),rand(-5,0))
console.log(flake.position.x)
flake.velocity = new THREE.Vector3(0,rand(-5,-30),0)
const rot = randi(0,3)
if(rot === 0) flake.rotationVelocity = new THREE.Vector3(rand(-30,30),0,0)
if(rot === 1) flake.rotationVelocity = new THREE.Vector3(0,rand(-30,30),0)
if(rot === 2) flake.rotationVelocity = new THREE.Vector3(0,0,rand(-30,30))
flakes.add(flake)
}
flakes.position.z = -2
scene.add(flakes)
scene.add(new THREE.AmbientLight(0xffffff,1.0))
// enable stats visible inside VR
stats = new VRStats(renderer)
camera.add(stats)
scene.add(camera)
}
//called on every frame. customize this
function render(time) {
//update the pointer and stats, if configured
if(pointer) pointer.tick(time)
if(stats) stats.update(time)
if(flakes) {
flakes.children.forEach(flake => {
flake.position.x += flake.velocity.x/1000
flake.position.y += flake.velocity.y/1000
flake.position.z += flake.velocity.z/1000
flake.rotation.x += flake.rotationVelocity.x/1000
flake.rotation.y += flake.rotationVelocity.y/1000
flake.rotation.z += flake.rotationVelocity.z/1000
if(flake.position.y < -10) flake.position.y += 20
})
}
//rotate the cube on every tick
renderer.render( scene, camera );
}
// you shouldn't need to modify much below here
function initScene() {
//create DIV for the canvas
const container = document.createElement( 'div' );
document.body.appendChild( container );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 50 );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.vr.enabled = true;
container.appendChild( renderer.domElement );
document.body.appendChild( WEBVR.createButton( renderer ) );
initContent(scene,camera,renderer)
window.addEventListener( 'resize', ()=>{
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}, false );
THREE.DefaultLoadingManager.onStart = (url, loaded, total) => {
console.log(`loading ${url}. loaded ${loaded} of ${total}`)
}
THREE.DefaultLoadingManager.onLoad = () => {
console.log(`loading complete`)
console.log("really setting it up now")
$('#loading-indicator').style.display = 'none'
$('#click-to-play').style.display = 'block'
const overlay = $('#overlay')
$("#click-to-play").addEventListener('click',()=>{
overlay.style.visibility = 'hidden'
if($('#enter-vr')) $('#enter-vr').removeAttribute('disabled')
})
}
THREE.DefaultLoadingManager.onProgress = (url, loaded, total) => {
console.log(`prog ${url}. loaded ${loaded} of ${total}`)
$("#progress").setAttribute('value',100*(loaded/total))
}
THREE.DefaultLoadingManager.onError = (url) => {
console.log(`error loading ${url}`)
}
}
// initPage()
initScene()
renderer.setAnimationLoop(render)
</script>
</body>
</html>