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waterfountain.html
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waterfountain.html
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<!DOCTYPE html>
<!--
https://sketchfab.com/models/fd5cd30b8aac444982965aabe2f59f23
-->
<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 for loading Truetype Fonts -->
<script src="./node_modules/three/examples/js/loaders/TTFLoader.js"></script>
<script src="./node_modules/three/examples/js/libs/opentype.min.js"></script>
<!-- needed to enter VR -->
<script src="../boilerplate/webvr.js"></script>
<!-- stats (fps, polygons, fps) -->
<script src="../boilerplate/vrstats.js" type="module"></script>
<!-- mouse/touch/vr-controller support -->
<!--<script src="./pointer.js" type="module"></script>-->
<style type="text/css">
body {
font-family: Monospace;
background-color: #f0f0f0;
margin: 0px;
overflow: hidden;
}
#overlay {
position: fixed;
display: none;
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 {
POINTER_MOVE,
POINTER_PRESS,
POINTER_RELEASE,
Pointer} from '../boilerplate/pointer.js'
import GPUParticleSystem from './GPUParticleSystem.js'
import VRStats from '../boilerplate/vrstats.js'
//JQuery-like selector
const $ = (sel) => document.querySelector(sel)
const on = (elem, type, cb) => elem.addEventListener(type,cb)
//generate random number in a range
const rand = (min,max) => min + Math.random()*(max-min)
// global constants and variables for your app go here
let camera, scene, renderer, pointer, stats
let particleSystem, options
//called on setup. Customize this
function initContent(scene,camera,renderer) {``
//set the background color of the scene
scene.background = new THREE.Color(0x333333);
//a standard light
const light = new THREE.AmbientLight(0xffffff,0.8);
scene.add(light);
//class which handles mouse and VR controller
pointer = new Pointer(scene, renderer, camera, {
intersectionFilter: ((o) => o.userData.clickable),
cameraFollowMouse: false,
enableLaser:false,
})
const gltfLoader = new THREE.GLTFLoader()
gltfLoader.load("./fountain_low_poly/scene.gltf",
(model)=>{
model.scene.traverse((ch)=>{
if(ch.isMesh) {
ch.position.z = -10
ch.scale.set(0.3,0.3,0.3)
ch.rotation.x = -90*Math.PI/180
scene.add(ch)
}
})
}
)
//options for the particle effect
const textureLoader = new THREE.TextureLoader()
options = {
maxParticles: 10000,
position: new THREE.Vector3(0,1.0,-10.0),
positionRandomness: 0.0,
baseVelocity: new THREE.Vector3(0.0, 5.0, 0.0),
velocity: new THREE.Vector3(0.0, 0.0, 0.0),
velocityRandomness: 1.0,
acceleration: new THREE.Vector3(0.0,-4.0,0.0),
baseColor: new THREE.Color(0.0,1.0,0.5),
color: new THREE.Color(0.0,1.0,1.0),
colorRandomness: 0.5,
lifetime: 3.5,
size: 15,
fadeIn:0.001,
fadeOut: 0.5,
sizeRandomness: 1.0,
particleSpriteTex: textureLoader.load('./tex/particle2.png'),
blending: THREE.NormalBlending,
onTick:(system,time) => {
let amt = (Math.sin(time)+0.9) // goes from 0 to 2
for(let i=0; i<amt*4; i++) {
options.velocity.x = options.baseVelocity.x + system.random() * options.velocityRandomness
options.velocity.y = options.baseVelocity.y + amt/2.0 + system.random() * options.velocityRandomness
options.velocity.z = options.baseVelocity.z + system.random() * options.velocityRandomness
system.spawnParticle( options );
}
}
}
particleSystem = new GPUParticleSystem(options)
scene.add(particleSystem)
stats = new VRStats(renderer)
if($('#enter-vr')) $('#enter-vr').removeAttribute('disabled')
}
//called on every frame. customize this
function render(time) {
const t = time/1000
//update the pointer and stats, if configured
if(pointer) pointer.tick(time)
if(stats) stats.update(time)
particleSystem.update( time );
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 );
}
// initPage()
initScene()
renderer.setAnimationLoop(render)
</script>
</body>
</html>