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169 lines
4.6 KiB
169 lines
4.6 KiB
2 years ago
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<!-- Licensed under a BSD license. See license.html for license -->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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<title>Three.js - WebXR - Look to Select</title>
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<style>
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html, body {
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height: 100%;
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margin: 0;
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}
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#c {
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width: 100%;
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height: 100%;
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display: block;
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}
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</style>
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</head>
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<body>
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<canvas id="c"></canvas>
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</body>
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../../build/three.module.js",
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"three/addons/": "../../examples/jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import {VRButton} from 'three/addons/webxr/VRButton.js';
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function main() {
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const canvas = document.querySelector('#c');
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const renderer = new THREE.WebGLRenderer({canvas});
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renderer.xr.enabled = true;
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document.body.appendChild(VRButton.createButton(renderer));
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const fov = 75;
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const aspect = 2; // the canvas default
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const near = 0.1;
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const far = 50;
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const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
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camera.position.set(0, 1.6, 0);
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const scene = new THREE.Scene();
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{
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const loader = new THREE.CubeTextureLoader();
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const texture = loader.load([
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'resources/images/grid-1024.png',
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'resources/images/grid-1024.png',
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'resources/images/grid-1024.png',
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'resources/images/grid-1024.png',
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'resources/images/grid-1024.png',
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'resources/images/grid-1024.png',
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]);
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scene.background = texture;
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}
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{
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const color = 0xFFFFFF;
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const intensity = 1;
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const light = new THREE.DirectionalLight(color, intensity);
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light.position.set(-1, 2, 4);
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scene.add(light);
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}
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const boxWidth = 1;
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const boxHeight = 1;
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const boxDepth = 1;
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const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
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function makeInstance(geometry, color, x) {
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const material = new THREE.MeshPhongMaterial({color});
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const cube = new THREE.Mesh(geometry, material);
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scene.add(cube);
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cube.position.x = x;
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cube.position.y = 1.6;
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cube.position.z = -2;
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return cube;
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}
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const cubes = [
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makeInstance(geometry, 0x44aa88, 0),
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makeInstance(geometry, 0x8844aa, -2),
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makeInstance(geometry, 0xaa8844, 2),
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];
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class PickHelper {
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constructor() {
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this.raycaster = new THREE.Raycaster();
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this.pickedObject = null;
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this.pickedObjectSavedColor = 0;
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}
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pick(normalizedPosition, scene, camera, time) {
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// restore the color if there is a picked object
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if (this.pickedObject) {
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this.pickedObject.material.emissive.setHex(this.pickedObjectSavedColor);
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this.pickedObject = undefined;
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}
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// cast a ray through the frustum
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this.raycaster.setFromCamera(normalizedPosition, camera);
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// get the list of objects the ray intersected
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const intersectedObjects = this.raycaster.intersectObjects(scene.children);
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if (intersectedObjects.length) {
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// pick the first object. It's the closest one
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this.pickedObject = intersectedObjects[0].object;
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// save its color
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this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
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// set its emissive color to flashing red/yellow
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this.pickedObject.material.emissive.setHex((time * 8) % 2 > 1 ? 0xFFFF00 : 0xFF0000);
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}
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}
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}
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const pickHelper = new PickHelper();
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function resizeRendererToDisplaySize(renderer) {
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const canvas = renderer.domElement;
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const width = canvas.clientWidth;
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const height = canvas.clientHeight;
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const needResize = canvas.width !== width || canvas.height !== height;
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if (needResize) {
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renderer.setSize(width, height, false);
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}
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return needResize;
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}
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function render(time) {
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time *= 0.001;
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if (resizeRendererToDisplaySize(renderer)) {
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const canvas = renderer.domElement;
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camera.aspect = canvas.clientWidth / canvas.clientHeight;
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camera.updateProjectionMatrix();
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}
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cubes.forEach((cube, ndx) => {
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const speed = 1 + ndx * .1;
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const rot = time * speed;
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cube.rotation.x = rot;
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cube.rotation.y = rot;
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});
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// 0, 0 is the center of the view in normalized coordinates.
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pickHelper.pick({x: 0, y: 0}, scene, camera, time);
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renderer.render(scene, camera);
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}
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renderer.setAnimationLoop(render);
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}
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main();
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</script>
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</html>
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