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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webaudio - timing</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="overlay">
<button id="startButton">Play</button>
</div>
<div id="container"></div>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> webaudio - timing<br/>
sound effect by <a href="https://freesound.org/people/michorvath/sounds/269718/" target="_blank" rel="noopener noreferrer">michorvath</a>
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
let scene, camera, renderer, clock;
const objects = [];
const speed = 2.5;
const height = 3;
const offset = 0.5;
const startButton = document.getElementById( 'startButton' );
startButton.addEventListener( 'click', init );
function init() {
const overlay = document.getElementById( 'overlay' );
overlay.remove();
const container = document.getElementById( 'container' );
scene = new THREE.Scene();
clock = new THREE.Clock();
//
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 7, 3, 7 );
// lights
const ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
scene.add( ambientLight );
const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.7 );
directionalLight.position.set( 0, 5, 5 );
scene.add( directionalLight );
const d = 5;
directionalLight.castShadow = true;
directionalLight.shadow.camera.left = - d;
directionalLight.shadow.camera.right = d;
directionalLight.shadow.camera.top = d;
directionalLight.shadow.camera.bottom = - d;
directionalLight.shadow.camera.near = 1;
directionalLight.shadow.camera.far = 20;
directionalLight.shadow.mapSize.x = 1024;
directionalLight.shadow.mapSize.y = 1024;
// audio
const audioLoader = new THREE.AudioLoader();
const listener = new THREE.AudioListener();
camera.add( listener );
// floor
const floorGeometry = new THREE.PlaneGeometry( 10, 10 );
const floorMaterial = new THREE.MeshLambertMaterial( { color: 0x4676b6 } );
const floor = new THREE.Mesh( floorGeometry, floorMaterial );
floor.rotation.x = Math.PI * - 0.5;
floor.receiveShadow = true;
scene.add( floor );
// objects
const count = 5;
const radius = 3;
const ballGeometry = new THREE.SphereGeometry( 0.3, 32, 16 );
ballGeometry.translate( 0, 0.3, 0 );
const ballMaterial = new THREE.MeshLambertMaterial( { color: 0xcccccc } );
// create objects when audio buffer is loaded
audioLoader.load( 'sounds/ping_pong.mp3', function ( buffer ) {
for ( let i = 0; i < count; i ++ ) {
const s = i / count * Math.PI * 2;
const ball = new THREE.Mesh( ballGeometry, ballMaterial );
ball.castShadow = true;
ball.userData.down = false;
ball.position.x = radius * Math.cos( s );
ball.position.z = radius * Math.sin( s );
const audio = new THREE.PositionalAudio( listener );
audio.setBuffer( buffer );
ball.add( audio );
scene.add( ball );
objects.push( ball );
}
animate();
} );
//
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.shadowMap.enabled = true;
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0x000000 );
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
//
const controls = new OrbitControls( camera, renderer.domElement );
controls.minDistance = 1;
controls.maxDistance = 25;
//
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
const time = clock.getElapsedTime();
for ( let i = 0; i < objects.length; i ++ ) {
const ball = objects[ i ];
const previousHeight = ball.position.y;
ball.position.y = Math.abs( Math.sin( i * offset + ( time * speed ) ) * height );
if ( ball.position.y < previousHeight ) {
ball.userData.down = true;
} else {
if ( ball.userData.down === true ) {
// ball changed direction from down to up
const audio = ball.children[ 0 ];
audio.play(); // play audio with perfect timing when ball hits the surface
ball.userData.down = false;
}
}
}
renderer.render( scene, camera );
}
</script>
</body>
</html>