webxr_xr_haptics.html 7.7 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js xr - haptics</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> xr - haptics
  12. </div>
  13. <script type="importmap">
  14. {
  15. "imports": {
  16. "three": "../build/three.module.js",
  17. "three/addons/": "./jsm/"
  18. }
  19. }
  20. </script>
  21. <script type="module">
  22. import * as THREE from 'three';
  23. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  24. import { XRButton } from 'three/addons/webxr/XRButton.js';
  25. import { XRControllerModelFactory } from 'three/addons/webxr/XRControllerModelFactory.js';
  26. let container;
  27. let camera, scene, renderer;
  28. let controller1, controller2;
  29. let controllerGrip1, controllerGrip2;
  30. const box = new THREE.Box3();
  31. const controllers = [];
  32. const oscillators = [];
  33. let controls, group;
  34. let audioCtx = null;
  35. // minor pentatonic scale, so whichever notes is striked would be more pleasant
  36. const musicScale = [ 0, 3, 5, 7, 10 ];
  37. init();
  38. function initAudio() {
  39. if ( audioCtx !== null ) {
  40. return;
  41. }
  42. audioCtx = new ( window.AudioContext || window.webkitAudioContext )();
  43. function createOscillator() {
  44. // creates oscillator
  45. const oscillator = audioCtx.createOscillator();
  46. oscillator.type = 'sine'; // possible values: sine, triangle, square
  47. oscillator.start();
  48. return oscillator;
  49. }
  50. oscillators.push( createOscillator() );
  51. oscillators.push( createOscillator() );
  52. window.oscillators = oscillators;
  53. }
  54. function init() {
  55. container = document.createElement( 'div' );
  56. document.body.appendChild( container );
  57. scene = new THREE.Scene();
  58. scene.background = new THREE.Color( 0x808080 );
  59. camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10 );
  60. camera.position.set( 0, 1.6, 3 );
  61. controls = new OrbitControls( camera, container );
  62. controls.target.set( 0, 1.6, 0 );
  63. controls.update();
  64. const floorGeometry = new THREE.PlaneGeometry( 4, 4 );
  65. const floorMaterial = new THREE.ShadowMaterial( { opacity: 0.25, blending: THREE.CustomBlending, transparent: false } );
  66. const floor = new THREE.Mesh( floorGeometry, floorMaterial );
  67. floor.rotation.x = - Math.PI / 2;
  68. floor.receiveShadow = true;
  69. scene.add( floor );
  70. scene.add( new THREE.HemisphereLight( 0xbcbcbc, 0xa5a5a5, 3 ) );
  71. const light = new THREE.DirectionalLight( 0xffffff, 3 );
  72. light.position.set( 0, 6, 0 );
  73. light.castShadow = true;
  74. light.shadow.camera.top = 2;
  75. light.shadow.camera.bottom = - 2;
  76. light.shadow.camera.right = 2;
  77. light.shadow.camera.left = - 2;
  78. light.shadow.mapSize.set( 4096, 4096 );
  79. scene.add( light );
  80. group = new THREE.Group();
  81. group.position.z = - 0.5;
  82. scene.add( group );
  83. const BOXES = 10;
  84. for ( let i = 0; i < BOXES; i ++ ) {
  85. const intensity = ( i + 1 ) / BOXES;
  86. const w = 0.1;
  87. const h = 0.05 * i + 0.5;
  88. const geometry = new THREE.BoxGeometry( w, h, w );
  89. geometry.translate( 0, h / 2, 0 );
  90. const material = new THREE.MeshStandardMaterial( {
  91. color: new THREE.Color( intensity, 0.1, 0.1 ),
  92. roughness: 0.7,
  93. metalness: 0.0
  94. } );
  95. const object = new THREE.Mesh( geometry, material );
  96. object.position.x = ( i - 5 ) * ( w + 0.05 );
  97. object.castShadow = true;
  98. object.receiveShadow = true;
  99. object.userData = {
  100. index: i + 1,
  101. intensity: intensity
  102. };
  103. group.add( object );
  104. }
  105. //
  106. renderer = new THREE.WebGLRenderer( { antialias: true } );
  107. renderer.setPixelRatio( window.devicePixelRatio );
  108. renderer.setSize( window.innerWidth, window.innerHeight );
  109. renderer.setAnimationLoop( animate );
  110. renderer.shadowMap.enabled = true;
  111. renderer.xr.enabled = true;
  112. container.appendChild( renderer.domElement );
  113. document.body.appendChild( XRButton.createButton( renderer ) );
  114. document.getElementById( 'XRButton' ).addEventListener( 'click', initAudio );
  115. // controllers
  116. controller1 = renderer.xr.getController( 0 );
  117. scene.add( controller1 );
  118. controller2 = renderer.xr.getController( 1 );
  119. scene.add( controller2 );
  120. const controllerModelFactory = new XRControllerModelFactory();
  121. controllerGrip1 = renderer.xr.getControllerGrip( 0 );
  122. controllerGrip1.addEventListener( 'connected', controllerConnected );
  123. controllerGrip1.addEventListener( 'disconnected', controllerDisconnected );
  124. controllerGrip1.add( controllerModelFactory.createControllerModel( controllerGrip1 ) );
  125. scene.add( controllerGrip1 );
  126. controllerGrip2 = renderer.xr.getControllerGrip( 1 );
  127. controllerGrip2.addEventListener( 'connected', controllerConnected );
  128. controllerGrip2.addEventListener( 'disconnected', controllerDisconnected );
  129. controllerGrip2.add( controllerModelFactory.createControllerModel( controllerGrip2 ) );
  130. scene.add( controllerGrip2 );
  131. //
  132. window.addEventListener( 'resize', onWindowResize );
  133. }
  134. function controllerConnected( evt ) {
  135. controllers.push( {
  136. gamepad: evt.data.gamepad,
  137. grip: evt.target,
  138. colliding: false,
  139. playing: false
  140. } );
  141. }
  142. function controllerDisconnected( evt ) {
  143. const index = controllers.findIndex( o => o.controller === evt.target );
  144. if ( index !== - 1 ) {
  145. controllers.splice( index, 1 );
  146. }
  147. }
  148. function onWindowResize() {
  149. camera.aspect = window.innerWidth / window.innerHeight;
  150. camera.updateProjectionMatrix();
  151. renderer.setSize( window.innerWidth, window.innerHeight );
  152. }
  153. //
  154. function handleCollisions() {
  155. for ( let i = 0; i < group.children.length; i ++ ) {
  156. group.children[ i ].collided = false;
  157. }
  158. for ( let g = 0; g < controllers.length; g ++ ) {
  159. const controller = controllers[ g ];
  160. controller.colliding = false;
  161. const { grip, gamepad } = controller;
  162. const sphere = {
  163. radius: 0.03,
  164. center: grip.position
  165. };
  166. const supportHaptic = 'hapticActuators' in gamepad && gamepad.hapticActuators != null && gamepad.hapticActuators.length > 0;
  167. for ( let i = 0; i < group.children.length; i ++ ) {
  168. const child = group.children[ i ];
  169. box.setFromObject( child );
  170. if ( box.intersectsSphere( sphere ) ) {
  171. child.material.emissive.b = 1;
  172. const intensity = child.userData.index / group.children.length;
  173. child.scale.setScalar( 1 + Math.random() * 0.1 * intensity );
  174. if ( supportHaptic ) {
  175. gamepad.hapticActuators[ 0 ].pulse( intensity, 100 );
  176. }
  177. const musicInterval = musicScale[ child.userData.index % musicScale.length ] + 12 * Math.floor( child.userData.index / musicScale.length );
  178. oscillators[ g ].frequency.value = 110 * Math.pow( 2, musicInterval / 12 );
  179. controller.colliding = true;
  180. group.children[ i ].collided = true;
  181. }
  182. }
  183. if ( controller.colliding ) {
  184. if ( ! controller.playing ) {
  185. controller.playing = true;
  186. oscillators[ g ].connect( audioCtx.destination );
  187. }
  188. } else {
  189. if ( controller.playing ) {
  190. controller.playing = false;
  191. oscillators[ g ].disconnect( audioCtx.destination );
  192. }
  193. }
  194. }
  195. for ( let i = 0; i < group.children.length; i ++ ) {
  196. const child = group.children[ i ];
  197. if ( ! child.collided ) {
  198. // reset uncollided boxes
  199. child.material.emissive.b = 0;
  200. child.scale.setScalar( 1 );
  201. }
  202. }
  203. }
  204. function animate() {
  205. handleCollisions();
  206. renderer.render( scene, camera );
  207. }
  208. </script>
  209. </body>
  210. </html>