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index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>Web VR boilerplate</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0, shrink-to-fit=no">
<meta name="mobile-web-app-capable" content="yes">
<meta name="apple-mobile-web-app-capable" content="yes" />
<meta name="apple-mobile-web-app-status-bar-style" content="black-translucent" />
<link rel="manifest" href="/manifest.json">
<style>
body {
width: 100%;
height: 100%;
background-color: #000;
color: #fff;
margin: 0px;
padding: 0;
overflow: hidden;
}
</style>
</head>
<body>
</body>
<script>
/*
* Debug parameters.
*/
WebVRConfig = {
/**
* webvr-polyfill configuration
*/
// Forces availability of VR mode.
//FORCE_ENABLE_VR: true, // Default: false.
// Complementary filter coefficient. 0 for accelerometer, 1 for gyro.
//K_FILTER: 0.98, // Default: 0.98.
// How far into the future to predict during fast motion.
//PREDICTION_TIME_S: 0.040, // Default: 0.040 (in seconds).
// Flag to disable touch panner. In case you have your own touch controls
//TOUCH_PANNER_DISABLED: true, // Default: false.
// Enable yaw panning only, disabling roll and pitch. This can be useful for
// panoramas with nothing interesting above or below.
//YAW_ONLY: true, // Default: false.
/**
* webvr-boilerplate configuration
*/
// Forces distortion in VR mode.
//FORCE_DISTORTION: true, // Default: false.
// Override the distortion background color.
// DISTORTION_BGCOLOR: {x: 1, y: 0, z: 0, w: 1}, // Default: (0,0,0,1).
// Prevent distortion from happening.
//PREVENT_DISTORTION: true, // Default: false.
// Show eye centers for debugging.
// SHOW_EYE_CENTERS: true, // Default: false.
// Prevent the online DPDB from being fetched.
// NO_DPDB_FETCH: true, // Default: false.
};
</script>
<!--
A polyfill for Promises. Needed for IE and Edge.
-->
<script src="bower_components/promise-polyfill/Promise.min.js"></script>
<!--
three.js 3d library
-->
<script src="bower_components/threejs/build/three.js"></script>
<!--
VRControls.js acquires positional information from connected VR devices and applies the transformations to a three.js camera object.
-->
<script src="bower_components/threejs/examples/js/controls/VRControls.js"></script>
<!--
VREffect.js handles stereo camera setup and rendering.
-->
<script src="bower_components/threejs/examples/js/effects/VREffect.js"></script>
<!--
A polyfill for WebVR using the Device{Motion,Orientation}Event API.
-->
<script src="bower_components/webvr-polyfill/build/webvr-polyfill.js"></script>
<!--
Helps enter and exit VR mode, provides best practices while in VR.
-->
<script src="build/webvr-manager.js"></script>
<script>
// Setup three.js WebGL renderer. Note: Antialiasing is a big performance hit.
// Only enable it if you actually need to.
var renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setPixelRatio(window.devicePixelRatio);
// Append the canvas element created by the renderer to document body element.
document.body.appendChild(renderer.domElement);
// Create a three.js scene.
var scene = new THREE.Scene();
// Create a three.js camera.
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 10000);
// Apply VR headset positional data to camera.
var controls = new THREE.VRControls(camera);
// Apply VR stereo rendering to renderer.
var effect = new THREE.VREffect(renderer);
effect.setSize(window.innerWidth, window.innerHeight);
// Add a repeating grid as a skybox.
var boxWidth = 5;
var loader = new THREE.TextureLoader();
loader.load('img/box.png', onTextureLoaded);
function onTextureLoaded(texture) {
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set(boxWidth, boxWidth);
var geometry = new THREE.BoxGeometry(boxWidth, boxWidth, boxWidth);
var material = new THREE.MeshBasicMaterial({
map: texture,
color: 0x01BE00,
side: THREE.BackSide
});
var skybox = new THREE.Mesh(geometry, material);
scene.add(skybox);
}
// Create a VR manager helper to enter and exit VR mode.
var params = {
hideButton: false, // Default: false.
isUndistorted: false // Default: false.
};
var manager = new WebVRManager(renderer, effect, params);
// Create 3D objects.
var geometry = new THREE.BoxGeometry(0.5, 0.5, 0.5);
var material = new THREE.MeshNormalMaterial();
var cube = new THREE.Mesh(geometry, material);
// Position cube mesh
cube.position.z = -1;
// Add cube mesh to your three.js scene
scene.add(cube);
// Request animation frame loop function
var lastRender = 0;
function animate(timestamp) {
var delta = Math.min(timestamp - lastRender, 500);
lastRender = timestamp;
// Apply rotation to cube mesh
cube.rotation.y += delta * 0.0006;
// Update VR headset position and apply to camera.
controls.update();
// Render the scene through the manager.
manager.render(scene, camera, timestamp);
requestAnimationFrame(animate);
}
// Kick off animation loop
animate(performance ? performance.now() : Date.now());
// Reset the position sensor when 'z' pressed.
function onKey(event) {
if (event.keyCode == 90) { // z
controls.resetSensor();
}
}
window.addEventListener('keydown', onKey, true);
</script>
</html>