├── index.html ├── js ├── blankWebVR.js ├── vr │ ├── PhoneVR.js │ ├── VRControls.js │ └── VREffect.js └── demoWebVR.js ├── README.md └── LICENSE /index.html: -------------------------------------------------------------------------------- 1 | 22 | 23 | 24 | 25 | 26 | 27 | webVR boilerplate 28 | 29 | 30 | 39 | 40 | 41 | 42 | 43 | 46 | 47 | 48 | 52 | 53 | 54 | 55 | 58 | 59 | 60 | 64 | 65 | 66 | -------------------------------------------------------------------------------- /js/blankWebVR.js: -------------------------------------------------------------------------------- 1 | // Setup three.js WebGL renderer 2 | var renderer = new THREE.WebGLRenderer( { antialias: true } ); 3 | 4 | // Append the canvas element created by the renderer to document body element. 5 | document.body.appendChild( renderer.domElement ); 6 | 7 | //Create a three.js scene 8 | var scene = new THREE.Scene(); 9 | 10 | //Create a three.js camera 11 | var camera = new THREE.PerspectiveCamera( 110, window.innerWidth / window.innerHeight, 2, 10000 ); 12 | scene.add(camera); 13 | 14 | //Apply VR headset positional data to camera. 15 | var controls = new THREE.VRControls( camera ); 16 | 17 | //Apply VR stereo rendering to renderer 18 | var effect = new THREE.VREffect( renderer ); 19 | effect.setSize( window.innerWidth, window.innerHeight ); 20 | 21 | 22 | /************* TODO: Generate Your VR Scene Below *********************/ 23 | 24 | 25 | /* 26 | TODO: Create, position, and add 3d objects here 27 | */ 28 | 29 | 30 | /* 31 | Request animation frame loop function 32 | */ 33 | function animate() { 34 | // TODO: Apply any desired changes for the next frame here. 35 | 36 | 37 | //Update VR headset position and apply to camera. 38 | controls.update(); 39 | 40 | // Render the scene through the VREffect. 41 | effect.render( scene, camera ); 42 | requestAnimationFrame( animate ); 43 | } 44 | 45 | animate(); // Kick off animation loop 46 | 47 | 48 | 49 | /***************** TODO: Generate Your VR Scene Above *****************/ 50 | 51 | 52 | 53 | /* 54 | Listen for click event to enter full-screen mode. 55 | We listen for single click because that works best for mobile for now 56 | */ 57 | document.body.addEventListener( 'click', function(){ 58 | effect.setFullScreen( true ); 59 | }) 60 | 61 | /* 62 | Listen for keyboard events 63 | */ 64 | function onkey(event) { 65 | event.preventDefault(); 66 | 67 | if (event.keyCode == 90) { // z 68 | controls.resetSensor(); //zero rotation 69 | } else if (event.keyCode == 70 || event.keyCode == 13) { //f or enter 70 | effect.setFullScreen(true) //fullscreen 71 | } 72 | }; 73 | window.addEventListener("keydown", onkey, true); 74 | 75 | /* 76 | Handle window resizes 77 | */ 78 | function onWindowResize() { 79 | camera.aspect = window.innerWidth / window.innerHeight; 80 | camera.updateProjectionMatrix(); 81 | effect.setSize( window.innerWidth, window.innerHeight ); 82 | } 83 | window.addEventListener( 'resize', onWindowResize, false ); 84 | -------------------------------------------------------------------------------- /js/vr/PhoneVR.js: -------------------------------------------------------------------------------- 1 | "use strict"; 2 | 3 | // It seems to be impossible to synchronously detect whether we have an orientation sensor. 4 | // Even Chromium on the desktop has a 'deviceorientation' event, and it will fire once with 5 | // all nulls. 6 | 7 | function PhoneVR() { 8 | this.deviceAlpha = null; 9 | this.deviceGamma = null; 10 | this.deviceBeta = null; 11 | 12 | window.addEventListener('deviceorientation', function(orientation) { 13 | this.deviceAlpha = orientation.alpha; 14 | this.deviceGamma = orientation.gamma; 15 | this.deviceBeta = orientation.beta; 16 | }.bind(this)); 17 | } 18 | 19 | PhoneVR.prototype.orientationIsAvailable = function() { 20 | return this.deviceAlpha !== null; 21 | } 22 | 23 | PhoneVR.prototype.rotationQuat = function() { 24 | if (!this.orientationIsAvailable()) 25 | return null; 26 | 27 | var degtorad = Math.PI / 180; // Degree-to-Radian conversion 28 | var z = this.deviceAlpha * degtorad / 2; 29 | var x = this.deviceBeta * degtorad / 2; 30 | var y = this.deviceGamma * degtorad / 2; 31 | var cX = Math.cos(x); 32 | var cY = Math.cos(y); 33 | var cZ = Math.cos(z); 34 | var sX = Math.sin(x); 35 | var sY = Math.sin(y); 36 | var sZ = Math.sin(z); 37 | 38 | // ZXY quaternion construction. 39 | var w = cX * cY * cZ - sX * sY * sZ; 40 | var x = sX * cY * cZ - cX * sY * sZ; 41 | var y = cX * sY * cZ + sX * cY * sZ; 42 | var z = cX * cY * sZ + sX * sY * cZ; 43 | 44 | var deviceQuaternion = new THREE.Quaternion(x, y, z, w); 45 | 46 | // Correct for the screen orientation. 47 | var screenOrientation = (this.getScreenOrientation() * degtorad)/2; 48 | var screenTransform = new THREE.Quaternion(0, 0, -Math.sin(screenOrientation), Math.cos(screenOrientation)); 49 | 50 | var deviceRotation = new THREE.Quaternion(); 51 | deviceRotation.multiplyQuaternions(deviceQuaternion, screenTransform); 52 | 53 | // deviceRotation is the quaternion encoding of the transformation 54 | // from camera coordinates to world coordinates. The problem is that 55 | // our shader uses conventional OpenGL coordinates 56 | // (+x = right, +y = up, +z = backward), but the DeviceOrientation 57 | // spec uses different coordinates (+x = East, +y = North, +z = up). 58 | // To fix the mismatch, we need to fix this. We'll arbitrarily choose 59 | // North to correspond to -z (the default camera direction). 60 | var r22 = Math.sqrt(0.5); 61 | deviceRotation.multiplyQuaternions(new THREE.Quaternion(-r22, 0, 0, r22), deviceRotation); 62 | 63 | return deviceRotation; 64 | } 65 | 66 | PhoneVR.prototype.getScreenOrientation = function() { 67 | switch (window.screen.orientation || window.screen.mozOrientation) { 68 | case 'landscape-primary': 69 | return 90; 70 | case 'landscape-secondary': 71 | return -90; 72 | case 'portrait-secondary': 73 | return 180; 74 | case 'portrait-primary': 75 | return 0; 76 | } 77 | if (window.orientation !== undefined) 78 | return window.orientation; 79 | } 80 | -------------------------------------------------------------------------------- /js/demoWebVR.js: -------------------------------------------------------------------------------- 1 | // Setup three.js WebGL renderer 2 | var renderer = new THREE.WebGLRenderer( { antialias: true } ); 3 | 4 | // Append the canvas element created by the renderer to document body element. 5 | document.body.appendChild( renderer.domElement ); 6 | 7 | //Create a three.js scene 8 | var scene = new THREE.Scene(); 9 | 10 | //Create a three.js camera 11 | var camera = new THREE.PerspectiveCamera( 110, window.innerWidth / window.innerHeight, 2, 10000 ); 12 | scene.add(camera); 13 | 14 | //Apply VR headset positional data to camera. 15 | var controls = new THREE.VRControls( camera ); 16 | 17 | //Apply VR stereo rendering to renderer 18 | var effect = new THREE.VREffect( renderer ); 19 | effect.setSize( window.innerWidth, window.innerHeight ); 20 | 21 | /* 22 | Create, position, and add 3d objects 23 | */ 24 | var pi = 3.141592653589793238; 25 | 26 | var geometry = new THREE.DodecahedronGeometry(10); 27 | var material = new THREE.MeshNormalMaterial(); 28 | material.side = THREE.DoubleSide; 29 | var dodecahedron = new THREE.Mesh( geometry, material ); 30 | dodecahedron.position.z = -20; 31 | scene.add(dodecahedron); 32 | 33 | var tetrahedron = new THREE.Mesh(new THREE.TetrahedronGeometry(10), new THREE.MeshBasicMaterial({color: 0xEE0443, wireframe: true})); 34 | var tetrahedronIncrement = 0; 35 | var z = Math.sin(-3/2*pi/1000*tetrahedronIncrement)*40; 36 | var x = Math.cos(-3/2*pi/1000*tetrahedronIncrement)*40; 37 | tetrahedron.position.set(x, 0, z); 38 | scene.add(tetrahedron); 39 | 40 | var cubes = []; 41 | for (var i = 0; i < 10; i++) { 42 | cubes[i] = new THREE.Mesh(new THREE.BoxGeometry(10, 10, 10), new THREE.MeshBasicMaterial({color: 0x0443EE})); 43 | cubes[i].position.z = i*(-20) + 100; 44 | cubes[i].position.x = i*(-20); 45 | scene.add(cubes[i]); 46 | } 47 | 48 | var floor = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1000, 1000, 1, 1 ), new THREE.MeshBasicMaterial( { color: 0x404040, side: THREE.DoubleSide } ) ); 49 | floor.rotation.x = pi/2; 50 | floor.position.y = -50; 51 | scene.add( floor ); 52 | 53 | /* 54 | Request animation frame loop function 55 | */ 56 | function animate() { 57 | // Apply any desired changes for the next frame. In this case, we rotate our object. 58 | dodecahedron.rotation.x += 0.01; 59 | dodecahedron.rotation.y += 0.005; 60 | 61 | tetrahedron.rotation.x += 0.01; 62 | tetrahedronIncrement++; 63 | if (tetrahedronIncrement >= 1000) { 64 | tetrahedronIncrement = 0; 65 | } 66 | var z = Math.sin(-2*pi/1000*tetrahedronIncrement)*40; 67 | var x = Math.cos(-2*pi/1000*tetrahedronIncrement)*40; 68 | tetrahedron.position.set(x, 0, z); 69 | 70 | //Update VR headset position and apply to camera. 71 | controls.update(); 72 | 73 | // Render the scene through the VREffect. 74 | effect.render( scene, camera ); 75 | requestAnimationFrame( animate ); 76 | } 77 | 78 | animate(); // Kick off animation loop 79 | 80 | /* 81 | Listen for click event to enter full-screen mode. 82 | We listen for single click because that works best for mobile for now 83 | */ 84 | document.body.addEventListener( 'click', function(){ 85 | effect.setFullScreen( true ); 86 | }) 87 | 88 | /* 89 | Listen for keyboard events 90 | */ 91 | function onkey(event) { 92 | event.preventDefault(); 93 | 94 | if (event.keyCode == 90) { // z 95 | controls.resetSensor(); //zero rotation 96 | } else if (event.keyCode == 70 || event.keyCode == 13) { //f or enter 97 | effect.setFullScreen(true) //fullscreen 98 | } 99 | }; 100 | window.addEventListener("keydown", onkey, true); 101 | 102 | /* 103 | Handle window resizes 104 | */ 105 | function onWindowResize() { 106 | camera.aspect = window.innerWidth / window.innerHeight; 107 | camera.updateProjectionMatrix(); 108 | effect.setSize( window.innerWidth, window.innerHeight ); 109 | } 110 | window.addEventListener( 'resize', onWindowResize, false ); 111 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # The eleVR webVR Boilerplate 2 | This is the standard ThreeJS-based boilerplate for webVR currently being used by [the eleVR team](http://elevr.com). It is a starting point for web-based VR experiences that work with the Oculus Rift as well as with smartphones + a google cardboard or similar phoneVR headset. There is also a non-VR fallback for experiencing the content without a VR device. 3 | 4 | The boilerplate also has gamepad and keyboard controls that are on by default. 5 | 6 | If you would like to use this boilerplate as a starting point for your own VR projects, check out brief tutorial for doing so at the bottom of this page. 7 | 8 | # Controls: 9 | Click (or tap) to enter full-screen VR mode. 10 | 11 | Navigation Controls: 12 | - WASD + E/Q navigation support for rotation. 13 | - Arrow key navigation support for moving the location of the camera. 14 | - Gamepad joystick navigation controls. 15 | - Orientation control with a VR headset OR mobile phone. 16 | 17 | # Explanation of Files: 18 | index.html 19 | - A simple html file. 20 | - By default, it points at demoWebVR.js, which contains a demo webVR experience 21 | - You can change it to point at blankWebVR.js, which is clearly annotated for creating your own experience 22 | 23 | demoWebVR.js 24 | - A basic demo THREE.js experience is written into this file, you can use it as a guideline. 25 | 26 | blankWebVR.js 27 | - A clearly annotated boilerplate file that you can add code to to create your own webVR project from scratch 28 | 29 | [THREE.js (three.min.js)](https://github.com/mrdoob/three.js/) 30 | - WebGL helper library that lets you create webGL experiences using JS. 31 | 32 | PhoneVR.js (special thanks to [Andrew Lutomirski](https://github.com/amluto) for helping with this) 33 | - Detects whether a device with orientation is being used and turns phone orientation data into a quaternion. 34 | 35 | VRControls.js [(forked from MozVR version)](https://github.com/MozVR/vr-web-examples/tree/master/threejs-vr-boilerplate) 36 | - THREE.js controls which take advantage of the WebVR API. 37 | - Keyboard controls 38 | - Gamepad controls 39 | - Pulls in phoneVR information for phoneVR controls 40 | 41 | VREffect.js [(forked from MozVR version)](https://github.com/MozVR/vr-web-examples/tree/master/threejs-vr-boilerplate) 42 | - THREE.js effect which renders a scene with two cameras in it side by side when in webVR or on a phone for VR viewing, but just a single camera full-screen as a fallback for non-VR viewing. 43 | 44 | # WebVR Basic Tutorial 45 | 1. Obtain a webVR browser (we recommend Firefox Nightly) for your OS 46 | 1a. Also get the appropriate Oculus runtime if you are going to use with an Oculus 47 | 2. If you are using Firefox Nightly, enable webVR in your browser 48 | - enter "about:config" into your address bar 49 | - use the search tool to find "vr" 50 | - then set "dom.vr.enabled" to "true" 51 | 3. Edit demoWebVR.js in the webVR-boilerplate/js folder to create your scene. 52 | - It has some sample code already to get you started 53 | - We assume that you will use three.js, a wrapper around webGL to create your VR project. 54 | You can find some great docs for three.js here: http://threejs.org/docs/ 55 | - Always Remember: Google is your friend! 56 | 3a. OR change index.html to point at blankWebVR.js in the webVR-boilerplate/js folder and create your scene from scratch 57 | - blankWebVR.js contains no sample code, but you can always cross reference demoWebVR.js if you would like some 58 | 59 | Bonus: Set up your computer to serve up your website to localhost, this allows you to do things like experiment with image and video textures and test-run your stuff on your mobile device. The fastest and simplest is probably python simple server (default port is 8000): 60 | 61 | % python -m SimpleHTTPServer [port] 62 | 63 | # Acknowledgements 64 | This boilerplate is based on [Mozilla's boilerplate](https://github.com/MozVR/vr-web-examples/tree/master/threejs-vr-boilerplate) 65 | 66 | It has been developed with the advice, help, and contributions of a great many people including (but not limited to) the other members of the eleVR team (Emily Eifler and Vi Hart), [Andrew Lutomirski](https://github.com/amluto), and Henry Segerman. 67 | 68 | -------------------------------------------------------------------------------- /js/vr/VRControls.js: -------------------------------------------------------------------------------- 1 | /** 2 | /** 3 | * @author dmarcos / https://github.com/dmarcos 4 | * @author hawksley / https://github.com/hawksley (added support for many more forms of control) 5 | */ 6 | 7 | THREE.VRControls = function ( camera, speed, done ) { 8 | this.phoneVR = new PhoneVR(); 9 | 10 | this.speed = speed || 3; // 3 is just a good default speed multiplier 11 | 12 | //---game controller stuff--- 13 | this.haveEvents = 'ongamepadconnected' in window; 14 | this.controllers = {}; 15 | 16 | this._camera = camera; 17 | 18 | this._init = function () { 19 | var self = this; 20 | 21 | //hold down keys to do rotations and stuff 22 | function key(event, sign) { 23 | var control = self.manualControls[event.keyCode]; 24 | 25 | if (typeof control === 'undefined' || sign === 1 && control.active || sign === -1 && !control.active) { 26 | return; 27 | } 28 | 29 | control.active = (sign === 1); 30 | if (self.isWASD && control.index <= 2){ 31 | self.manualRotateRate[control.index] += sign * control.sign; 32 | } else if (self.isArrows && control.index <= 5) { 33 | self.manualMoveRate[control.index - 3] += sign * control.sign; 34 | } 35 | } 36 | 37 | document.addEventListener('keydown', function(event) { key(event, 1); }, false); 38 | document.addEventListener('keyup', function(event) { key(event, -1); }, false); 39 | 40 | 41 | function connecthandler(e) { 42 | addgamepad(e.gamepad); 43 | } 44 | 45 | function addgamepad(gamepad) { 46 | self.controllers[gamepad.index] = gamepad; 47 | } 48 | 49 | function disconnecthandler(e) { 50 | removegamepad(e.gamepad); 51 | } 52 | 53 | function removegamepad(gamepad) { 54 | delete self.controllers[gamepad.index]; 55 | } 56 | 57 | function scangamepads() { 58 | var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []); 59 | for (var i = 0; i < gamepads.length; i++) { 60 | if (gamepads[i]) { 61 | if (gamepads[i].index in self.controllers) { 62 | self.controllers[gamepads[i].index] = gamepads[i]; 63 | } else { 64 | addgamepad(gamepads[i]); 65 | } 66 | } 67 | } 68 | } 69 | 70 | window.addEventListener("gamepadconnected", connecthandler); 71 | window.addEventListener("gamepaddisconnected", disconnecthandler); 72 | if (!self.haveEvents) { 73 | setInterval(scangamepads, 500); 74 | } 75 | 76 | if ( !navigator.mozGetVRDevices && !navigator.getVRDevices ) { 77 | if ( done ) { 78 | done("Your browser is not VR Ready"); 79 | } 80 | return; 81 | } 82 | 83 | if ( navigator.getVRDevices ) { 84 | navigator.getVRDevices().then( gotVRDevices ); 85 | } else { 86 | navigator.mozGetVRDevices( gotVRDevices ); 87 | } 88 | 89 | function gotVRDevices( devices ) { 90 | var vrInput; 91 | var error; 92 | for ( var i = 0; i < devices.length; ++i ) { 93 | if ( devices[i] instanceof PositionSensorVRDevice ) { 94 | vrInput = devices[i] 95 | self._vrInput = vrInput; 96 | break; // We keep the first we encounter 97 | } 98 | } 99 | if ( done ) { 100 | if ( !vrInput ) { 101 | error = 'HMD not available'; 102 | } 103 | done( error ); 104 | } 105 | } 106 | }; 107 | 108 | this._init(); 109 | 110 | this.manualRotation = new THREE.Quaternion(); 111 | 112 | this.manualControls = { 113 | 65 : {index: 1, sign: 1, active: 0}, // a 114 | 68 : {index: 1, sign: -1, active: 0}, // d 115 | 87 : {index: 0, sign: 1, active: 0}, // w 116 | 83 : {index: 0, sign: -1, active: 0}, // s 117 | 81 : {index: 2, sign: -1, active: 0}, // q 118 | 69 : {index: 2, sign: 1, active: 0}, // e 119 | 120 | 38 : {index: 3, sign: -1, active: 0}, // up 121 | 40 : {index: 3, sign: 1, active: 0}, // down 122 | 37 : {index: 4, sign: 1, active: 0}, // left 123 | 39 : {index: 4, sign: -1, active: 0}, // right 124 | 191 : {index: 5, sign: 1, active: 0}, // fwd slash 125 | 222 : {index: 5, sign: -1, active: 0} // single quote 126 | }; 127 | 128 | this.manualRotateRate = new Float32Array([0, 0, 0]); 129 | this.manualMoveRate = new Float32Array([0, 0, 0]); 130 | this.updateTime = 0; 131 | 132 | this.isGamepad = true; 133 | this.isArrows = true; 134 | this.isWASD = true; 135 | 136 | this.enableGamepad = function(isGamepad) { 137 | this.isGamepad = isGamepad; 138 | } 139 | 140 | this.enableArrows = function(isArrows) { 141 | this.isArrows = isArrows; 142 | } 143 | 144 | this.enableWASD = function(isWASD) { 145 | this.isWASD = isWASD; 146 | } 147 | 148 | this.update = function() { 149 | var camera = this._camera; 150 | var vrState = this.getVRState(); 151 | var manualRotation = this.manualRotation; 152 | var oldTime = this.updateTime; 153 | var newTime = Date.now(); 154 | this.updateTime = newTime; 155 | 156 | /* 157 | Get controller button info 158 | */ 159 | // if (this.isGamepad) { 160 | var j; 161 | 162 | for (j in this.controllers) { 163 | var controller = this.controllers[j]; 164 | 165 | this.manualMoveRate[1] = -1 * Math.round(controller.axes[0]); 166 | this.manualMoveRate[0] = Math.round(controller.axes[1]); 167 | this.manualRotateRate[1] = -1 * Math.round(controller.axes[3]); 168 | this.manualRotateRate[0] = -1 * Math.round(controller.axes[4]); 169 | } 170 | // } 171 | 172 | // if (this.isGamepad || this.isWASD) { 173 | var interval = (newTime - oldTime) * 0.001; 174 | var update = new THREE.Quaternion(this.manualRotateRate[0] * interval, 175 | this.manualRotateRate[1] * interval, 176 | this.manualRotateRate[2] * interval, 1.0); 177 | update.normalize(); 178 | manualRotation.multiplyQuaternions(manualRotation, update); 179 | // } 180 | 181 | // if (this.isGamepad || this.isArrows) { 182 | var offset = new THREE.Vector3(); 183 | if (this.manualMoveRate[0] != 0 || this.manualMoveRate[1] != 0 || this.manualMoveRate[2] != 0){ 184 | offset = getFwdVector().multiplyScalar( interval * this.speed * this.manualMoveRate[0]) 185 | .add(getRightVector().multiplyScalar( interval * this.speed * this.manualMoveRate[1])) 186 | .add(getUpVector().multiplyScalar( interval * this.speed * this.manualMoveRate[2])); 187 | } 188 | 189 | camera.position = camera.position.add(offset); 190 | // } 191 | 192 | if ( camera ) { 193 | if ( !vrState ) { 194 | camera.quaternion.copy(manualRotation); 195 | return; 196 | } 197 | 198 | // Applies head rotation from sensors data. 199 | var totalRotation = new THREE.Quaternion(); 200 | var state = vrState.hmd.rotation; 201 | if (vrState.hmd.rotation[0] !== 0 || 202 | vrState.hmd.rotation[1] !== 0 || 203 | vrState.hmd.rotation[2] !== 0 || 204 | vrState.hmd.rotation[3] !== 0) { 205 | var vrStateRotation = new THREE.Quaternion(state[0], state[1], state[2], state[3]); 206 | totalRotation.multiplyQuaternions(manualRotation, vrStateRotation); 207 | } else { 208 | totalRotation = manualRotation; 209 | } 210 | 211 | camera.quaternion.copy(totalRotation); 212 | } 213 | }; 214 | 215 | this.resetSensor = function() { 216 | var vrInput = this._vrInput; 217 | if (!vrInput) { 218 | return null; 219 | } 220 | vrInput.resetSensor(); 221 | }; 222 | 223 | this.getRotation = function() { 224 | if ( typeof vrState == "undefined" || !vrState ) { 225 | return this.manualRotation; 226 | } 227 | 228 | var totalRotation = new THREE.Quaternion(); 229 | var state = vrState.hmd.rotation; 230 | if (vrState.hmd.rotation[0] !== 0 || 231 | vrState.hmd.rotation[1] !== 0 || 232 | vrState.hmd.rotation[2] !== 0 || 233 | vrState.hmd.rotation[3] !== 0) { 234 | var vrStateRotation = new THREE.Quaternion(state[0], state[1], state[2], state[3]); 235 | totalRotation.multiplyQuaternions(manualRotation, vrStateRotation); 236 | } else { 237 | totalRotation = manualRotation; 238 | } 239 | 240 | return totalRotation; 241 | }; 242 | 243 | this.getVRState = function() { 244 | var vrInput = this._vrInput; 245 | var orientation; 246 | var vrState; 247 | 248 | if ( vrInput ) { 249 | orientation = vrInput.getState().orientation; 250 | } else if (this.phoneVR.rotationQuat()) { 251 | orientation = this.phoneVR.rotationQuat(); 252 | } else { 253 | return null; 254 | } 255 | 256 | if (orientation == null) { 257 | return null; 258 | } 259 | vrState = { 260 | hmd : { 261 | rotation : [ 262 | orientation.x, 263 | orientation.y, 264 | orientation.z, 265 | orientation.w 266 | ] 267 | } 268 | }; 269 | return vrState; 270 | }; 271 | 272 | function getFwdVector() { 273 | return new THREE.Vector3(0,0,1).applyQuaternion(camera.quaternion); 274 | } 275 | 276 | function getRightVector() { 277 | return new THREE.Vector3(-1,0,0).applyQuaternion(camera.quaternion); 278 | } 279 | 280 | function getUpVector() { 281 | return new THREE.Vector3(0,-1,0).applyQuaternion(camera.quaternion); 282 | } 283 | }; 284 | -------------------------------------------------------------------------------- /js/vr/VREffect.js: -------------------------------------------------------------------------------- 1 | /** 2 | * @author dmarcos / https://github.com/dmarcos 3 | * @author hawksley / https://github.com/hawksley (added phone VR support, and fixed full screen for all devices) 4 | * 5 | * It handles stereo rendering 6 | * If mozGetVRDevices and getVRDevices APIs are not available it gracefuly falls back to a 7 | * regular renderer 8 | * 9 | * The HMD supported is the Oculus DK1 and The Web API doesn't currently allow 10 | * to query for the display resolution (only the chrome API allows it). 11 | * The dimensions of the screen are temporarly hardcoded (1280 x 800). 12 | * 13 | * For VR mode to work it has to be used with the Oculus enabled builds of Firefox or Chrome: 14 | * 15 | * Firefox: 16 | * 17 | * OSX: http://people.mozilla.com/~vladimir/vr/firefox-33.0a1.en-US.mac.dmg 18 | * WIN: http://people.mozilla.com/~vladimir/vr/firefox-33.0a1.en-US.win64-x86_64.zip 19 | * 20 | * Chrome builds: 21 | * 22 | * https://drive.google.com/folderview?id=0BzudLt22BqGRbW9WTHMtOWMzNjQ&usp=sharing#list 23 | * 24 | */ 25 | THREE.VREffect = function ( renderer, done ) { 26 | 27 | var cameraLeft = new THREE.PerspectiveCamera(); 28 | var cameraRight = new THREE.PerspectiveCamera(); 29 | 30 | this._renderer = renderer; 31 | 32 | this._init = function() { 33 | var self = this; 34 | 35 | // default some stuff for mobile VR 36 | self.phoneVR = new PhoneVR(); 37 | self.leftEyeTranslation = { x: -0.03200000151991844, y: -0, z: -0, w: 0 }; 38 | self.rightEyeTranslation = { x: 0.03200000151991844, y: -0, z: -0, w: 0 }; 39 | self.leftEyeFOV = { upDegrees: 53.04646464878503, rightDegrees: 47.52769258067174, downDegrees: 53.04646464878503, leftDegrees: 46.63209579904155 }; 40 | self.rightEyeFOV = { upDegrees: 53.04646464878503, rightDegrees: 46.63209579904155, downDegrees: 53.04646464878503, leftDegrees: 47.52769258067174 }; 41 | 42 | 43 | if ( !navigator.mozGetVRDevices && !navigator.getVRDevices ) { 44 | if ( done ) { 45 | done("Your browser is not VR Ready"); 46 | } 47 | return; 48 | } 49 | if ( navigator.getVRDevices ) { 50 | navigator.getVRDevices().then( gotVRDevices ); 51 | } else { 52 | navigator.mozGetVRDevices( gotVRDevices ); 53 | } 54 | function gotVRDevices( devices ) { 55 | var vrHMD; 56 | var error; 57 | for ( var i = 0; i < devices.length; ++i ) { 58 | if ( devices[i] instanceof HMDVRDevice ) { 59 | vrHMD = devices[i]; 60 | self._vrHMD = vrHMD; 61 | var parametersLeft = vrHMD.getEyeParameters( "left" ); 62 | var parametersRight = vrHMD.getEyeParameters( "right" ); 63 | self.leftEyeTranslation = parametersLeft.eyeTranslation; 64 | self.rightEyeTranslation = parametersRight.eyeTranslation; 65 | self.leftEyeFOV = parametersLeft.recommendedFieldOfView; 66 | self.rightEyeFOV = parametersRight.recommendedFieldOfView; 67 | break; // We keep the first we encounter 68 | } 69 | } 70 | 71 | if ( done ) { 72 | if ( !vrHMD ) { 73 | error = 'HMD not available'; 74 | } 75 | done( error ); 76 | } 77 | } 78 | }; 79 | 80 | this._init(); 81 | 82 | this.render = function ( scene, camera ) { 83 | var renderer = this._renderer; 84 | var vrHMD = this._vrHMD; 85 | renderer.enableScissorTest( false ); 86 | // VR render mode if HMD is available 87 | if ( vrHMD ) { 88 | this.renderStereo.apply( this, arguments ); 89 | return; 90 | } 91 | 92 | if (this.phoneVR.deviceAlpha !== null) { //default to stereo render for devices with orientation sensor, like mobile 93 | this.renderStereo.apply( this, arguments ); 94 | return; 95 | } 96 | 97 | // Regular render mode if not HMD 98 | renderer.render.apply( this._renderer, arguments ); 99 | }; 100 | 101 | this.renderStereo = function( scene, camera, renderTarget, forceClear ) { 102 | 103 | var leftEyeTranslation = this.leftEyeTranslation; 104 | var rightEyeTranslation = this.rightEyeTranslation; 105 | var renderer = this._renderer; 106 | var rendererWidth = renderer.domElement.width / renderer.devicePixelRatio; 107 | var rendererHeight = renderer.domElement.height / renderer.devicePixelRatio; 108 | var eyeDivisionLine = rendererWidth / 2; 109 | 110 | renderer.enableScissorTest( true ); 111 | renderer.clear(); 112 | 113 | if ( camera.parent === undefined ) { 114 | camera.updateMatrixWorld(); 115 | } 116 | 117 | cameraLeft.projectionMatrix = this.FovToProjection( this.leftEyeFOV, true, camera.near, camera.far ); 118 | cameraRight.projectionMatrix = this.FovToProjection( this.rightEyeFOV, true, camera.near, camera.far ); 119 | 120 | camera.matrixWorld.decompose( cameraLeft.position, cameraLeft.quaternion, cameraLeft.scale ); 121 | camera.matrixWorld.decompose( cameraRight.position, cameraRight.quaternion, cameraRight.scale ); 122 | 123 | cameraLeft.translateX( leftEyeTranslation.x ); 124 | cameraRight.translateX( rightEyeTranslation.x ); 125 | 126 | // render left eye 127 | renderer.setViewport( 0, 0, eyeDivisionLine, rendererHeight ); 128 | renderer.setScissor( 0, 0, eyeDivisionLine, rendererHeight ); 129 | renderer.render( scene, cameraLeft ); 130 | 131 | // render right eye 132 | renderer.setViewport( eyeDivisionLine, 0, eyeDivisionLine, rendererHeight ); 133 | renderer.setScissor( eyeDivisionLine, 0, eyeDivisionLine, rendererHeight ); 134 | renderer.render( scene, cameraRight ); 135 | 136 | }; 137 | 138 | this.setSize = function( width, height ) { 139 | renderer.setSize( width, height ); 140 | }; 141 | 142 | this.setFullScreen = function( enable ) { 143 | var renderer = this._renderer; 144 | var vrHMD = this._vrHMD; 145 | var canvasOriginalSize = this._canvasOriginalSize; 146 | 147 | // If state doesn't change we do nothing 148 | if ( enable === this._fullScreen ) { 149 | return; 150 | } 151 | this._fullScreen = !!enable; 152 | 153 | if (!vrHMD) { 154 | var canvas = renderer.domElement; 155 | if (canvas.mozRequestFullScreen) { 156 | canvas.mozRequestFullScreen(); // Firefox 157 | } else if (canvas.webkitRequestFullscreen) { 158 | canvas.webkitRequestFullscreen(); // Chrome and Safari 159 | } else if (canvas.requestFullScreen){ 160 | canvas.requestFullscreen(); 161 | } 162 | return; 163 | } 164 | 165 | // VR Mode disabled 166 | if ( !enable ) { 167 | // Restores canvas original size 168 | renderer.setSize( canvasOriginalSize.width, canvasOriginalSize.height ); 169 | return; 170 | } 171 | // VR Mode enabled 172 | this._canvasOriginalSize = { 173 | width: renderer.domElement.width, 174 | height: renderer.domElement.height 175 | }; 176 | // Hardcoded Rift display size 177 | renderer.setSize( 1280, 800, false ); 178 | this.startFullscreen(); 179 | }; 180 | 181 | this.startFullscreen = function() { 182 | var self = this; 183 | var renderer = this._renderer; 184 | var vrHMD = this._vrHMD; 185 | var canvas = renderer.domElement; 186 | var fullScreenChange = 187 | canvas.mozRequestFullScreen? 'mozfullscreenchange' : 'webkitfullscreenchange'; 188 | 189 | document.addEventListener( fullScreenChange, onFullScreenChanged, false ); 190 | function onFullScreenChanged() { 191 | if ( !document.mozFullScreenElement && !document.webkitFullScreenElement ) { 192 | self.setFullScreen( false ); 193 | } 194 | } 195 | if ( canvas.mozRequestFullScreen ) { 196 | canvas.mozRequestFullScreen( { vrDisplay: vrHMD } ); 197 | } else { 198 | canvas.webkitRequestFullscreen( { vrDisplay: vrHMD } ); 199 | } 200 | }; 201 | 202 | this.FovToNDCScaleOffset = function( fov ) { 203 | var pxscale = 2.0 / (fov.leftTan + fov.rightTan); 204 | var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5; 205 | var pyscale = 2.0 / (fov.upTan + fov.downTan); 206 | var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5; 207 | return { scale: [pxscale, pyscale], offset: [pxoffset, pyoffset] }; 208 | }; 209 | 210 | this.FovPortToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ ) 211 | { 212 | rightHanded = rightHanded === undefined ? true : rightHanded; 213 | zNear = zNear === undefined ? 0.01 : zNear; 214 | zFar = zFar === undefined ? 10000.0 : zFar; 215 | 216 | var handednessScale = rightHanded ? -1.0 : 1.0; 217 | 218 | // start with an identity matrix 219 | var mobj = new THREE.Matrix4(); 220 | var m = mobj.elements; 221 | 222 | // and with scale/offset info for normalized device coords 223 | var scaleAndOffset = this.FovToNDCScaleOffset(fov); 224 | 225 | // X result, map clip edges to [-w,+w] 226 | m[0*4+0] = scaleAndOffset.scale[0]; 227 | m[0*4+1] = 0.0; 228 | m[0*4+2] = scaleAndOffset.offset[0] * handednessScale; 229 | m[0*4+3] = 0.0; 230 | 231 | // Y result, map clip edges to [-w,+w] 232 | // Y offset is negated because this proj matrix transforms from world coords with Y=up, 233 | // but the NDC scaling has Y=down (thanks D3D?) 234 | m[1*4+0] = 0.0; 235 | m[1*4+1] = scaleAndOffset.scale[1]; 236 | m[1*4+2] = -scaleAndOffset.offset[1] * handednessScale; 237 | m[1*4+3] = 0.0; 238 | 239 | // Z result (up to the app) 240 | m[2*4+0] = 0.0; 241 | m[2*4+1] = 0.0; 242 | m[2*4+2] = zFar / (zNear - zFar) * -handednessScale; 243 | m[2*4+3] = (zFar * zNear) / (zNear - zFar); 244 | 245 | // W result (= Z in) 246 | m[3*4+0] = 0.0; 247 | m[3*4+1] = 0.0; 248 | m[3*4+2] = handednessScale; 249 | m[3*4+3] = 0.0; 250 | 251 | mobj.transpose(); 252 | 253 | return mobj; 254 | }; 255 | 256 | this.FovToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ ) 257 | { 258 | var fovPort = { 259 | upTan: Math.tan(fov.upDegrees * Math.PI / 180.0), 260 | downTan: Math.tan(fov.downDegrees * Math.PI / 180.0), 261 | leftTan: Math.tan(fov.leftDegrees * Math.PI / 180.0), 262 | rightTan: Math.tan(fov.rightDegrees * Math.PI / 180.0) 263 | }; 264 | return this.FovPortToProjection(fovPort, rightHanded, zNear, zFar); 265 | }; 266 | 267 | }; 268 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | Apache License 2 | Version 2.0, January 2004 3 | http://www.apache.org/licenses/ 4 | 5 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 6 | 7 | 1. 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