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Azizi
ar_civ2
Commits
d5309c2b
Commit
d5309c2b
authored
Jun 24, 2023
by
Azizi
Browse files
Delete 1-Cube.html
parent
8b75e089
Pipeline
#8272
passed with stage
in 8 seconds
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1
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1
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public/1-Cube.html
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8b75e089
<!doctype html>
<html>
<head>
<meta
charset=
"UTF-8"
>
<meta
name=
"viewport"
content=
"width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0"
>
<title>
Cube Demo
</title>
<!-- three.js -->
<script
src=
"https://unpkg.com/three@0.126.0/build/three.js"
></script>
</head>
<body>
<!-- Starting an immersive WebXR session requires user interaction.
We start this one with a simple button. -->
<button
onclick=
"activateXR()"
>
Start Cube Demo
</button>
<script>
async
function
activateXR
()
{
// Add a canvas element and initialize a WebGL context that is compatible with WebXR.
const
canvas
=
document
.
createElement
(
"
canvas
"
);
document
.
body
.
appendChild
(
canvas
);
const
gl
=
canvas
.
getContext
(
"
webgl
"
,
{
xrCompatible
:
true
});
const
scene
=
new
THREE
.
Scene
();
// The cube will have a different color on each side.
const
materials
=
[
new
THREE
.
MeshBasicMaterial
({
color
:
0xff0000
}),
new
THREE
.
MeshBasicMaterial
({
color
:
0x0000ff
}),
new
THREE
.
MeshBasicMaterial
({
color
:
0x00ff00
}),
new
THREE
.
MeshBasicMaterial
({
color
:
0xff00ff
}),
new
THREE
.
MeshBasicMaterial
({
color
:
0x00ffff
}),
new
THREE
.
MeshBasicMaterial
({
color
:
0xffff00
})
];
// Create the cube and add it to the demo scene.
const
cube
=
new
THREE
.
Mesh
(
new
THREE
.
BoxBufferGeometry
(
0.5
,
0.5
,
0.5
),
materials
);
cube
.
position
.
set
(
0
,
0
,
-
1
);
scene
.
add
(
cube
);
// Set up the WebGLRenderer, which handles rendering to the session's base layer.
const
renderer
=
new
THREE
.
WebGLRenderer
({
alpha
:
true
,
preserveDrawingBuffer
:
true
,
canvas
:
canvas
,
context
:
gl
});
renderer
.
autoClear
=
false
;
// The API directly updates the camera matrices.
// Disable matrix auto updates so three.js doesn't attempt
// to handle the matrices independently.
const
camera
=
new
THREE
.
PerspectiveCamera
();
camera
.
matrixAutoUpdate
=
false
;
// Initialize a WebXR session using "immersive-ar".
const
session
=
await
navigator
.
xr
.
requestSession
(
"
immersive-ar
"
);
session
.
updateRenderState
({
baseLayer
:
new
XRWebGLLayer
(
session
,
gl
)
});
// A 'local' reference space has a native origin that is located
// near the viewer's position at the time the session was created.
const
referenceSpace
=
await
session
.
requestReferenceSpace
(
'
local
'
);
// Create a render loop that allows us to draw on the AR view.
const
onXRFrame
=
(
time
,
frame
)
=>
{
// Queue up the next draw request.
session
.
requestAnimationFrame
(
onXRFrame
);
// Bind the graphics framebuffer to the baseLayer's framebuffer
gl
.
bindFramebuffer
(
gl
.
FRAMEBUFFER
,
session
.
renderState
.
baseLayer
.
framebuffer
)
// Retrieve the pose of the device.
// XRFrame.getViewerPose can return null while the session attempts to establish tracking.
const
pose
=
frame
.
getViewerPose
(
referenceSpace
);
if
(
pose
)
{
// In mobile AR, we only have one view.
const
view
=
pose
.
views
[
0
];
const
viewport
=
session
.
renderState
.
baseLayer
.
getViewport
(
view
);
renderer
.
setSize
(
viewport
.
width
,
viewport
.
height
)
// Use the view's transform matrix and projection matrix to configure the THREE.camera.
camera
.
matrix
.
fromArray
(
view
.
transform
.
matrix
)
camera
.
projectionMatrix
.
fromArray
(
view
.
projectionMatrix
);
camera
.
updateMatrixWorld
(
true
);
// Render the scene with THREE.WebGLRenderer.
renderer
.
render
(
scene
,
camera
)
}
}
session
.
requestAnimationFrame
(
onXRFrame
);
}
</script>
</body>
</html>
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