Commit e6f1350f authored by Acosta Vega's avatar Acosta Vega
Browse files

Update index.html

parent c72b45dc
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<!doctype html> <!DOCTYPE html>
<html> <html lang="en">
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta name="viewport" <meta name="viewport" content="width=device-width, initial-scale=1.0">
content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0"> <title>Pyramid Demo</title>
<!-- Include Three.js library -->
<title>Pyramid Demo</title> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
</head>
<!-- three.js --> <body>
<!-- Button to start the AR demo -->
<!-- Starting an immersive WebXR session requires user interaction. <button onclick="activateXR()">Start Pyramid Demo</button>
We start this one with a simple button. --> <script>
<button>Start Pyramid Demo</button> async function activateXR() {
try {
async function activateXR() { // Add a canvas element and initialize a WebGL context that is compatible with WebXR.
// Add a canvas element and initialize a WebGL context that is compatible with WebXR. const canvas = document.createElement("canvas");
const canvas = document.createElement("canvas"); document.body.appendChild(canvas);
document.body.appendChild(canvas); const gl = canvas.getContext("webgl", {xrCompatible: true});
const gl = canvas.getContext("webgl", {xrCompatible: true});
const scene = new THREE.Scene();
const scene = new THREE.Scene();
// The pyramid will have a different color on each side.
// The pyramid will have a different color on each side. const materials = [
const materials = [ new THREE.MeshBasicMaterial({color: 0xff0000}),
new THREE.MeshBasicMaterial({color: 0xff0000}), new THREE.MeshBasicMaterial({color: 0x0000ff}),
new THREE.MeshBasicMaterial({color: 0x0000ff}), new THREE.MeshBasicMaterial({color: 0x00ff00}),
new THREE.MeshBasicMaterial({color: 0x00ff00}), new THREE.MeshBasicMaterial({color: 0xff00ff}),
new THREE.MeshBasicMaterial({color: 0xff00ff}), new THREE.MeshBasicMaterial({color: 0x00ffff}),
new THREE.MeshBasicMaterial({color: 0x00ffff}), new THREE.MeshBasicMaterial({color: 0xffff00})
new THREE.MeshBasicMaterial({color: 0xffff00}) ];
];
// Create the pyramid and add it to the demo scene.
// Create the pyramid and add it to the demo scene. const pyramid = new THREE.Mesh(new THREE.ConeGeometry(0.5, 1, 4), materials);
const pyramid = new THREE.Mesh(new THREE.ConeBufferGeometry(0.5, 1, 4), materials); pyramid.position.set(0, 0, -1);
pyramid.position.set(0, 0, -1); scene.add(pyramid);
scene.add(pyramid);
// Set up the WebGLRenderer, which handles rendering to the session's base layer.
// Set up the WebGLRenderer, which handles rendering to the session's base layer. const renderer = new THREE.WebGLRenderer({
const renderer = new THREE.WebGLRenderer({ alpha: true,
alpha: true, preserveDrawingBuffer: true,
preserveDrawingBuffer: true, canvas: canvas,
canvas: canvas, context: gl
context: gl });
}); renderer.autoClear = false;
renderer.autoClear = false;
// The API directly updates the camera matrices.
// The API directly updates the camera matrices. // Disable matrix auto updates so three.js doesn't attempt
// Disable matrix auto updates so three.js doesn't attempt // to handle the matrices independently.
// to handle the matrices independently. const camera = new THREE.PerspectiveCamera();
const camera = new THREE.PerspectiveCamera(); camera.matrixAutoUpdate = false;
camera.matrixAutoUpdate = false;
// Initialize a WebXR session using "immersive-ar".
// Initialize a WebXR session using "immersive-ar". const session = await navigator.xr.requestSession("immersive-ar");
const session = await navigator.xr.requestSession("immersive-ar"); session.updateRenderState({
session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl)
baseLayer: new XRWebGLLayer(session, gl) });
});
// A 'local' reference space has a native origin that is located
// A 'local' reference space has a native origin that is located // near the viewer's position at the time the session was created.
// near the viewer's position at the time the session was created. const referenceSpace = await session.requestReferenceSpace('local');
const referenceSpace = await session.requestReferenceSpace('local');
// Create a render loop that allows us to draw on the AR view.
// Create a render loop that allows us to draw on the AR view. const onXRFrame = (time, frame) => {
const onXRFrame = (time, frame) => { // Queue up the next draw request.
// Queue up the next draw request. session.requestAnimationFrame(onXRFrame);
session.requestAnimationFrame(onXRFrame);
// Bind the graphics framebuffer to the baseLayer's framebuffer
// Bind the graphics framebuffer to the baseLayer's framebuffer gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer);
gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer)
// Retrieve the pose of the device.
// Retrieve the pose of the device. // XRFrame.getViewerPose can return null while the session attempts to establish tracking.
// XRFrame.getViewerPose can return null while the session attempts to establish tracking. const pose = frame.getViewerPose(referenceSpace);
const pose = frame.getViewerPose(referenceSpace); if (pose) {
if (pose) { // In mobile AR, we only have one view.
// In mobile AR, we only have one view. const view = pose.views[0];
const view = pose.views[0];
const viewport = session.renderState.baseLayer.getViewport(view);
const viewport = session.renderState.baseLayer.getViewport(view); renderer.setSize(viewport.width, viewport.height);
renderer.setSize(viewport.width, viewport.height)
// Use the view's transform matrix and projection matrix to configure the THREE.camera.
// Use the view's transform matrix and projection matrix to configure the THREE.camera. camera.matrix.fromArray(view.transform.matrix);
camera.matrix.fromArray(view.transform.matrix) camera.projectionMatrix.fromArray(view.projectionMatrix);
camera.projectionMatrix.fromArray(view.projectionMatrix); camera.updateMatrixWorld(true);
camera.updateMatrixWorld(true);
// Render the scene with THREE.WebGLRenderer.
// Render the scene with THREE.WebGLRenderer. renderer.render(scene, camera);
renderer.render(scene, camera) }
};
session.requestAnimationFrame(onXRFrame);
} catch (error) {
console.error("Failed to start XR session:", error);
}
} }
} </script>
session.requestAnimationFrame(onXRFrame);
}
</script>
</body> </body>
</html>
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