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<!doctype html>
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<html>
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<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">
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  <title>Basic Geometries Demo</title>
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  <!-- 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. -->
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<button onclick="activateXR()">Start Static Geometries</button>
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<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});
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  const scene = new THREE.Scene();
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  // Add lighting to the scene
  const light = new THREE.DirectionalLight(0xffffff, 1);
  light.position.set(1, 1, 1).normalize();
  scene.add(light);
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   // Add lighting to the house scene
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  const light = new THREE.DirectionalLight(0xffffff, 1);
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  light.position.set(1, 1, 1).normalize();
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  scene.add(light);

  const ambientLight = new THREE.AmbientLight(0x404040); // soft white light
  scene.add(ambientLight);

  // Color of the tetrahedron geometry.
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  //const material = new THREE.MeshPhysicalMaterial({ color: 0xC70039, roughness: 0.5, metalness: 0.5, clearcoat: 1.0, clearcoatRoughness: 0.1 });
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  // Create the tetrahedron and add it to the demo scene.
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  //const tetrahedron = new THREE.Mesh(new THREE.TetrahedronGeometry(0.5), material);
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  // Position the tetrahedron
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  //tetrahedron.position.set(0, 0, -1);
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  // Add the mesh to the scene
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  //scene.add(tetrahedron);

// Define the vertices
  var vertices = new Float32Array([
    -1.0, 0.0, 1.0,  // P0
     1.0, 0.0, 1.0,  // P1
     1.0, 0.0, -1.0, // P2
    -1.0, 0.0, -1.0, // P3
    -1.0, 2.0, 1.0,  // P4
     1.0, 2.0, 1.0,  // P5
     1.0, 2.0, -1.0, // P6
    -1.0, 2.0, -1.0, // P7
     0.0, 3.0, 0.0   // P8
  ]);

  // Define the indices for the walls
  var wallIndices = new Uint16Array([
    0, 1, 5, 0, 5, 4,  // Front face
    1, 2, 6, 1, 6, 5,  // Right face
    2, 3, 7, 2, 7, 6,  // Back face
    3, 0, 4, 3, 4, 7,  // Left face
    4, 5, 6, 4, 6, 7   // Top face
  ]);

  // Define the indices for the roof
  var roofIndices = new Uint16Array([
    4, 5, 8,  // Front roof face
    5, 6, 8,  // Right roof face
    6, 7, 8,  // Back roof face
    7, 4, 8   // Left roof face
  ]);

  // Create the wall geometry
  var wallGeometry = new THREE.BufferGeometry();
  wallGeometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
  wallGeometry.setIndex(new THREE.BufferAttribute(wallIndices, 1));

  // Create the roof geometry
  var roofGeometry = new THREE.BufferGeometry();
  roofGeometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3));
  roofGeometry.setIndex(new THREE.BufferAttribute(roofIndices, 1));

  // Create materials for walls and roof
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  var wallMaterial = new THREE.MeshBasicMaterial({ color: 0x8B4513, side: THREE.DoubleSide });
  var roofMaterial = new THREE.MeshBasicMaterial({ color: 0xFF0000, side: THREE.DoubleSide });
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  // Create the wall and roof meshes
  var wallMesh = new THREE.Mesh(wallGeometry, wallMaterial);
  var roofMesh = new THREE.Mesh(roofGeometry, roofMaterial);

  // Position the house
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  wallMesh.position.set(0, -1.5, -3);
  roofMesh.position.set(0, -1.5, -3);
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  // Add the meshes to the scene
  scene.add(wallMesh);
  scene.add(roofMesh);

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  // 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);

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      // Rotate the house
      wallMesh.rotation.y += 0.01;
      roofMesh.rotation.y += 0.01;

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      // Render the scene with THREE.WebGLRenderer.
      renderer.render(scene, camera);
    }
  };
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  session.requestAnimationFrame(onXRFrame);
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}
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</script>
</body>
</html>