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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>Torus 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 Torus</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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// 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
        var wallMaterial = new THREE.MeshBasicMaterial({ color: 0x8B4513, side: THREE.DoubleSide });
        var roofMaterial = new THREE.MeshBasicMaterial({ color: 0xFF0000, side: THREE.DoubleSide });

        // Create the wall and roof meshes
        var wallMesh = new THREE.Mesh(wallGeometry, wallMaterial);
        var roofMesh = new THREE.Mesh(roofGeometry, roofMaterial);

        // Add the meshes to the scene
        scene.add(wallMesh);
        scene.add(roofMesh);

        // Render the scene
        function animate() {
            requestAnimationFrame(animate);
            wallMesh.rotation.y += 0.01;
            roofMesh.rotation.y += 0.01;
            renderer.render(scene, camera);
        }
        animate();
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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".
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const session = await navigator.xr.requestSession("immersive-ar");
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session.updateRenderState({
  baseLayer: new XRWebGLLayer(session, gl)
});
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// 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);

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}
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</script>
</body>
</html>