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<!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>Basic Geometries 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 Geometries</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();
  // Add lighting to the scene
  const light = new THREE.DirectionalLight(0xffffff, 1);
  light.position.set(1, 1, 1).normalize();
  scene.add(light);
  const ambientLight = new THREE.AmbientLight(0x404040); // soft white light
  scene.add(ambientLight);
   // Create the torus geometry
  const torusRadius = 1;
  const torusTube = 0.4;
  const torusSegments = 64;
  const torusGeometry = new THREE.TorusGeometry(torusRadius, torusTube, torusSegments, torusSegments);
  // Create a metallic gold material
  const goldMaterial = new THREE.MeshPhysicalMaterial({
    color: 0xFFD700, // Gold color
    metalness: 1.0, // Fully metallic
    roughness: 0.4, // Adjust for shininess
    clearcoat: 0.2, // Add clear coat for a polished effect
    clearcoatRoughness: 0.1
  });
  // Create the torus mesh
  const torusMesh = new THREE.Mesh(torusGeometry, goldMaterial);
  // Scale the torus mesh to make it smaller
  torusMesh.scale.set(0.5, 0.5, 0.5); 
  // Add the torus mesh to the scene
  scene.add(torusMesh);
  // Color of the tetrahedron geometry.
  //const material = new THREE.MeshPhysicalMaterial({ color: 0xC70039, roughness: 0.5, metalness: 0.5, clearcoat: 1.0, clearcoatRoughness: 0.1 });
  // Create the tetrahedron and add it to the demo scene.
  //const tetrahedron = new THREE.Mesh(new THREE.TetrahedronGeometry(0.5), material);
  // Position the tetrahedron
  //tetrahedron.position.set(0, 0, -1);
// Add the mesh to the scene //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 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); // Position the house wallMesh.position.set(0, -1.5, -3); roofMesh.position.set(0, -1.5, -3); // Add the meshes to the scene scene.add(wallMesh); scene.add(roofMesh);*/ // 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); /*// Rotate the house wallMesh.rotation.y += 0.01; roofMesh.rotation.y += 0.01;*/ // Render the scene with THREE.WebGLRenderer. renderer.render(scene, camera); } }; session.requestAnimationFrame(onXRFrame); } </script> </body> </html>