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Esguerra Montana authored3e718b26
<!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);
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// 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;
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// 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>