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Esguerra Montana
Web AR
Commits
23042021
Commit
23042021
authored
1 year ago
by
Esguerra Montana
Browse files
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Update index.html
parent
ae1c3370
Pipeline
#9407
passed with stage
in 5 seconds
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1
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1
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1 changed file
public/index.html
+10
-61
public/index.html
with
10 additions
and
61 deletions
+10
-61
public/index.html
+
10
-
61
View file @
23042021
...
@@ -13,7 +13,7 @@
...
@@ -13,7 +13,7 @@
<!-- Starting an immersive WebXR session requires user interaction.
<!-- Starting an immersive WebXR session requires user interaction.
We start this one with a simple button. -->
We start this one with a simple button. -->
<button
onclick=
"activateXR()"
>
Start
HO
us
e
</button>
<button
onclick=
"activateXR()"
>
Start
Tor
us
</button>
<script>
<script>
async
function
activateXR
()
{
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.
...
@@ -23,66 +23,15 @@ async function activateXR() {
...
@@ -23,66 +23,15 @@ async function activateXR() {
const
scene
=
new
THREE
.
Scene
();
const
scene
=
new
THREE
.
Scene
();
// Define the vertices
// Color of the torus geometry.
const
vertices
=
new
Float32Array
([
const
material
=
new
THREE
.
MeshToonMaterial
({
color
:
0xc994c7
});
-
1.0
,
0.0
,
1.0
,
// P0
1.0
,
0.0
,
1.0
,
// P1
// Create the torus and add it to the demo scene.
1.0
,
0.0
,
-
1.0
,
// P2
const
torus
=
new
THREE
.
Mesh
(
new
THREE
.
PolyhedronBufferGeometry
(
6
,
2
,
3
),
material
);
-
1.0
,
0.0
,
-
1.0
,
// P3
//position the next geometry (sphere)
-
1.0
,
2.0
,
1.0
,
// P4
torus
.
position
.
set
(
0
,
0
,
-
1
);
1.0
,
2.0
,
1.0
,
// P5
// Add the mesh to the scene
1.0
,
2.0
,
-
1.0
,
// P6
scene
.
add
(
torus
);
-
1.0
,
2.0
,
-
1.0
,
// P7
0.0
,
3.0
,
0.0
// P8
]);
// Define the indices for the walls
const
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
const
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
const
wallGeometry
=
new
THREE
.
BufferGeometry
();
wallGeometry
.
setAttribute
(
'
position
'
,
new
THREE
.
BufferAttribute
(
vertices
,
3
));
wallGeometry
.
setIndex
(
new
THREE
.
BufferAttribute
(
wallIndices
,
1
));
// Create the roof geometry
const
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
const
wallMaterial
=
new
THREE
.
MeshBasicMaterial
({
color
:
0x8B4513
,
side
:
THREE
.
DoubleSide
});
const
roofMaterial
=
new
THREE
.
MeshBasicMaterial
({
color
:
0xFF0000
,
side
:
THREE
.
DoubleSide
});
// Create the wall and roof meshes
const
wallMesh
=
new
THREE
.
Mesh
(
wallGeometry
,
wallMaterial
);
const
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
();
// 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
({
...
...
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