From 396471daa0bf8058edf1755e253a3004ec73f089 Mon Sep 17 00:00:00 2001 From: Esguerra Montana <32esla1mpg@hft-stuttgart.de> Date: Sun, 16 Jun 2024 17:02:23 +0000 Subject: [PATCH] Update index.html --- public/index.html | 46 +++++++--------------------------------------- 1 file changed, 7 insertions(+), 39 deletions(-) diff --git a/public/index.html b/public/index.html index 8f7027a..aced098 100644 --- a/public/index.html +++ b/public/index.html @@ -23,18 +23,16 @@ async function activateXR() { const scene = new THREE.Scene(); - // Add lighting to the tetrahedro scene - //const light = new THREE.DirectionalLight(0xffffff, 1); - //light.position.set(1, 1, 1).normalize(); - //scene.add(light); + // Add lighting to the scene + const light = new THREE.DirectionalLight(0xffffff, 1); + light.position.set(1, 1, 1).normalize(); + scene.add(light); // Add lighting to the house scene const light = new THREE.DirectionalLight(0xffffff, 1); - light.position.set(5, 10, 7.5); - light.castShadow = true; // Enable shadow casting + light.position.set(1, 1, 1).normalize(); scene.add(light); - const ambientLight = new THREE.AmbientLight(0x404040); // soft white light scene.add(ambientLight); @@ -91,32 +89,14 @@ async function activateXR() { roofGeometry.setIndex(new THREE.BufferAttribute(roofIndices, 1)); // Create materials for walls and roof - var wallMaterial = new THREE.MeshPhysicalMaterial({ - color: 0x8B4513, - metalness: 0.7, // Make it metallic - roughness: 0.4, // Adjust for shininess - clearcoat: 0.3, // Add clear coat for a polished effect - clearcoatRoughness: 0.1 - }); + var wallMaterial = new THREE.MeshBasicMaterial({ color: 0x8B4513, side: THREE.DoubleSide }); + var roofMaterial = new THREE.MeshBasicMaterial({ color: 0xFF0000, side: THREE.DoubleSide }); - var roofMaterial = new THREE.MeshPhysicalMaterial({ - color: 0xFF0000, - metalness: 0.9, // Make it more metallic - roughness: 0.2, // Adjust for more shininess - clearcoat: 0.3, - clearcoatRoughness: 0.1 - }); // Create the wall and roof meshes var wallMesh = new THREE.Mesh(wallGeometry, wallMaterial); var roofMesh = new THREE.Mesh(roofGeometry, roofMaterial); - // Enable shadows for the house meshes - wallMesh.castShadow = true; - wallMesh.receiveShadow = true; - roofMesh.castShadow = true; - roofMesh.receiveShadow = true; - // Position the house wallMesh.position.set(0, -1.5, -3); roofMesh.position.set(0, -1.5, -3); @@ -125,15 +105,6 @@ async function activateXR() { scene.add(wallMesh); scene.add(roofMesh); - // Add a ground plane to receive shadows - const groundGeometry = new THREE.PlaneGeometry(10, 10); - const groundMaterial = new THREE.ShadowMaterial({ opacity: 0.5 }); - const groundMesh = new THREE.Mesh(groundGeometry, groundMaterial); - groundMesh.rotation.x = -Math.PI / 2; // Rotate to lie flat - groundMesh.position.y = -1; // Position it below the house - groundMesh.receiveShadow = true; - scene.add(groundMesh); - // Set up the WebGLRenderer, which handles rendering to the session's base layer. const renderer = new THREE.WebGLRenderer({ alpha: true, @@ -142,9 +113,6 @@ async function activateXR() { context: gl }); renderer.autoClear = false; - renderer.shadowMap.enabled = true; - renderer.shadowMap.type = THREE.PCFSoftShadowMap; - // The API directly updates the camera matrices. // Disable matrix auto updates so three.js doesn't attempt -- GitLab