Commit 396471da authored by Esguerra Montana's avatar Esguerra Montana
Browse files

Update index.html

parent 5ccea5c9
Pipeline #9434 passed with stage
in 8 seconds
......@@ -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
......
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