diff --git a/public/index.html b/public/index.html index 46251e3bfaa07b9b505a63906b347e8173edbadb..8b30762100015ca913156cbcfada7f2a6d789927 100644 --- a/public/index.html +++ b/public/index.html @@ -4,7 +4,7 @@ <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>Torus Demo</title> + <title>Tetrahedron Demo</title> <!-- three.js --> <script src="https://unpkg.com/three@0.126.0/build/three.js"></script> @@ -13,7 +13,7 @@ <!-- Starting an immersive WebXR session requires user interaction. We start this one with a simple button. --> -<button onclick="activateXR()">Start Torus</button> +<button onclick="activateXR()">Start Tetrahedron</button> <script> async function activateXR() { // Add a canvas element and initialize a WebGL context that is compatible with WebXR. @@ -23,70 +23,79 @@ async function activateXR() { const scene = new THREE.Scene(); -// Color of the torus geometry. -const material = new THREE.MeshPhysicalMaterial({ color: 0xff0000, roughness: 0.5, metalness: 0.5, clearcoat: 1.0, clearcoatRoughness: 0.1 }); - -// Create the torus and add it to the demo scene. -const torus = new THREE.Mesh( new THREE.TetrahedronGeometry(1), material); -//position the next geometry (sphere) -torus.position.set(0, 0, -1); -// Add the mesh to the scene -scene.add( torus ); - -// 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. + // 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); + + // Color of the tetrahedron geometry. + const material = new THREE.MeshPhysicalMaterial({ color: 0xff0000, 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(1), material); + + // Position the tetrahedron + tetrahedron.position.set(0, 0, -1); + + // Add the mesh to the scene + scene.add(tetrahedron); + + // 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); + + // Render the scene with THREE.WebGLRenderer. + renderer.render(scene, camera); + } + }; 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); - - // Render the scene with THREE.WebGLRenderer. - renderer.render(scene, camera) - } -} -session.requestAnimationFrame(onXRFrame); - } </script> </body>