Commit 74e48dbc authored by Esguerra Montana's avatar Esguerra Montana
Browse files

Update index.html

parent 0b9d5be5
Pipeline #9423 passed with stage
in 8 seconds
...@@ -4,7 +4,7 @@ ...@@ -4,7 +4,7 @@
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta name="viewport" <meta name="viewport"
content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0"> 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 --> <!-- three.js -->
<script src="https://unpkg.com/three@0.126.0/build/three.js"></script> <script src="https://unpkg.com/three@0.126.0/build/three.js"></script>
...@@ -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 Torus</button> <button onclick="activateXR()">Start Tetrahedron</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.
...@@ -23,70 +23,79 @@ async function activateXR() { ...@@ -23,70 +23,79 @@ async function activateXR() {
const scene = new THREE.Scene(); const scene = new THREE.Scene();
// Color of the torus geometry. // Add lighting to the scene
const material = new THREE.MeshPhysicalMaterial({ color: 0xff0000, roughness: 0.5, metalness: 0.5, clearcoat: 1.0, clearcoatRoughness: 0.1 }); const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(1, 1, 1).normalize();
// Create the torus and add it to the demo scene. scene.add(light);
const torus = new THREE.Mesh( new THREE.TetrahedronGeometry(1), material);
//position the next geometry (sphere) const ambientLight = new THREE.AmbientLight(0x404040); // soft white light
torus.position.set(0, 0, -1); scene.add(ambientLight);
// Add the mesh to the scene
scene.add( torus ); // Color of the tetrahedron geometry.
const material = new THREE.MeshPhysicalMaterial({ color: 0xff0000, roughness: 0.5, metalness: 0.5, clearcoat: 1.0, clearcoatRoughness: 0.1 });
// Set up the WebGLRenderer, which handles rendering to the session's base layer.
const renderer = new THREE.WebGLRenderer({ // Create the tetrahedron and add it to the demo scene.
alpha: true, const tetrahedron = new THREE.Mesh(new THREE.TetrahedronGeometry(1), material);
preserveDrawingBuffer: true,
canvas: canvas, // Position the tetrahedron
context: gl tetrahedron.position.set(0, 0, -1);
});
renderer.autoClear = false; // Add the mesh to the scene
scene.add(tetrahedron);
// The API directly updates the camera matrices.
// Disable matrix auto updates so three.js doesn't attempt // Set up the WebGLRenderer, which handles rendering to the session's base layer.
// to handle the matrices independently. const renderer = new THREE.WebGLRenderer({
const camera = new THREE.PerspectiveCamera(); alpha: true,
camera.matrixAutoUpdate = false; preserveDrawingBuffer: true,
canvas: canvas,
// Initialize a WebXR session using "immersive-ar". context: gl
const session = await navigator.xr.requestSession("immersive-ar"); });
session.updateRenderState({ renderer.autoClear = false;
baseLayer: new XRWebGLLayer(session, gl)
}); // The API directly updates the camera matrices.
// Disable matrix auto updates so three.js doesn't attempt
// A 'local' reference space has a native origin that is located // to handle the matrices independently.
// near the viewer's position at the time the session was created. const camera = new THREE.PerspectiveCamera();
const referenceSpace = await session.requestReferenceSpace('local'); camera.matrixAutoUpdate = false;
// Create a render loop that allows us to draw on the AR view. // Initialize a WebXR session using "immersive-ar".
const onXRFrame = (time, frame) => { const session = await navigator.xr.requestSession("immersive-ar");
// Queue up the next draw request. 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); 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> </script>
</body> </body>
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