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Esguerra Montana
Web AR
Commits
8f3f0b5e
Commit
8f3f0b5e
authored
1 year ago
by
Esguerra Montana
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Update index.html
parent
bd5071cd
Pipeline
#9426
passed with stage
in 12 seconds
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public/index.html
+62
-4
public/index.html
with
62 additions
and
4 deletions
+62
-4
public/index.html
+
62
-
4
View file @
8f3f0b5e
...
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@@ -32,16 +32,74 @@ async function activateXR() {
scene
.
add
(
ambientLight
);
// Color of the tetrahedron geometry.
const
material
=
new
THREE
.
MeshPhysicalMaterial
({
color
:
0xC70039
,
roughness
:
0.5
,
metalness
:
0.5
,
clearcoat
:
1.0
,
clearcoatRoughness
:
0.1
});
//
const material = new THREE.MeshPhysicalMaterial({ color: 0xC70039, 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
(
0.5
),
material
);
//
const tetrahedron = new THREE.Mesh(new THREE.TetrahedronGeometry(0.5), material);
// Position the tetrahedron
tetrahedron
.
position
.
set
(
0
,
0
,
-
1
);
//
tetrahedron.position.set(0, 0, -1);
// Add the mesh to the scene
scene
.
add
(
tetrahedron
);
//scene.add(tetrahedron);
// Define the vertices
var
vertices
=
new
Float32Array
([
-
1.0
,
0.0
,
1.0
,
// P0
1.0
,
0.0
,
1.0
,
// P1
1.0
,
0.0
,
-
1.0
,
// P2
-
1.0
,
0.0
,
-
1.0
,
// P3
-
1.0
,
2.0
,
1.0
,
// P4
1.0
,
2.0
,
1.0
,
// P5
1.0
,
2.0
,
-
1.0
,
// P6
-
1.0
,
2.0
,
-
1.0
,
// P7
0.0
,
3.0
,
0.0
// P8
]);
// Define the indices for the walls
var
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
var
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
var
wallGeometry
=
new
THREE
.
BufferGeometry
();
wallGeometry
.
setAttribute
(
'
position
'
,
new
THREE
.
BufferAttribute
(
vertices
,
3
));
wallGeometry
.
setIndex
(
new
THREE
.
BufferAttribute
(
wallIndices
,
1
));
// Create the roof geometry
var
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
var
wallMaterial
=
new
THREE
.
MeshBasicMaterial
({
color
:
0x8B4513
,
side
:
THREE
.
DoubleSide
});
var
roofMaterial
=
new
THREE
.
MeshBasicMaterial
({
color
:
0xFF0000
,
side
:
THREE
.
DoubleSide
});
// Create the wall and roof meshes
var
wallMesh
=
new
THREE
.
Mesh
(
wallGeometry
,
wallMaterial
);
var
roofMesh
=
new
THREE
.
Mesh
(
roofGeometry
,
roofMaterial
);
// Position the house
wallMesh
.
position
.
set
(
0
,
0
,
-
3
);
roofMesh
.
position
.
set
(
0
,
0
,
-
3
);
// Add the meshes to the scene
scene
.
add
(
wallMesh
);
scene
.
add
(
roofMesh
);
// Set up the WebGLRenderer, which handles rendering to the session's base layer.
const
renderer
=
new
THREE
.
WebGLRenderer
({
...
...
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