Commit 9435d166 authored by Esguerra Montana's avatar Esguerra Montana
Browse files

Update index.html

parent 983986bb
Pipeline #9432 passed with stage
in 8 seconds
......@@ -23,11 +23,18 @@ async function activateXR() {
const scene = new THREE.Scene();
// Add lighting to the 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 house scene
const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(1, 1, 1).normalize();
light.position.set(5, 10, 7.5);
light.castShadow = true; // Enable shadow casting
scene.add(light);
const ambientLight = new THREE.AmbientLight(0x404040); // soft white light
scene.add(ambientLight);
......@@ -104,6 +111,12 @@ async function activateXR() {
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);
......@@ -112,7 +125,14 @@ 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({
......@@ -122,6 +142,9 @@ 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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