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Esguerra Montana
Web AR
Commits
9435d166
Commit
9435d166
authored
1 year ago
by
Esguerra Montana
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Update index.html
parent
983986bb
Pipeline
#9432
passed with stage
in 8 seconds
Changes
1
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1
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1 changed file
public/index.html
+26
-3
public/index.html
with
26 additions
and
3 deletions
+26
-3
public/index.html
+
26
-
3
View file @
9435d166
...
...
@@ -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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