diff --git a/public/index.html b/public/index.html index 2cca8739307cfe6e7ed9c82c06aa3c5f75f273d5..08a1cd299009cfacd8e36349863004a0a288e434 100644 --- a/public/index.html +++ b/public/index.html @@ -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 HOuse</button> <script> async function activateXR() { // Add a canvas element and initialize a WebGL context that is compatible with WebXR. @@ -24,7 +24,7 @@ async function activateXR() { const scene = new THREE.Scene(); // Define the vertices - var vertices = new Float32Array([ + const vertices = new Float32Array([ -1.0, 0.0, 1.0, // P0 1.0, 0.0, 1.0, // P1 1.0, 0.0, -1.0, // P2 @@ -37,7 +37,7 @@ async function activateXR() { ]); // Define the indices for the walls - var wallIndices = new Uint16Array([ + const 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 @@ -46,7 +46,7 @@ async function activateXR() { ]); // Define the indices for the roof - var roofIndices = new Uint16Array([ + const roofIndices = new Uint16Array([ 4, 5, 8, // Front roof face 5, 6, 8, // Right roof face 6, 7, 8, // Back roof face @@ -54,22 +54,22 @@ async function activateXR() { ]); // Create the wall geometry - var wallGeometry = new THREE.BufferGeometry(); + const 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(); + const 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 }); + const wallMaterial = new THREE.MeshBasicMaterial({ color: 0x8B4513, side: THREE.DoubleSide }); + const 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); + const wallMesh = new THREE.Mesh(wallGeometry, wallMaterial); + const roofMesh = new THREE.Mesh(roofGeometry, roofMaterial); // Add the meshes to the scene scene.add(wallMesh);