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Thapa
visualization
Commits
cf26a8be
Commit
cf26a8be
authored
Jun 20, 2023
by
Thapa
Browse files
Update 1-Cube.html
parent
793399c5
Pipeline
#8086
passed with stage
in 5 seconds
Changes
1
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1
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public/1-Cube.html
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cf26a8be
...
@@ -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>
Earth Glo
be Demo
</title>
<title>
Cu
be 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
Earth Glo
be Demo
</button>
<button
onclick=
"activateXR()"
>
Start
Cu
be Demo
</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.
...
@@ -23,65 +23,68 @@ async function activateXR() {
...
@@ -23,65 +23,68 @@ async function activateXR() {
const
scene
=
new
THREE
.
Scene
();
const
scene
=
new
THREE
.
Scene
();
// Load the texture for the Earth globe.
// The cube will have a different color on each side.
const
textureLoader
=
new
THREE
.
TextureLoader
();
const
materials
=
[
const
texture
=
textureLoader
.
load
(
'
earth_texture.jpg
'
);
new
THREE
.
MeshBasicMaterial
({
color
:
0x744700
}),
new
THREE
.
MeshBasicMaterial
({
color
:
0x000000
}),
// Create the Earth sphere and add it to the demo scene.
new
THREE
.
MeshBasicMaterial
({
color
:
0x000000
}),
const
sphere
=
new
THREE
.
Mesh
(
new
THREE
.
MeshBasicMaterial
({
color
:
0x000000
}),
new
THREE
.
SphereBufferGeometry
(
0.5
,
64
,
64
),
// Adjust the radius as needed.
new
THREE
.
MeshBasicMaterial
({
color
:
0x000000
}),
new
THREE
.
MeshBasicMaterial
({
map
:
texture
})
// Apply the Earth texture to the sphere.
new
THREE
.
MeshBasicMaterial
({
color
:
0x000000
})
);
];
sphere
.
position
.
set
(
0
,
0
,
-
1
);
scene
.
add
(
sphere
);
// Create the cube and add it to the demo scene.
const
cube
=
new
THREE
.
Mesh
(
new
THREE
.
BoxBufferGeometry
(
0.5
,
0.5
,
0.5
),
materials
);
// Set up the WebGLRenderer, which handles rendering to the session's base layer.
cube
.
position
.
set
(
0
,
0
,
-
1
);
const
renderer
=
new
THREE
.
WebGLRenderer
({
scene
.
add
(
cube
);
alpha
:
true
,
preserveDrawingBuffer
:
true
,
// Set up the WebGLRenderer, which handles rendering to the session's base layer.
canvas
:
canvas
,
const
renderer
=
new
THREE
.
WebGLRenderer
({
context
:
gl
alpha
:
true
,
});
preserveDrawingBuffer
:
true
,
renderer
.
autoClear
=
false
;
canvas
:
canvas
,
context
:
gl
// The API directly updates the camera matrices.
});
// Disable matrix auto updates so three.js doesn't attempt
renderer
.
autoClear
=
false
;
// to handle the matrices independently.
const
camera
=
new
THREE
.
PerspectiveCamera
();
// The API directly updates the camera matrices.
camera
.
matrixAutoUpdate
=
false
;
// Disable matrix auto updates so three.js doesn't attempt
// to handle the matrices independently.
// Initialize a WebXR session using "immersive-ar".
const
camera
=
new
THREE
.
PerspectiveCamera
();
const
session
=
await
navigator
.
xr
.
requestSession
(
"
immersive-ar
"
);
camera
.
matrixAutoUpdate
=
false
;
session
.
updateRenderState
({
baseLayer
:
new
XRWebGLLayer
(
session
,
gl
)
// Initialize a WebXR session using "immersive-ar".
});
const
session
=
await
navigator
.
xr
.
requestSession
(
"
immersive-ar
"
);
session
.
updateRenderState
({
// A 'local' reference space has a native origin that is located
baseLayer
:
new
XRWebGLLayer
(
session
,
gl
)
// near the viewer's position at the time the session was created.
});
const
referenceSpace
=
await
session
.
requestReferenceSpace
(
'
local
'
);
// A 'local' reference space has a native origin that is located
// Create a render loop that allows us to draw on the AR view.
// near the viewer's position at the time the session was created.
const
onXRFrame
=
(
time
,
frame
)
=>
{
const
referenceSpace
=
await
session
.
requestReferenceSpace
(
'
local
'
);
// Queue up the next draw request.
session
.
requestAnimationFrame
(
onXRFrame
);
// Create a render loop that allows us to draw on the AR view.
const
onXRFrame
=
(
time
,
frame
)
=>
{
// Bind the graphics framebuffer to the baseLayer's framebuffer.
// Queue up the next draw request.
gl
.
bindFramebuffer
(
gl
.
FRAMEBUFFER
,
session
.
renderState
.
baseLayer
.
framebuffer
);
session
.
requestAnimationFrame
(
onXRFrame
);
// Retrieve the pose of the device.
// Bind the graphics framebuffer to the baseLayer's framebuffer
// XRFrame.getViewerPose can return null while the session attempts to establish tracking.
gl
.
bindFramebuffer
(
gl
.
FRAMEBUFFER
,
session
.
renderState
.
baseLayer
.
framebuffer
)
const
pose
=
frame
.
getViewerPose
(
referenceSpace
);
if
(
pose
)
{
// Retrieve the pose of the device.
// In mobile AR, we only have one view.
// XRFrame.getViewerPose can return null while the session attempts to establish tracking.
const
view
=
pose
.
views
[
0
];
const
pose
=
frame
.
getViewerPose
(
referenceSpace
);
if
(
pose
)
{
const
viewport
=
session
.
renderState
.
baseLayer
.
getViewport
(
view
);
// In mobile AR, we only have one view.
renderer
.
setSize
(
viewport
.
width
,
viewport
.
height
);
const
view
=
pose
.
views
[
0
];
// Use the view's transform matrix and projection matrix to configure the THREE.camera.
const
viewport
=
session
.
renderState
.
baseLayer
.
getViewport
(
view
);
camera
.
matrix
.
fromArray
(
view
.
transform
.
matrix
);
renderer
.
setSize
(
viewport
.
width
,
viewport
.
height
)
camera
.
projectionMatrix
.
fromArray
(
view
.
projectionMatrix
);
camera
.
updateMatrixWorld
(
true
);
// 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.
// Render the scene with THREE.WebGLRenderer.
renderer
.
render
(
scene
,
camera
)
renderer
.
render
(
scene
,
camera
)
...
...
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