Commit cf26a8be authored by Thapa's avatar Thapa
Browse files

Update 1-Cube.html

parent 793399c5
Pipeline #8086 passed with stage
in 5 seconds
...@@ -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 Globe Demo</title> <title>Cube 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 Globe Demo</button> <button onclick="activateXR()">Start Cube 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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