提交 f58cbd48 编写于 作者: M Mr.doob

Examples: Added simpler WebXR/AR example.

上级 6429ba6c
......@@ -319,6 +319,7 @@ var files = {
"webaudio_visualizer"
],
"webxr": [
"webxr_ar_cones",
"webxr_ar_hittest",
"webxr_ar_paint",
"webxr_vr_ballshooter",
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js ar - cones</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> ar - cones<br/>Enable chrome://flags/#webxr-ar-module<br/>(Chrome 80+)
</div>
<script type="module">
import * as THREE from '../build/three.module.js';
import { ARButton } from './jsm/webxr/ARButton.js';
var container;
var camera, scene, renderer;
var controller;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.01, 20 );
var light = new THREE.HemisphereLight( 0xffffff, 0xbbbbff, 1 );
light.position.set( 0.5, 1, 0.25 );
scene.add( light );
//
renderer = new THREE.WebGLRenderer( { antialias: true, alpha: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.xr.enabled = true;
container.appendChild( renderer.domElement );
//
document.body.appendChild( ARButton.createButton( renderer ) );
//
var geometry = new THREE.CylinderBufferGeometry( 0, 0.05, 0.2, 32 ).rotateX( Math.PI / 2 );
function onSelect() {
var material = new THREE.MeshPhongMaterial( { color: 0xffffff * Math.random() } );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( 0, 0, - 0.3 ).applyMatrix4( controller.matrixWorld );
mesh.quaternion.setFromRotationMatrix( controller.matrixWorld );
scene.add( mesh );
}
controller = renderer.xr.getController( 0 );
controller.addEventListener( 'select', onSelect );
scene.add( controller );
//
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
renderer.setAnimationLoop( render );
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>
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