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<h1>[name]</h1>
<p>
This guide provides a brief overview of the basic components of a web-based VR application
made with three.js.
</p>
<h2>Workflow</h2>
<p>
First, you have to include [link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/webxr/VRButton.js VRButton.js]
into your project.
</p>
<code>
import { VRButton } from 'three/examples/jsm/webxr/VRButton.js';
</code>
<p>
*VRButton.createButton()* does two important things: It creates a button which indicates
VR compatibility. Besides, it initiates a VR session if the user activates the button. The only thing you have
to do is to add the following line of code to your app.
</p>
<code>
document.body.appendChild( VRButton.createButton( renderer ) );
</code>
<p>
Next, you have to tell your instance of *WebGLRenderer* to enable VR rendering.
</p>
<code>
renderer.vr.enabled = true;
</code>
<p>
Finally, you have to adjust your animation loop since we can't use our well known
*window.requestAnimationFrame()* function. For VR projects we use [page:WebGLRenderer.setAnimationLoop setAnimationLoop].
The minimal code looks like this:
</p>
<code>
renderer.setAnimationLoop( function () {
renderer.render( scene, camera );
} );
</code>
<h2>Next Steps</h2>
<p>
Have a look at one of the official WebVR examples to see this workflow in action.<br /><br />
[example:webxr_vr_ballshooter WebXR / VR / ballshoter]<br />
[example:webxr_vr_cubes WebXR / VR / cubes]<br />
[example:webxr_vr_dragging WebXR / VR / dragging]<br />
[example:webxr_vr_lorenzattractor WebXR / VR / lorenzattractor]<br />
[example:webxr_vr_multiview WebXR / VR / multiview]<br />
[example:webxr_vr_paint WebXR / VR / paint]<br />
[example:webxr_vr_panorama_depth WebXR / VR / panorama_depth]<br />
[example:webxr_vr_panorama WebXR / VR / panorama]<br />
[example:webxr_vr_rollercoaster WebXR / VR / rollercoaster]<br />
[example:webxr_vr_sandbox WebXR / VR / sandbox]<br />
[example:webxr_vr_sculpt WebXR / VR / sculpt]<br />
[example:webxr_vr_video WebXR / VR / video]
</p>
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