Here's a simple example of a VR project in Three.js, updated for WebXR:
javascriptlet renderer, scene, camera;
let controller1, controller2;
let xrControllerModelFactory;
init();
animate();
function init() {
// Set up the WebGL renderer
renderer = new THREE.WebGLRenderer({ antialias: true });
document.body.appendChild(renderer.domElement);
// Set up the scene
scene = new THREE.Scene();
// Set up the camera
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
// Set up VR
renderer.xr.enabled = true;
navigator.xr.isSessionSupported('immersive-vr').then(function(supported) {
if (supported) {
const button = new VRButton.createButton(renderer); // You need to implement VRButton or use the one provided by Three.js examples
document.body.appendChild(button);
}
});
// Set up controllers
controller1 = renderer.xr.getController(0);
scene.add(controller1);
controller2 = renderer.xr.getController(1);
scene.add(controller2);
xrControllerModelFactory = new XRControllerModelFactory();
const controllerModel1 = xrControllerModelFactory.createControllerModel(controller1);
controller1.add(controllerModel1);
const controllerModel2 = xrControllerModelFactory.createControllerModel(controller2);
controller2.add(controllerModel2);
// Add other objects to your scene here
}
function animate() {
renderer.setAnimationLoop(render);
}
function render() {
// Render the scene through the camera
renderer.render(scene, camera);
}
In this example, we're setting up a Three.js scene with a single camera and enabling WebXR. We're also adding controllers, which will be represented in the VR scene and will move to match the movements of the user's VR controllers. Finally, we're setting up an animation loop to continuously render the scene.
Please note that this is a simple example and a real WebXR application might involve more complex setups including interaction handling, complex 3D models, and more. Remember to include the three.js library and any additional libraries like XRControllerModelFactory
which is used to create 3D models of the XR controllers.