Commit 81db86d8 authored by Rahman's avatar Rahman
Browse files

Update index.html

parent f75d65a3
Pipeline #9768 passed with stage
in 7 seconds
...@@ -8,13 +8,14 @@ ...@@ -8,13 +8,14 @@
<!-- 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>
<script src="https://unpkg.com/three@0.126.0/examples/js/loaders/GLTFLoader.js"></script> <script src="https://unpkg.com/three@0.126.0/examples/js/loaders/GLTFLoader.js"></script>
</head> </head>
<body> <body>
<!-- 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 Hit to Place Demo</button> <button onclick="activateXR()">Tap to Place AR 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.
...@@ -28,47 +29,48 @@ async function activateXR() { ...@@ -28,47 +29,48 @@ async function activateXR() {
directionalLight.position.set(10, 15, 10); directionalLight.position.set(10, 15, 10);
scene.add(directionalLight); scene.add(directionalLight);
// Set up the WebGLRenderer, which handles rendering to the session's base layer. // Set up the WebGLRenderer, which handles rendering to the session's base layer.
const renderer = new THREE.WebGLRenderer({ const renderer = new THREE.WebGLRenderer({
alpha: true, alpha: true,
preserveDrawingBuffer: true, preserveDrawingBuffer: true,
canvas: canvas, canvas: canvas,
context: gl context: gl
}); });
renderer.autoClear = false; renderer.autoClear = false;
// The API directly updates the camera matrices. // The API directly updates the camera matrices.
// Disable matrix auto updates so three.js doesn't attempt // Disable matrix auto updates so three.js doesn't attempt
// to handle the matrices independently. // to handle the matrices independently.
const camera = new THREE.PerspectiveCamera(); const camera = new THREE.PerspectiveCamera();
camera.matrixAutoUpdate = false; camera.matrixAutoUpdate = false;
// Initialize a WebXR session using "immersive-ar". // Initialize a WebXR session using "immersive-ar".
const session = await navigator.xr.requestSession("immersive-ar", {requiredFeatures: ['hit-test']}); const session = await navigator.xr.requestSession("immersive-ar", {requiredFeatures: ['Start-Demo']});
session.updateRenderState({ session.updateRenderState({
baseLayer: new XRWebGLLayer(session, gl) baseLayer: new XRWebGLLayer(session, gl)
}); });
// A 'local' reference space has a native origin that is located // A 'local' reference space has a native origin that is located
// near the viewer's position at the time the session was created. // near the viewer's position at the time the session was created.
const referenceSpace = await session.requestReferenceSpace('local'); const referenceSpace = await session.requestReferenceSpace('local');
// Create another XRReferenceSpace that has the viewer as the origin. // Create another XRReferenceSpace that has the viewer as the origin.
const viewerSpace = await session.requestReferenceSpace('viewer'); const viewerSpace = await session.requestReferenceSpace('viewer');
// Perform hit testing using the viewer as origin. // Perform hit testing using the viewer as origin.
const hitTestSource = await session.requestHitTestSource({ space: viewerSpace }); const hitTestSource = await session.requestHitTestSource({ space: viewerSpace });
const loader = new THREE.GLTFLoader();
let reticle; const loader = new THREE.GLTFLoader();
loader.load("https://immersive-web.github.io/webxr-samples/media/gltf/reticle/reticle.gltf", function(gltf) { let reticle;
reticle = gltf.scene; loader.load("https://immersive-web.github.io/webxr-samples/media/gltf/reticle/reticle.gltf", function(gltf) {
reticle.visible = false; reticle = gltf.scene;
scene.add(reticle); reticle.visible = false;
}); scene.add(reticle);
})
let pineCone;
// Replace the URL below with the URL of the new GLTF model i want to use let pineCone;
loader.load("https://transfer.hft-stuttgart.de/gitlab/22raya1mpg/argumented-reality/-/raw/master/public/scene.gltf", function(gltf) { // Replace the URL with new url
loader.load("https://transfer.hft-stuttgart.de/gitlab/22raya1mpg/argumented-reality/-/raw/master/scene.gltf", function(gltf) {
pineCone = gltf.scene; pineCone = gltf.scene;
pineCone.scale.set(0.15, 0.15, 0.15); // Adjust scale as needed pineCone.scale.set(0.15, 0.15, 0.15); // Adjust scale as needed
}); });
...@@ -81,42 +83,43 @@ async function activateXR() { ...@@ -81,42 +83,43 @@ async function activateXR() {
} }
}); });
// Create a render loop that allows us to draw on the AR view. // Create a render loop that allows us to draw on the AR view.
const onXRFrame = (time, frame) => { const onXRFrame = (time, frame) => {
// Queue up the next draw request. // Queue up the next draw request.
session.requestAnimationFrame(onXRFrame);
// Bind the graphics framebuffer to the baseLayer's framebuffer
gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer);
// Retrieve the pose of the device.
// XRFrame.getViewerPose can return null while the session attempts to establish tracking.
const pose = frame.getViewerPose(referenceSpace);
if (pose) {
// In mobile AR, we only have one view.
const view = pose.views[0];
const viewport = session.renderState.baseLayer.getViewport(view);
renderer.setSize(viewport.width, viewport.height);
// 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);
const hitTestResults = frame.getHitTestResults(hitTestSource);
if (hitTestResults.length > 0 && reticle) {
const hitPose = hitTestResults[0].getPose(referenceSpace);
reticle.visible = true;
reticle.position.set(hitPose.transform.position.x, hitPose.transform.position.y, hitPose.transform.position.z);
reticle.updateMatrixWorld(true);
}
// Render the scene with THREE.WebGLRenderer.
renderer.render(scene, camera);
}
}
session.requestAnimationFrame(onXRFrame); session.requestAnimationFrame(onXRFrame);
// Bind the graphics framebuffer to the baseLayer's framebuffer
gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer)
// Retrieve the pose of the device.
// XRFrame.getViewerPose can return null while the session attempts to establish tracking.
const pose = frame.getViewerPose(referenceSpace);
if (pose) {
// In mobile AR, we only have one view.
const view = pose.views[0];
const viewport = session.renderState.baseLayer.getViewport(view);
renderer.setSize(viewport.width, viewport.height)
// 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);
const hitTestResults = frame.getHitTestResults(hitTestSource);
if (hitTestResults.length > 0 && reticle) {
const hitPose = hitTestResults[0].getPose(referenceSpace);
reticle.visible = true;
reticle.position.set(hitPose.transform.position.x, hitPose.transform.position.y, hitPose.transform.position.z)
reticle.updateMatrixWorld(true);
}
// Render the scene with THREE.WebGLRenderer.
renderer.render(scene, camera)
}
}
session.requestAnimationFrame(onXRFrame);
} }
</script> </script>
</body> </body>
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