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Riegel
VIS_exc3_AR_Riegel
Commits
c82824d6
Commit
c82824d6
authored
Jun 17, 2023
by
Riegel
Browse files
Update public/place.html
parent
d30a8316
Pipeline
#7744
passed with stage
in 5 seconds
Changes
1
Pipelines
1
Hide whitespace changes
Inline
Side-by-side
public/place.html
View file @
c82824d6
...
...
@@ -4,20 +4,18 @@
<meta
charset=
"UTF-8"
>
<meta
name=
"viewport"
content=
"width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0"
>
<title>
Cube Demo
</title>
<!-- three.js -->
<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>
<title>
Hit to Place Demo
</title>
<!-- three.js -->
<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>
</head>
<body>
<!-- Starting an immersive WebXR session requires user interaction.
We start this one with a simple button. -->
<button
onclick=
"activateXR()"
>
Start
placing
Demo
</button>
<button
onclick=
"activateXR()"
>
Start
Hit to Place
Demo
</button>
<script>
async
function
activateXR
()
{
// Add a canvas element and initialize a WebGL context that is compatible with WebXR.
...
...
@@ -25,12 +23,11 @@ async function activateXR() {
document
.
body
.
appendChild
(
canvas
);
const
gl
=
canvas
.
getContext
(
"
webgl
"
,
{
xrCompatible
:
true
});
const
scene
=
new
THREE
.
Scene
();
const
directionalLight
=
new
THREE
.
DirectionalLight
(
0xffffff
,
0.3
);
directionalLight
.
position
.
set
(
10
,
15
,
10
);
scene
.
add
(
directionalLight
);
const
scene
=
new
THREE
.
Scene
();
const
directionalLight
=
new
THREE
.
DirectionalLight
(
0xffffff
,
1.0
);
directionalLight
.
position
.
set
(
10
,
15
,
10
);
scene
.
add
(
directionalLight
);
// Set up the WebGLRenderer, which handles rendering to the session's base layer.
const
renderer
=
new
THREE
.
WebGLRenderer
({
...
...
@@ -49,6 +46,9 @@ camera.matrixAutoUpdate = false;
// Initialize a WebXR session using "immersive-ar".
const
session
=
await
navigator
.
xr
.
requestSession
(
"
immersive-ar
"
,
{
requiredFeatures
:
[
'
hit-test
'
]});
session
.
updateRenderState
({
baseLayer
:
new
XRWebGLLayer
(
session
,
gl
)
});
// A 'local' reference space has a native origin that is located
// near the viewer's position at the time the session was created.
...
...
@@ -60,6 +60,8 @@ const viewerSpace = await session.requestReferenceSpace('viewer');
const
hitTestSource
=
await
session
.
requestHitTestSource
({
space
:
viewerSpace
});
const
loader
=
new
THREE
.
GLTFLoader
();
let
reticle
;
loader
.
load
(
"
https://immersive-web.github.io/webxr-samples/media/gltf/reticle/reticle.gltf
"
,
function
(
gltf
)
{
...
...
@@ -81,10 +83,8 @@ session.addEventListener("select", (event) => {
}
});
// Create a render loop that allows us to draw on the AR view.
const
onXRFrame
=
(
time
,
frame
)
=>
{
// Queue up the next draw request.
session
.
requestAnimationFrame
(
onXRFrame
);
...
...
@@ -114,6 +114,7 @@ const onXRFrame = (time, frame) => {
reticle
.
updateMatrixWorld
(
true
);
}
// Render the scene with THREE.WebGLRenderer.
renderer
.
render
(
scene
,
camera
)
...
...
@@ -121,8 +122,10 @@ const onXRFrame = (time, frame) => {
}
session
.
requestAnimationFrame
(
onXRFrame
);
}
</script>
</body>
</html>
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