Skip to content
GitLab
Menu
Projects
Groups
Snippets
Help
Help
Support
Community forum
Keyboard shortcuts
?
Submit feedback
Sign in
Toggle navigation
Menu
Open sidebar
Acosta Vega
AR_Project
Commits
c72b45dc
Commit
c72b45dc
authored
Jun 19, 2024
by
Acosta Vega
Browse files
Update index.html
parent
de0b32a8
Pipeline
#9716
passed with stage
in 7 seconds
Changes
1
Pipelines
1
Hide whitespace changes
Inline
Side-by-side
public/index.html
View file @
c72b45dc
...
...
@@ -4,128 +4,93 @@
<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>
Hit to Place Demo
</title>
<!-- three.js -->
<script
src=
"https://unpkg.com/three@0.126.0/build/three.js"
></script>
<title>
Pyramid Demo
</title>
<script
src=
"https://unpkg.com/three@0.126.0/examples/js/loaders/GLTFLoader.js"
></script>
</head>
<body>
<!-- three.js -->
<!-- Starting an immersive WebXR session requires user interaction.
We start this one with a simple button. -->
<button
onclick=
"activateXR()"
>
Start Hit to Place
Demo
</button>
<script>
We start this one with a simple button. -->
<button
>
Start Pyramid
Demo
</button>
async function activateXR() {
// Add a canvas element and initialize a WebGL context that is compatible with WebXR.
const canvas = document.createElement("canvas");
document.body.appendChild(canvas);
const gl = canvas.getContext("webgl", {xrCompatible: true});
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
({
alpha
:
true
,
preserveDrawingBuffer
:
true
,
canvas
:
canvas
,
context
:
gl
});
renderer
.
autoClear
=
false
;
// The API directly updates the camera matrices.
// Disable matrix auto updates so three.js doesn't attempt
// to handle the matrices independently.
const
camera
=
new
THREE
.
PerspectiveCamera
();
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.
const
referenceSpace
=
await
session
.
requestReferenceSpace
(
'
local
'
);
// Create another XRReferenceSpace that has the viewer as the origin.
const
viewerSpace
=
await
session
.
requestReferenceSpace
(
'
viewer
'
);
// Perform hit testing using the viewer as origin.
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
)
{
reticle
=
gltf
.
scene
;
reticle
.
visible
=
false
;
scene
.
add
(
reticle
);
})
let
flower
;
loader
.
load
(
"
https://immersive-web.github.io/webxr-samples/media/gltf/sunflower/sunflower.gltf
"
,
function
(
gltf
)
{
flower
=
gltf
.
scene
;
});
session
.
addEventListener
(
"
select
"
,
(
event
)
=>
{
if
(
flower
)
{
const
clone
=
flower
.
clone
();
clone
.
position
.
copy
(
reticle
.
position
);
scene
.
add
(
clone
);
}
});
// 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
);
// 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
);
}
// The pyramid will have a different color on each side.
const materials = [
new THREE.MeshBasicMaterial({color: 0xff0000}),
new THREE.MeshBasicMaterial({color: 0x0000ff}),
new THREE.MeshBasicMaterial({color: 0x00ff00}),
new THREE.MeshBasicMaterial({color: 0xff00ff}),
new THREE.MeshBasicMaterial({color: 0x00ffff}),
new THREE.MeshBasicMaterial({color: 0xffff00})
];
// Create the pyramid and add it to the demo scene.
const pyramid = new THREE.Mesh(new THREE.ConeBufferGeometry(0.5, 1, 4), materials);
pyramid.position.set(0, 0, -1);
scene.add(pyramid);
// Set up the WebGLRenderer, which handles rendering to the session's base layer.
const renderer = new THREE.WebGLRenderer({
alpha: true,
preserveDrawingBuffer: true,
canvas: canvas,
context: gl
});
renderer.autoClear = false;
// The API directly updates the camera matrices.
// Disable matrix auto updates so three.js doesn't attempt
// to handle the matrices independently.
const camera = new THREE.PerspectiveCamera();
camera.matrixAutoUpdate = false;
// Initialize a WebXR session using "immersive-ar".
const session = await navigator.xr.requestSession("immersive-ar");
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.
const referenceSpace = await session.requestReferenceSpace('local');
// 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);
// Render the scene with THREE.WebGLRenderer.
renderer
.
render
(
scene
,
camera
)
// 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);
// Render the scene with THREE.WebGLRenderer.
renderer.render(scene, camera)
}
}
}
session
.
requestAnimationFrame
(
onXRFrame
);
session.requestAnimationFrame(onXRFrame);
}
</script>
</body>
</html>
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
.
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment