Commit de0b32a8 authored by Acosta Vega's avatar Acosta Vega
Browse files

Update index.html

parent bf58ad22
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<!DOCTYPE html> <!doctype html>
<html lang="en"> <html>
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta name="viewport"
<title>Pyramid Demo</title> content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
<script src="https://cdn.jsdelivr.net/npm/three@0.132.2/build/three.min.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> </head>
<body> <body>
<button onclick="activateXR()">Start Pyramid Demo</button>
<!-- 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> <script>
async function activateXR() { async function activateXR() {
// Add a canvas element and initialize a WebGL context that is compatible with WebXR.
const canvas = document.createElement("canvas"); const canvas = document.createElement("canvas");
document.body.appendChild(canvas); document.body.appendChild(canvas);
const gl = canvas.getContext("webgl", {xrCompatible: true}); const gl = canvas.getContext("webgl", {xrCompatible: true});
const scene = new THREE.Scene(); const scene = new THREE.Scene();
const materials = [ const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
new THREE.MeshBasicMaterial({color: 0xA94378}), directionalLight.position.set(10, 15, 10);
new THREE.MeshBasicMaterial({color: 0x0000ff}), scene.add(directionalLight);
new THREE.MeshBasicMaterial({color: 0x00ff00})
]; // Set up the WebGLRenderer, which handles rendering to the session's base layer.
const renderer = new THREE.WebGLRenderer({
const pyramidGeometry = new THREE.ConeBufferGeometry(0.5, 1, 4, 1); alpha: true,
const pyramid = new THREE.Mesh(pyramidGeometry, materials); preserveDrawingBuffer: true,
pyramid.position.set(0, 0, -1); canvas: canvas,
scene.add(pyramid); context: gl
});
const renderer = new THREE.WebGLRenderer({ renderer.autoClear = false;
alpha: true,
preserveDrawingBuffer: true, // The API directly updates the camera matrices.
canvas: canvas, // Disable matrix auto updates so three.js doesn't attempt
context: gl // to handle the matrices independently.
}); const camera = new THREE.PerspectiveCamera();
renderer.autoClear = false; camera.matrixAutoUpdate = false;
const camera = new THREE.PerspectiveCamera(); // Initialize a WebXR session using "immersive-ar".
camera.matrixAutoUpdate = false; const session = await navigator.xr.requestSession("immersive-ar", {requiredFeatures: ['hit-test']});
session.updateRenderState({
const session = await navigator.xr.requestSession("immersive-ar"); baseLayer: new XRWebGLLayer(session, gl)
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'); const referenceSpace = await session.requestReferenceSpace('local');
const onXRFrame = (time, frame) => { // Create another XRReferenceSpace that has the viewer as the origin.
session.requestAnimationFrame(onXRFrame); const viewerSpace = await session.requestReferenceSpace('viewer');
// Perform hit testing using the viewer as origin.
gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer); const hitTestSource = await session.requestHitTestSource({ space: viewerSpace });
const pose = frame.getViewerPose(referenceSpace);
if (pose) {
const view = pose.views[0];
const loader = new THREE.GLTFLoader();
const viewport = session.renderState.baseLayer.getViewport(view); let reticle;
renderer.setSize(viewport.width, viewport.height); loader.load("https://immersive-web.github.io/webxr-samples/media/gltf/reticle/reticle.gltf", function(gltf) {
reticle = gltf.scene;
camera.matrix.fromArray(view.transform.matrix); reticle.visible = false;
camera.projectionMatrix.fromArray(view.projectionMatrix); scene.add(reticle);
camera.updateMatrixWorld(true); })
renderer.render(scene, camera); 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); 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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