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Acosta Vega
AR_Project
Commits
e6f1350f
Commit
e6f1350f
authored
Jun 19, 2024
by
Acosta Vega
Browse files
Update index.html
parent
c72b45dc
Pipeline
#9717
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in 6 seconds
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e6f1350f
<!
doctype
html>
<html>
<!
DOCTYPE
html>
<html
lang=
"en"
>
<head>
<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>
Pyramid Demo
</title>
<!-- three.js -->
<!-- Starting an immersive WebXR session requires user interaction.
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();
// 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);
// 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)
<meta
name=
"viewport"
content=
"width=device-width, initial-scale=1.0"
>
<title>
Pyramid Demo
</title>
<!-- Include Three.js library -->
<script
src=
"https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"
></script>
</head>
<body>
<!-- Button to start the AR demo -->
<button
onclick=
"activateXR()"
>
Start Pyramid Demo
</button>
<script>
async
function
activateXR
()
{
try
{
// 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
();
// 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
.
ConeGeometry
(
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
);
// 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
);
}
catch
(
error
)
{
console
.
error
(
"
Failed to start XR session:
"
,
error
);
}
}
}
session.requestAnimationFrame(onXRFrame);
}
</script>
</script>
</body>
</html>
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