Commit 47210c84 authored by Devkota's avatar Devkota
Browse files

Update index.html

parent 60eb8570
Pipeline #9269 passed with stage
in 6 seconds
...@@ -4,30 +4,38 @@ ...@@ -4,30 +4,38 @@
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta name="viewport" <meta name="viewport"
content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0"> 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> <title>Cube Demo</title>
<!-- 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>
</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()">Start Cube 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.
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();
// The cube will have a different color on each side.
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0); const materials = [
directionalLight.position.set(10, 15, 10); new THREE.MeshBasicMaterial({color: 0xff0000}),
scene.add(directionalLight); 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 cube and add it to the demo scene.
const cube = new THREE.Mesh(new THREE.BoxBufferGeometry(0.2, 0.2, 0.2), materials);
cube.position.set(1, 1, 1);
scene.add(cube);
// 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({
...@@ -45,7 +53,7 @@ const camera = new THREE.PerspectiveCamera(); ...@@ -45,7 +53,7 @@ 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");
session.updateRenderState({ session.updateRenderState({
baseLayer: new XRWebGLLayer(session, gl) baseLayer: new XRWebGLLayer(session, gl)
}); });
...@@ -53,36 +61,6 @@ session.updateRenderState({ ...@@ -53,36 +61,6 @@ session.updateRenderState({
// 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.
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. // 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.
...@@ -106,16 +84,6 @@ const onXRFrame = (time, frame) => { ...@@ -106,16 +84,6 @@ const onXRFrame = (time, frame) => {
camera.projectionMatrix.fromArray(view.projectionMatrix); camera.projectionMatrix.fromArray(view.projectionMatrix);
camera.updateMatrixWorld(true); 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. // Render the scene with THREE.WebGLRenderer.
renderer.render(scene, camera) renderer.render(scene, camera)
} }
...@@ -123,8 +91,7 @@ const onXRFrame = (time, frame) => { ...@@ -123,8 +91,7 @@ const onXRFrame = (time, frame) => {
session.requestAnimationFrame(onXRFrame); session.requestAnimationFrame(onXRFrame);
// To be continued in upcoming steps.
} }
</script> </script>
</body> </body>
......
Markdown is supported
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment