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<!doctype html>
<html>
<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>Cube Demo</title>
  <!-- three.js -->
  <script src="https://unpkg.com/three@0.126.0/build/three.js"></script>
</head>
<body>
  <!-- Starting an immersive WebXR session requires user interaction.
    We start this one with a simple button. -->
  <button onclick="activateXR()">Start Cube Demo</button>
  <script>
    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();
// Enable shadows in the renderer.
renderer.shadowMap.enabled = true;
// Create the cube and add it to the demo scene.
const cubeGeometry = new THREE.BoxBufferGeometry(0.5, 0.5, 0.5);
const cubeMaterials = [
  new THREE.MeshLambertMaterial({ color: 0xff0000 }), // Red
  new THREE.MeshLambertMaterial({ color: 0x0000ff }), // Blue
  new THREE.MeshLambertMaterial({ color: 0x00ff00 }), // Green
  new THREE.MeshLambertMaterial({ color: 0xff00ff }), // Magenta
  new THREE.MeshLambertMaterial({ color: 0x00ffff }), // Cyan
  new THREE.MeshLambertMaterial({ color: 0xffff00 })  // Yellow
 const cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
 cube.position.set(0, 0, -1);
 cube.castShadow = true; // Enable shadow casting
 scene.add(cube);
// // Create a sphere geometry.
const sphereGeometry = new THREE.SphereBufferGeometry(0.3, 32, 32); // Adjust the radius and other parameters as needed.
// // Create a material for the sphere (you can customize the color).
const sphereMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
// // Create the sphere and add it to the scene.
const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere.position.set(1, 0, -1); // Position the sphere next to the cube.
scene.add(sphere);
const scene = new THREE.Scene();
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.3);
directionalLight.position.set(10, 15, 10);
scene.add(directionalLight);
const session = await navigator.xr.requestSession("immersive-ar", {requiredFeatures: ['hit-test']});
<!-- 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> 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; }); // Create a render loop that allows us to draw on the AR view. const onXRFrame = (time, frame) => { // 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 }); 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); } 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); } }); // 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); } </script> </body> </html