From 5f80d8f095e27667ba51cad37a3e88d896796b3f Mon Sep 17 00:00:00 2001 From: Rafiei <32rafa1mpg@hft-stuttgart.de> Date: Wed, 19 Jun 2024 15:03:29 +0000 Subject: [PATCH] Update index.html --- public/index.html | 109 +++++++++++++++++++++++++++------------------- 1 file changed, 65 insertions(+), 44 deletions(-) diff --git a/public/index.html b/public/index.html index ded0bb8..78e3807 100644 --- a/public/index.html +++ b/public/index.html @@ -1,23 +1,23 @@ <!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> + 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> -</head> + <script src="https://unpkg.com/three@0.126.0/examples/js/loaders/GLTFLoader.js"></script> +</head> <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. --> - <button onclick="activateXR()">Start Cube Demo</button> - <script> - async function activateXR() { +<button onclick="activateXR()">Start Hit to Place 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); @@ -25,52 +25,63 @@ 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; -// Enable shadows in the renderer. -renderer.shadowMap.enabled = true; +// 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; -// 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); +// 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 a sphere geometry. -const sphereGeometry = new THREE.SphereBufferGeometry(0.3, 32, 32); // Adjust the radius and other parameters as needed. +// 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 }); -// // 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 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); +}) -const session = await navigator.xr.requestSession("immersive-ar", {requiredFeatures: ['hit-test']}); -session.updateRenderState({ - baseLayer: new XRWebGLLayer(session, gl) +let flower; +loader.load("https://vazxmixjsiawhamofees.supabase.co/storage/v1/object/public/models/dog/model.gltf", function(gltf) { + flower = gltf.scene; }); -// 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'); +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) => { @@ -95,6 +106,16 @@ const onXRFrame = (time, frame) => { 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) } @@ -103,8 +124,8 @@ session.requestAnimationFrame(onXRFrame); + } - </script> +</script> </body> - </html> -- GitLab