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>
-- 
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