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Rafiei
Ar_test
Commits
caa31b69
Commit
caa31b69
authored
11 months ago
by
Rafiei
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Update index.html
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#9669
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View file @
caa31b69
...
@@ -29,31 +29,93 @@ async function activateXR() {
...
@@ -29,31 +29,93 @@ async function activateXR() {
renderer
.
shadowMap
.
enabled
=
true
;
renderer
.
shadowMap
.
enabled
=
true
;
// Create the cube and add it to the demo scene.
// Create the cube and add it to the demo scene.
const
cubeGeometry
=
new
THREE
.
BoxBufferGeometry
(
0.5
,
0.5
,
0.5
);
// const cubeGeometry = new THREE.BoxBufferGeometry(0.5, 0.5, 0.5);
const
cubeMaterials
=
[
// const cubeMaterials = [
new
THREE
.
MeshLambertMaterial
({
color
:
0xff0000
}),
// Red
// new THREE.MeshLambertMaterial({ color: 0xff0000 }), // Red
new
THREE
.
MeshLambertMaterial
({
color
:
0x0000ff
}),
// Blue
// new THREE.MeshLambertMaterial({ color: 0x0000ff }), // Blue
new
THREE
.
MeshLambertMaterial
({
color
:
0x00ff00
}),
// Green
// new THREE.MeshLambertMaterial({ color: 0x00ff00 }), // Green
new
THREE
.
MeshLambertMaterial
({
color
:
0xff00ff
}),
// Magenta
// new THREE.MeshLambertMaterial({ color: 0xff00ff }), // Magenta
new
THREE
.
MeshLambertMaterial
({
color
:
0x00ffff
}),
// Cyan
// new THREE.MeshLambertMaterial({ color: 0x00ffff }), // Cyan
new
THREE
.
MeshLambertMaterial
({
color
:
0xffff00
})
// Yellow
// new THREE.MeshLambertMaterial({ color: 0xffff00 }) // Yellow
];
// ];
const
cube
=
new
THREE
.
Mesh
(
cubeGeometry
,
cubeMaterials
);
// const cube = new THREE.Mesh(cubeGeometry, cubeMaterials);
cube
.
position
.
set
(
0
,
0
,
-
1
);
// cube.position.set(0, 0, -1);
cube
.
castShadow
=
true
;
// Enable shadow casting
// cube.castShadow = true; // Enable shadow casting
scene
.
add
(
cube
);
// scene.add(cube);
// Create a sphere geometry.
// // Create a sphere geometry.
const
sphereGeometry
=
new
THREE
.
SphereBufferGeometry
(
0.3
,
32
,
32
);
// Adjust the radius and other parameters as needed.
// 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).
// // Create a material for the sphere (you can customize the color).
const
sphereMaterial
=
new
THREE
.
MeshBasicMaterial
({
color
:
0xffff00
});
// const sphereMaterial = new THREE.MeshBasicMaterial({ color: 0xffff00 });
// Create the sphere and add it to the scene.
// // Create the sphere and add it to the scene.
const
sphere
=
new
THREE
.
Mesh
(
sphereGeometry
,
sphereMaterial
);
// const sphere = new THREE.Mesh(sphereGeometry, sphereMaterial);
sphere
.
position
.
set
(
1
,
0
,
-
1
);
// Position the sphere next to the cube.
// sphere.position.set(1, 0, -1); // Position the sphere next to the cube.
scene
.
add
(
sphere
);
// 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.
// Set up the WebGLRenderer, which handles rendering to the session's base layer.
...
...
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