diff --git a/public/index.html b/public/index.html index 559cab087a47f2fed603ba4f9a09f5f685ae9431..6245b386928a2af327d13146bd5448bf52d574c7 100644 --- a/public/index.html +++ b/public/index.html @@ -29,31 +29,93 @@ async function activateXR() { 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 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.