Commit caa31b69 authored by Rafiei's avatar Rafiei
Browse files

Update index.html

parent 86ad8f5d
Pipeline #9669 passed with stage
in 6 seconds
...@@ -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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