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Rafiei
Ar_test
Commits
d64d7b49
Commit
d64d7b49
authored
11 months ago
by
Rafiei
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parent
e75adbe2
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#9710
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public/index.html
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d64d7b49
<!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>
Hit to Plac
e Demo
</title>
content=
"width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0"
>
<title>
Cub
e Demo
</title>
<!-- 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>
</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
Hit to Plac
e Demo
</button>
<script>
async
function
activateXR
()
{
<button
onclick=
"activateXR()"
>
Start
Cub
e 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
);
...
...
@@ -25,66 +25,129 @@ async function activateXR() {
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
;
// 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
;
// Enable shadows in the renderer.
renderer
.
shadowMap
.
enabled
=
true
;
// 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
)
});
// 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
);
// 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
});
// // 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
loader
=
new
THREE
.
GLTFLoader
();
let
reticle
;
loader
.
load
(
"
https://immersive-web.github.io/webxr-samples/media/gltf/reticle/reticle.gltf
"
,
function
(
gltf
)
{
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://
vazxmixjsiawhamofees.supabase.co/storage/v1/object/public/models/dog/model
.gltf
"
,
function
(
gltf
)
{
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);
session
.
addEventListener
(
"
select
"
,
(
event
)
=>
{
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
);
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
)
=>
{
// 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;
// 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;
// Initialize a WebXR session using "immersive-ar".
const session = await navigator.xr.requestSession("immersive-ar");
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 render loop that allows us to draw on the AR view.
const onXRFrame = (time, frame) => {
// Queue up the next draw request.
session.requestAnimationFrame(onXRFrame);
...
...
@@ -95,37 +158,27 @@ const onXRFrame = (time, frame) => {
// XRFrame.getViewerPose can return null while the session attempts to establish tracking.
const pose = frame.getViewerPose(referenceSpace);
if (pose) {
// In mobile AR, we only have one view.
const
view
=
pose
.
views
[
0
];
const
viewport
=
session
.
renderState
.
baseLayer
.
getViewport
(
view
);
renderer
.
setSize
(
viewport
.
width
,
viewport
.
height
)
// In mobile AR, we only have one view.
const view = pose.views[0];
// Use the view's transform matrix and projection matrix to configure the THREE.camera.
camera
.
matrix
.
fromArray
(
view
.
transform
.
matrix
)
camera
.
projectionMatrix
.
fromArray
(
view
.
projectionMatrix
);
camera
.
updateMatrixWorld
(
true
);
const viewport = session.renderState.baseLayer.getViewport(view);
renderer.setSize(viewport.width, viewport.height)
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
);
}
// Use the view's transform matrix and projection matrix to configure the THREE.camera.
camera.matrix.fromArray(view.transform.matrix)
camera.projectionMatrix.fromArray(view.projectionMatrix);
camera.updateMatrixWorld(true);
// Render the scene with THREE.WebGLRenderer.
renderer
.
render
(
scene
,
camera
)
// Render the scene with THREE.WebGLRenderer.
renderer.render(scene, camera)
}
}
session
.
requestAnimationFrame
(
onXRFrame
);
}
session.requestAnimationFrame(onXRFrame);
}
</script>
}
</script>
</body>
</html>
</html
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