From d64d7b49df102050f62346ddd2e812f9ea331770 Mon Sep 17 00:00:00 2001
From: Rafiei <32rafa1mpg@hft-stuttgart.de>
Date: Wed, 19 Jun 2024 14:50:55 +0000
Subject: [PATCH] Update index.html

---
 public/index.html | 205 +++++++++++++++++++++++++++++-----------------
 1 file changed, 129 insertions(+), 76 deletions(-)

diff --git a/public/index.html b/public/index.html
index 78e3807..216a09c 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>Hit to Place Demo</title>
+    content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
+  <title>Cube 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 Place Demo</button>
-<script>
-async function activateXR() {
+  <button onclick="activateXR()">Start Cube 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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