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 -- GitLab