Commit d64d7b49 authored by Rafiei's avatar Rafiei
Browse files

Update index.html

parent e75adbe2
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<!doctype html> <!doctype html>
<html> <html>
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta name="viewport" <meta name="viewport"
content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0"> 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> <title>Cube Demo</title>
<!-- three.js --> <!-- three.js -->
<script src="https://unpkg.com/three@0.126.0/build/three.js"></script> <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> </head>
<body> <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. --> We start this one with a simple button. -->
<button onclick="activateXR()">Start Hit to Place Demo</button> <button onclick="activateXR()">Start Cube Demo</button>
<script> <script>
async function activateXR() { async function activateXR() {
// Add a canvas element and initialize a WebGL context that is compatible with WebXR. // Add a canvas element and initialize a WebGL context that is compatible with WebXR.
const canvas = document.createElement("canvas"); const canvas = document.createElement("canvas");
document.body.appendChild(canvas); document.body.appendChild(canvas);
...@@ -25,66 +25,129 @@ async function activateXR() { ...@@ -25,66 +25,129 @@ async function activateXR() {
const scene = new THREE.Scene(); 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. // Enable shadows in the renderer.
// Disable matrix auto updates so three.js doesn't attempt renderer.shadowMap.enabled = true;
// to handle the matrices independently.
const camera = new THREE.PerspectiveCamera();
camera.matrixAutoUpdate = false;
// Initialize a WebXR session using "immersive-ar". // Create the cube and add it to the demo scene.
const session = await navigator.xr.requestSession("immersive-ar", {requiredFeatures: ['hit-test']}); const cubeGeometry = new THREE.BoxBufferGeometry(0.5, 0.5, 0.5);
session.updateRenderState({ const cubeMaterials = [
baseLayer: new XRWebGLLayer(session, gl) 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. // // Create a sphere geometry.
const viewerSpace = await session.requestReferenceSpace('viewer'); const sphereGeometry = new THREE.SphereBufferGeometry(0.3, 32, 32); // Adjust the radius and other parameters as needed.
// Perform hit testing using the viewer as origin.
const hitTestSource = await session.requestHitTestSource({ space: viewerSpace });
// // 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(); const directionalLight = new THREE.DirectionalLight(0xffffff, 0.3);
let reticle; directionalLight.position.set(10, 15, 10);
loader.load("https://immersive-web.github.io/webxr-samples/media/gltf/reticle/reticle.gltf", function(gltf) { 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 = gltf.scene;
reticle.visible = false; reticle.visible = false;
scene.add(reticle); scene.add(reticle);
}) })
let flower; let flower;
loader.load("https://vazxmixjsiawhamofees.supabase.co/storage/v1/object/public/models/dog/model.gltf", function(gltf) { loader.load("https://immersive-web.github.io/webxr-samples/media/gltf/sunflower/sunflower.gltf", function(gltf) {
flower = gltf.scene; 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) { if (flower) {
const clone = flower.clone(); const clone = flower.clone();
clone.position.copy(reticle.position); clone.position.copy(reticle.position);
scene.add(clone); scene.add(clone);
} }
}); });
// Create a render loop that allows us to draw on the AR view. // Set up the WebGLRenderer, which handles rendering to the session's base layer.
const onXRFrame = (time, frame) => { 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. // Queue up the next draw request.
session.requestAnimationFrame(onXRFrame); session.requestAnimationFrame(onXRFrame);
...@@ -95,37 +158,27 @@ const onXRFrame = (time, frame) => { ...@@ -95,37 +158,27 @@ const onXRFrame = (time, frame) => {
// XRFrame.getViewerPose can return null while the session attempts to establish tracking. // XRFrame.getViewerPose can return null while the session attempts to establish tracking.
const pose = frame.getViewerPose(referenceSpace); const pose = frame.getViewerPose(referenceSpace);
if (pose) { if (pose) {
// In mobile AR, we only have one view. // In mobile AR, we only have one view.
const view = pose.views[0]; const view = pose.views[0];
const viewport = session.renderState.baseLayer.getViewport(view);
renderer.setSize(viewport.width, viewport.height)
// Use the view's transform matrix and projection matrix to configure the THREE.camera. const viewport = session.renderState.baseLayer.getViewport(view);
camera.matrix.fromArray(view.transform.matrix) renderer.setSize(viewport.width, viewport.height)
camera.projectionMatrix.fromArray(view.projectionMatrix);
camera.updateMatrixWorld(true);
const hitTestResults = frame.getHitTestResults(hitTestSource); // Use the view's transform matrix and projection matrix to configure the THREE.camera.
if (hitTestResults.length > 0 && reticle) { camera.matrix.fromArray(view.transform.matrix)
const hitPose = hitTestResults[0].getPose(referenceSpace); camera.projectionMatrix.fromArray(view.projectionMatrix);
reticle.visible = true; camera.updateMatrixWorld(true);
reticle.position.set(hitPose.transform.position.x, hitPose.transform.position.y, hitPose.transform.position.z)
reticle.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> </body>
</html>
</html
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