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Rafiei
Ar_test
Commits
f20902da
Commit
f20902da
authored
Jun 17, 2024
by
Rafiei
Browse files
Update index.html
parent
caa31b69
Pipeline
#9670
passed with stage
in 6 seconds
Changes
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public/index.html
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f20902da
...
...
@@ -4,16 +4,18 @@
<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>
Cub
e Demo
</title>
<title>
Hit to Plac
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.
We start this one with a simple button. -->
<button
onclick=
"activateXR()"
>
Start
Cub
e Demo
</button>
<button
onclick=
"activateXR()"
>
Start
Hit to Plac
e Demo
</button>
<script>
async
function
activateXR
()
{
// Add a canvas element and initialize a WebGL context that is compatible with WebXR.
...
...
@@ -23,67 +25,31 @@ 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
;
// Enable shadows in the renderer.
renderer
.
shadowMap
.
enabled
=
true
;
// 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);
// // 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
directionalLight
=
new
THREE
.
DirectionalLight
(
0xffffff
,
0.3
);
directionalLight
.
position
.
set
(
10
,
15
,
10
);
scene
.
add
(
directionalLight
);
// 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
"
,
{
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;
session
.
updateRenderState
({
baseLayer
:
new
XRWebGLLayer
(
session
,
gl
)
});
// 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
'
);
...
...
@@ -93,16 +59,16 @@ 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);
}
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
)
{
...
...
@@ -117,32 +83,6 @@ session.addEventListener("select", (event) => {
}
});
// 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.
...
...
@@ -166,6 +106,16 @@ const onXRFrame = (time, frame) => {
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
);
}
// Render the scene with THREE.WebGLRenderer.
renderer
.
render
(
scene
,
camera
)
}
...
...
@@ -174,6 +124,7 @@ session.requestAnimationFrame(onXRFrame);
}
</script>
</body>
...
...
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