Commit f20902da authored by Rafiei's avatar Rafiei
Browse files

Update index.html

parent caa31b69
Pipeline #9670 passed with stage
in 6 seconds
......@@ -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>Cube Demo</title>
<title>Hit to Place 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 Cube Demo</button>
<button onclick="activateXR()">Start Hit to Place 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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