diff --git a/public/index.html b/public/index.html index 6245b386928a2af327d13146bd5448bf52d574c7..b8be792b0d032c54217a8149a56089f927ee5daf 100644 --- a/public/index.html +++ b/public/index.html @@ -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>