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; }); // 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); 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); } }); // 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); // Bind the graphics framebuffer to the baseLayer's framebuffer gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer) // Retrieve the pose of the device. // 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) // 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) } } session.requestAnimationFrame(onXRFrame); }