From 0ca139f399b6738d02fc38cadf4dbc98d817916b Mon Sep 17 00:00:00 2001 From: Ayivor <bennard.ayivor1@gmail.com> Date: Tue, 20 Jun 2023 16:41:45 +0000 Subject: [PATCH] Delete 2-Hit.html --- public/2-Hit.html | 131 ---------------------------------------------- 1 file changed, 131 deletions(-) delete mode 100644 public/2-Hit.html diff --git a/public/2-Hit.html b/public/2-Hit.html deleted file mode 100644 index 9dce37a..0000000 --- a/public/2-Hit.html +++ /dev/null @@ -1,131 +0,0 @@ -<!doctype html> -<html> -<head> - <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>Tap 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 Tap to Place Demo</button> -<script> -async function activateXR() { - // Add a canvas element and initialize a WebGL context that is compatible with WebXR. - const canvas = document.createElement("canvas"); - document.body.appendChild(canvas); - const gl = canvas.getContext("webgl", {xrCompatible: true}); - - 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. -// 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']}); -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 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 }); - - - - -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://transfer.hft-stuttgart.de/gitlab/bennard.ayivor1/22aybe1mpg/-/raw/master/public2/Car_cartoon.gltf", function(gltf) { - flower = gltf.scene; -}); - -session.addEventListener("select", (event) => { - if (flower) { - const clone = flower.clone(); - clone.position.copy(reticle.position); - scene.add(clone); - } -}); - -// 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); - - 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) - } -} -session.requestAnimationFrame(onXRFrame); - - - - -} -</script> -</body> -</html> -- GitLab