Skip to content
GitLab
Menu
Projects
Groups
Snippets
Help
Help
Support
Community forum
Keyboard shortcuts
?
Submit feedback
Sign in
Toggle navigation
Menu
Open sidebar
Ramirez
CIV
Commits
c5da16cb
Commit
c5da16cb
authored
Jun 20, 2023
by
Ramirez
Browse files
Update public/FirtsTrial.html
parent
07f55c75
Pipeline
#8138
passed with stage
in 6 seconds
Changes
1
Pipelines
1
Hide whitespace changes
Inline
Side-by-side
public/FirtsTrial.html
View file @
c5da16cb
...
@@ -4,17 +4,18 @@
...
@@ -4,17 +4,18 @@
<meta
charset=
"UTF-8"
>
<meta
charset=
"UTF-8"
>
<meta
name=
"viewport"
<meta
name=
"viewport"
content=
"width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0"
>
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>
<title>
Hit
to Place Demo
</title>
<!-- three.js -->
<!-- three.js -->
<script
src=
"https://unpkg.com/three@0.126.0/build/three.js"
></script>
<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>
<script
src=
"https://unpkg.com/three@0.126.0/examples/js/loaders/GLTFLoader.js"
></script>
</head>
</head>
<body>
<body>
<!-- Starting an immersive WebXR session requires user interaction.
<!-- Starting an immersive WebXR session requires user interaction.
We start this one with a simple button. -->
We start this one with a simple button. -->
<button
onclick=
"activateXR()"
>
Start
Tap
to Place Demo
</button>
<button
onclick=
"activateXR()"
>
Start
Hit
to Place Demo
</button>
<script>
<script>
async
function
activateXR
()
{
async
function
activateXR
()
{
// Add a canvas element and initialize a WebGL context that is compatible with WebXR.
// Add a canvas element and initialize a WebGL context that is compatible with WebXR.
...
@@ -22,41 +23,109 @@ async function activateXR() {
...
@@ -22,41 +23,109 @@ async function activateXR() {
document
.
body
.
appendChild
(
canvas
);
document
.
body
.
appendChild
(
canvas
);
const
gl
=
canvas
.
getContext
(
"
webgl
"
,
{
xrCompatible
:
true
});
const
gl
=
canvas
.
getContext
(
"
webgl
"
,
{
xrCompatible
:
true
});
// Set up the WebGLRenderer, which handles rendering to the session's base layer.
const
scene
=
new
THREE
.
Scene
();
const
renderer
=
new
THREE
.
WebGLRenderer
({
alpha
:
true
,
const
directionalLight
=
new
THREE
.
DirectionalLight
(
0xffffff
,
1.0
);
preserveDrawingBuffer
:
true
,
directionalLight
.
position
.
set
(
10
,
15
,
10
);
canvas
:
canvas
,
scene
.
add
(
directionalLight
);
context
:
gl
});
// Set up the WebGLRenderer, which handles rendering to the session's base layer.
renderer
.
autoClear
=
false
;
const
renderer
=
new
THREE
.
WebGLRenderer
({
alpha
:
true
,
// To be continued in upcoming steps.
preserveDrawingBuffer
:
true
,
canvas
:
canvas
,
const
loader
=
new
THREE
.
GLTFLoader
();
context
:
gl
let
model
;
});
loader
.
load
(
"
https://transfer.hft-stuttgart.de/pages/bramirez/civ/index.html
"
,
function
(
gltf
)
{
renderer
.
autoClear
=
false
;
model
=
gltf
.
scene
;
});
// The API directly updates the camera matrices.
// Disable matrix auto updates so three.js doesn't attempt
const
session
=
await
navigator
.
xr
.
requestSession
(
"
immersive-ar
"
,
{
requiredFeatures
:
[
'
hit-test
'
]
});
// to handle the matrices independently.
session
.
updateRenderState
({
const
camera
=
new
THREE
.
PerspectiveCamera
();
baseLayer
:
new
XRWebGLLayer
(
session
,
gl
)
camera
.
matrixAutoUpdate
=
false
;
});
// Initialize a WebXR session using "immersive-ar".
const
referenceSpace
=
await
session
.
requestReferenceSpace
(
'
local
'
);
const
session
=
await
navigator
.
xr
.
requestSession
(
"
immersive-ar
"
,
{
requiredFeatures
:
[
'
hit-test
'
]});
const
viewerSpace
=
await
session
.
requestReferenceSpace
(
'
viewer
'
);
session
.
updateRenderState
({
const
hitTestSource
=
await
session
.
requestHitTestSource
({
space
:
viewerSpace
});
baseLayer
:
new
XRWebGLLayer
(
session
,
gl
)
});
const
reticle
=
new
THREE
.
Mesh
(
new
THREE
.
RingGeometry
(
0.1
,
0.12
,
32
),
// A 'local' reference space has a native origin that is located
new
THREE
.
MeshBasicMaterial
({
color
:
0x00ff00
})
// 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
;
reticle
.
visible
=
false
;
scene
.
add
(
reticle
);
scene
.
add
(
reticle
);
})
let
flower
;
loader
.
load
(
"
https://transfer.hft-stuttgart.de/gitlab/bramirez/civ/-/raw/master/gltf/scene.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
);
const
onXRFrame
=
(
time
,
frame
)
=>
{
session
.
requestAnimationFrame
(
onXRFrame
);
gl
.
bindFramebuffer
(
gl
.
FRAMEBUFFER
,
session
.
renderState
.
baseLayer
.
framebuffer
)
}
</script>
</body>
</html>
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
.
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment