Commit c5da16cb authored by Ramirez's avatar Ramirez
Browse files

Update public/FirtsTrial.html

parent 07f55c75
Pipeline #8138 passed with stage
in 6 seconds
...@@ -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>
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