diff --git a/webXR/2-Hit.html b/webXR/2-Hit.html new file mode 100644 index 0000000000000000000000000000000000000000..b8be792b0d032c54217a8149a56089f927ee5daf --- /dev/null +++ b/webXR/2-Hit.html @@ -0,0 +1,131 @@ +<!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>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 Hit 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://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); + } +}); + +// 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>