Commit 0aca3554 authored by Percen's avatar Percen
Browse files

Merge branch 'sinan' into 'master'

Update public/index.html

See merge request !13
parents 32ca8b1d b28205f2
Pipeline #10470 passed with stage
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...@@ -2,8 +2,7 @@ ...@@ -2,8 +2,7 @@
<html> <html>
<head> <head>
<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>GeoVis AR Projekt</title> <title>GeoVis AR Projekt</title>
<!-- three.js --> <!-- three.js -->
...@@ -12,137 +11,107 @@ ...@@ -12,137 +11,107 @@
</head> </head>
<body> <body>
<!-- Starting an immersive WebXR session requires user interaction.
We start this one with a simple button. -->
<button onclick="activateXR()">Start city planning</button> <button onclick="activateXR()">Start city planning</button>
<script> <script>
async function activateXR() { async function activateXR() {
// Add a canvas element and initialize a WebGL context that is compatible with WebXR.
const canvas = document.createElement("canvas"); const canvas = document.createElement("canvas");
document.body.appendChild(canvas); document.body.appendChild(canvas);
const gl = canvas.getContext("webgl", {xrCompatible: true}); const gl = canvas.getContext("webgl", {xrCompatible: true});
const scene = new THREE.Scene(); const scene = new THREE.Scene();
// The cube will have a different color on each side. // Lichtquelle
const materials = [ const directionalLight = new THREE.DirectionalLight(0xffffff, 0.3);
new THREE.MeshBasicMaterial({color: 0xff0000}), directionalLight.position.set(10, 15, 10);
new THREE.MeshBasicMaterial({color: 0x0000ff}), scene.add(directionalLight);
new THREE.MeshBasicMaterial({color: 0x00ff00}),
new THREE.MeshBasicMaterial({color: 0xff00ff}), // Haupt-Renderer
new THREE.MeshBasicMaterial({color: 0x00ffff}), const renderer = new THREE.WebGLRenderer({
new THREE.MeshBasicMaterial({color: 0xffff00}) alpha: true,
]; preserveDrawingBuffer: true,
canvas: canvas,
// Create the cube and add it to the demo scene. context: gl
/** });
renderer.autoClear = false;
const cube = new THREE.Mesh(new THREE.BoxBufferGeometry(0.5, 0.5, 0.5), materials);
cube.position.set(0, 0, -1); const camera = new THREE.PerspectiveCamera();
scene.add(cube); camera.matrixAutoUpdate = false;
* */
const session = await navigator.xr.requestSession("immersive-ar", {requiredFeatures: ['hit-test']});
session.updateRenderState({
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.3); baseLayer: new XRWebGLLayer(session, gl)
directionalLight.position.set(10, 15, 10); });
scene.add(directionalLight); const referenceSpace = await session.requestReferenceSpace('local');
const viewerSpace = await session.requestReferenceSpace('viewer');
// Set up the WebGLRenderer, which handles rendering to the session's base layer. const hitTestSource = await session.requestHitTestSource({ space: viewerSpace });
const renderer = new THREE.WebGLRenderer({
alpha: true, // Minimap-Renderer einrichten
preserveDrawingBuffer: true, const minimapSize = 5;
canvas: canvas, const minimapCamera = new THREE.OrthographicCamera(-minimapSize, minimapSize, minimapSize, -minimapSize, 0.1, 100);
context: gl minimapCamera.position.set(0, 10, 0); // Vogelperspektive
}); minimapCamera.lookAt(0, 0, 0);
renderer.autoClear = false;
const minimapRenderer = new THREE.WebGLRenderer({ alpha: true });
// The API directly updates the camera matrices. minimapRenderer.setSize(200, 200);
// Disable matrix auto updates so three.js doesn't attempt minimapRenderer.domElement.style.position = "absolute";
// to handle the matrices independently. minimapRenderer.domElement.style.bottom = "10px";
const camera = new THREE.PerspectiveCamera(); minimapRenderer.domElement.style.right = "10px";
camera.matrixAutoUpdate = false; document.body.appendChild(minimapRenderer.domElement);
// Initialize a WebXR session using "immersive-ar". const loader = new THREE.GLTFLoader();
const session = await navigator.xr.requestSession("immersive-ar", {requiredFeatures: ['hit-test']}); let reticle;
loader.load("https://immersive-web.github.io/webxr-samples/media/gltf/reticle/reticle.gltf", function(gltf) {
session.updateRenderState({ reticle = gltf.scene;
baseLayer: new XRWebGLLayer(session, gl) reticle.visible = false;
}); scene.add(reticle);
});
// A 'local' reference space has a native origin that is located
// near the viewer's position at the time the session was created. let flower;
const referenceSpace = await session.requestReferenceSpace('local'); loader.load("https://immersive-web.github.io/webxr-samples/media/gltf/sunflower/sunflower.gltf", function(gltf) {
flower = gltf.scene;
});
// Create another XRReferenceSpace that has the viewer as the origin.
const viewerSpace = await session.requestReferenceSpace('viewer'); session.addEventListener("select", (event) => {
// Perform hit testing using the viewer as origin. if (flower) {
const hitTestSource = await session.requestHitTestSource({ space: viewerSpace }); const clone = flower.clone();
clone.position.copy(reticle.position);
scene.add(clone);
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; // Renderloop
reticle.visible = false; const onXRFrame = (time, frame) => {
scene.add(reticle); session.requestAnimationFrame(onXRFrame);
}) gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer)
let flower; const pose = frame.getViewerPose(referenceSpace);
loader.load("https://immersive-web.github.io/webxr-samples/media/gltf/sunflower/sunflower.gltf", function(gltf) { if (pose) {
flower = gltf.scene; const view = pose.views[0];
}); const viewport = session.renderState.baseLayer.getViewport(view);
renderer.setSize(viewport.width, viewport.height);
session.addEventListener("select", (event) => { camera.matrix.fromArray(view.transform.matrix);
if (flower) { camera.projectionMatrix.fromArray(view.projectionMatrix);
const clone = flower.clone(); camera.updateMatrixWorld(true);
clone.position.copy(reticle.position);
scene.add(clone); 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);
}
// Minimap-Update
minimapCamera.position.x = camera.position.x;
minimapCamera.position.z = camera.position.z;
minimapRenderer.render(scene, minimapCamera);
// Szene rendern
renderer.render(scene, camera);
}
} }
});
// 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); 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> </script>
</body> </body>
......
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