diff --git a/public/page1.html b/public/page1.html index 6ed58809273ea6ad83fc8c2fc7881a74b1e94c38..88c0e15d2f8bca7dbd32d37c58a5b58994c32e90 100644 --- a/public/page1.html +++ b/public/page1.html @@ -4,11 +4,10 @@ <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 3.0</title> + <title>Hello WebXR!</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> @@ -25,9 +24,19 @@ async function activateXR() { const scene = new THREE.Scene(); // The cube will have a different color on each side. -const directionalLight = new THREE.DirectionalLight(0xffffff, 0.3); -directionalLight.position.set(10, 15, 10); -scene.add(directionalLight); +const materials = [ + new THREE.MeshBasicMaterial({color: 0xff0000}), + new THREE.MeshBasicMaterial({color: 0x0000ff}), + new THREE.MeshBasicMaterial({color: 0x00ff00}), + new THREE.MeshBasicMaterial({color: 0xff00ff}), + new THREE.MeshBasicMaterial({color: 0x00ffff}), + new THREE.MeshBasicMaterial({color: 0xffff00}) +]; + +// Create the cube and add it to the demo scene. +const cube = new THREE.Mesh(new THREE.BoxBufferGeometry(0.2, 0.2, 0.2), materials); +cube.position.set(1, 1, 1); +scene.add(cube); // Set up the WebGLRenderer, which handles rendering to the session's base layer. const renderer = new THREE.WebGLRenderer({ @@ -45,7 +54,7 @@ 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']}); +const session = await navigator.xr.requestSession("immersive-ar"); session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) }); @@ -54,32 +63,6 @@ session.updateRenderState({ // 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. @@ -99,18 +82,9 @@ const onXRFrame = (time, frame) => { renderer.setSize(viewport.width, viewport.height) // Use the view's transform matrix and projection matrix to configure the THREE.camera. -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); -} - - + camera.matrix.fromArray(view.transform.matrix) + camera.projectionMatrix.fromArray(view.projectionMatrix); + camera.updateMatrixWorld(true); // Render the scene with THREE.WebGLRenderer. renderer.render(scene, camera) @@ -118,6 +92,9 @@ if (hitTestResults.length > 0 && reticle) { } session.requestAnimationFrame(onXRFrame); + + + } </script> </body>