diff --git a/public/page1.html b/public/page1.html index 88c0e15d2f8bca7dbd32d37c58a5b58994c32e90..481a522e23a7599c12c4b22497e007731b25bc2a 100644 --- a/public/page1.html +++ b/public/page1.html @@ -4,10 +4,12 @@ <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>Hello WebXR!</title> + <title>Hit 5.0</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> @@ -23,20 +25,9 @@ async function activateXR() { const scene = new THREE.Scene(); -// The cube will have a different color on each side. -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); + const directionalLight = new THREE.DirectionalLight(0xffffff, 0.3); + 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({ @@ -54,7 +45,7 @@ const camera = new THREE.PerspectiveCamera(); camera.matrixAutoUpdate = false; // Initialize a WebXR session using "immersive-ar". -const session = await navigator.xr.requestSession("immersive-ar"); +const session = await navigator.xr.requestSession("immersive-ar", {requiredFeatures: ['hit-test']}); session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) }); @@ -63,6 +54,35 @@ 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. @@ -86,6 +106,16 @@ const onXRFrame = (time, frame) => { 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) }