Commit 89c55667 authored by Alfakhori's avatar Alfakhori
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Update public/webXR.html

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<!doctype html>
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<html>
<head>
<meta charset='utf-8'>
<meta name='viewport' content='width=device-width, initial-scale=1, user-scalable=no'>
<meta name='mobile-web-app-capable' content='yes'>
<meta name='apple-mobile-web-app-capable' content='yes'>
<link rel='icon' type='image/png' sizes='32x32' href='favicon-32x32.png'>
<link rel='icon' type='image/png' sizes='96x96' href='favicon-96x96.png'>
<link rel='stylesheet' href='css/common.css'>
<title>Anchors</title>
</head>
<body>
<header>
<details open>
<summary>Anchors</summary>
<p>
This sample demonstrates the use of anchors to place virtual objects in stable, real-world locations.
<a class="back" href="./">Back</a>
</p>
</details>
</header>
<script type="module">
import {WebXRButton} from './js/util/webxr-button.js';
import {Scene} from './js/render/scenes/scene.js';
import {Renderer, createWebGLContext} from './js/render/core/renderer.js';
import {SkyboxNode} from './js/render/nodes/skybox.js';
import {InlineViewerHelper} from './js/util/inline-viewer-helper.js';
import {Gltf2Node} from './js/render/nodes/gltf2.js';
import {QueryArgs} from './js/util/query-args.js';
// If requested, use the polyfill to provide support for mobile devices
// and devices which only support WebVR.
import WebXRPolyfill from './js/third-party/webxr-polyfill/build/webxr-polyfill.module.js';
if (QueryArgs.getBool('usePolyfill', true)) {
let polyfill = new WebXRPolyfill();
}
// XR globals.
let xrButton = null;
let xrImmersiveRefSpace = null;
let inlineViewerHelper = null;
let isARAvailable = false;
let isVRAvailable = false;
let xrSessionString = 'immersive-vr';
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
let solarSystem = new Gltf2Node({url: 'media/gltf/space/space.gltf'});
// The solar system is big (citation needed). Scale it down so that users
// can move around the planets more easily.
solarSystem.scale = [0.1, 0.1, 0.1];
scene.addNode(solarSystem);
// Still adding a skybox, but only for the benefit of the inline view.
let skybox = new SkyboxNode({url: 'media/textures/milky-way-4k.png'});
scene.addNode(skybox);
const MAX_ANCHORED_OBJECTS = 30;
let anchoredObjects = [];
// Set with all anchors tracked in a previous frame.
let all_previous_anchors = new Set();
function initXR() {
xrButton = new WebXRButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession,
textEnterXRTitle: isARAvailable ? "START AR" : "START VR",
textXRNotFoundTitle: isARAvailable ? "AR NOT FOUND" : "VR NOT FOUND",
textExitXRTitle: isARAvailable ? "EXIT AR" : "EXIT VR",
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
// Checks to ensure that 'immersive-ar' or 'immersive-vr' mode is available,
// and only enables the button if so.
navigator.xr.isSessionSupported('immersive-ar').then((supported) => {
isARAvailable = supported;
xrButton.enabled = supported;
if (!supported) {
navigator.xr.isSessionSupported('immersive-vr').then((supported) => {
isVRAvailable = supported;
xrButton.enabled = supported;
});
} else {
xrSessionString = 'immersive-ar';
}
});
navigator.xr.requestSession('inline').then(onSessionStarted);
}
}
function onRequestSession() {
// Requests an 'immersive-ar' or 'immersive-vr' session, depending on which is supported,
// and requests the 'anchors' module as a required feature.
return navigator.xr.requestSession(xrSessionString, {requiredFeatures: ['anchors']})
.then((session) => {
xrButton.setSession(session);
session.isImmersive = true;
onSessionStarted(session);
});
}
function initGL() {
if (gl)
return;
gl = createWebGLContext({
xrCompatible: true
});
document.body.appendChild(gl.canvas);
function onResize() {
gl.canvas.width = gl.canvas.clientWidth * window.devicePixelRatio;
gl.canvas.height = gl.canvas.clientHeight * window.devicePixelRatio;
}
window.addEventListener('resize', onResize);
onResize();
renderer = new Renderer(gl);
scene.setRenderer(renderer);
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
session.addEventListener('select', onSelect);
if (session.isImmersive && isARAvailable) {
// When in 'immersive-ar' mode don't draw an opaque background because
// we want the real world to show through.
skybox.visible = false;
}
initGL();
// This and all future samples that visualize controllers will use this
// convenience method to listen for changes to the active XRInputSources
// and load the right meshes based on the profiles array.
scene.inputRenderer.useProfileControllerMeshes(session);
session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) });
let refSpaceType = session.isImmersive ? 'local' : 'viewer';
session.requestReferenceSpace(refSpaceType).then((refSpace) => {
if (session.isImmersive) {
xrImmersiveRefSpace = refSpace;
} else {
inlineViewerHelper = new InlineViewerHelper(gl.canvas, refSpace);
}
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.isImmersive) {
xrButton.setSession(null);
// Turn the background back on when we go back to the inlive view.
skybox.visible = true;
}
}
function addAnchoredObjectToScene(anchor) {
console.debug("Anchor created");
anchor.context = {};
let flower = new Gltf2Node({url: 'media/gltf/sunflower/sunflower.gltf'});
scene.addNode(flower);
anchor.context.sceneObject = flower;
flower.anchor = anchor;
anchoredObjects.push(flower);
// For performance reasons if we add too many objects start
// removing the oldest ones to keep the scene complexity
// from growing too much.
if (anchoredObjects.length > MAX_ANCHORED_OBJECTS) {
let objectToRemove = anchoredObjects.shift();
scene.removeNode(objectToRemove);
objectToRemove.anchor.delete();
}
}
function onSelect(event) {
let frame = event.frame;
let session = frame.session;
let anchorPose = new XRRigidTransform();
let inputSource = event.inputSource;
// If the user is on a screen based device, place the anchor 1 meter in front of them.
// Otherwise place the anchor at the location of the input device
if (inputSource.targetRayMode == 'screen') {
anchorPose = new XRRigidTransform(
{x: 0, y: 0, z: -1},
{x: 0, y: 0, z: 0, w: 1});
}
if (session.isImmersive) {
// Create a free-floating anchor.
frame.createAnchor(anchorPose, inputSource.targetRaySpace).then((anchor) => {
addAnchoredObjectToScene(anchor);
}, (error) => {
console.error("Could not create anchor: " + error);
});
}
}
// Called every time a XRSession requests that a new frame be drawn.
function onXRFrame(t, frame) {
let session = frame.session;
let xrRefSpace = session.isImmersive ?
xrImmersiveRefSpace :
inlineViewerHelper.referenceSpace;
let pose = frame.getViewerPose(xrRefSpace);
// Update the position of all the anchored objects based on the currently reported positions of their anchors
const tracked_anchors = frame.trackedAnchors;
if(tracked_anchors){
all_previous_anchors.forEach(anchor => {
if(!tracked_anchors.has(anchor)){
scene.removeNode(anchor.sceneObject);
}
});
tracked_anchors.forEach(anchor => {
const anchorPose = frame.getPose(anchor.anchorSpace, xrRefSpace);
if (anchorPose) {
anchor.context.sceneObject.matrix = anchorPose.transform.matrix;
anchor.context.sceneObject.visible = true;
} else {
anchor.context.sceneObject.visible = false;
}
});
all_previous_anchors = tracked_anchors;
} else {
all_previous_anchors.forEach(anchor => {
scene.removeNode(anchor.sceneObject);
});
all_previous_anchors = new Set();
}
// In this sample and most samples after it we'll use a helper function
// to automatically add the right meshes for the session's input sources
// each frame. This also does simple hit detection to position the
// cursors correctly on the surface of selectable nodes.
scene.updateInputSources(frame, xrRefSpace);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
scene.drawXRFrame(frame, pose);
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
<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>Hello WebXR!</title>
<!-- three.js -->
<script src="https://unpkg.com/three@0.126.0/build/three.js"></script>
</head>
<body>
<!-- Starting an immersive WebXR session requires user interaction.
We start this one with a simple button. -->
<button onclick="activateXR()">Start Hello WebXR</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});
// To be continued in upcoming steps.
}
</script>
</body>
</html>
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