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Alfakhori
ar
Commits
89c55667
Commit
89c55667
authored
May 02, 2023
by
Alfakhori
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Update public/webXR.html
parent
989f1281
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#7388
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89c55667
<!doctype html>
<!doctype html>
<!--
Copyright 2021 The Immersive Web Community Group
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-->
<html>
<html>
<head>
<head>
<meta
charset=
'utf-8'
>
<meta
charset=
"UTF-8"
>
<meta
name=
'viewport'
content=
'width=device-width, initial-scale=1, user-scalable=no'
>
<meta
name=
"viewport"
<meta
name=
'mobile-web-app-capable'
content=
'yes'
>
content=
"width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0"
>
<meta
name=
'apple-mobile-web-app-capable'
content=
'yes'
>
<title>
Hello WebXR!
</title>
<link
rel=
'icon'
type=
'image/png'
sizes=
'32x32'
href=
'favicon-32x32.png'
>
<link
rel=
'icon'
type=
'image/png'
sizes=
'96x96'
href=
'favicon-96x96.png'
>
<!-- three.js -->
<link
rel=
'stylesheet'
href=
'css/common.css'
>
<script
src=
"https://unpkg.com/three@0.126.0/build/three.js"
></script>
</head>
<title>
Anchors
</title>
<body>
</head>
<body>
<!-- Starting an immersive WebXR session requires user interaction.
<header>
We start this one with a simple button. -->
<details
open
>
<button
onclick=
"activateXR()"
>
Start Hello WebXR
</button>
<summary>
Anchors
</summary>
<script>
<p>
async
function
activateXR
()
{
This sample demonstrates the use of anchors to place virtual objects in stable, real-world locations.
// Add a canvas element and initialize a WebGL context that is compatible with WebXR.
<a
class=
"back"
href=
"./"
>
Back
</a>
const
canvas
=
document
.
createElement
(
"
canvas
"
);
</p>
document
.
body
.
appendChild
(
canvas
);
</details>
const
gl
=
canvas
.
getContext
(
"
webgl
"
,
{
xrCompatible
:
true
});
</header>
<script
type=
"module"
>
// To be continued in upcoming steps.
import
{
WebXRButton
}
from
'
./js/util/webxr-button.js
'
;
}
import
{
Scene
}
from
'
./js/render/scenes/scene.js
'
;
</script>
import
{
Renderer
,
createWebGLContext
}
from
'
./js/render/core/renderer.js
'
;
</body>
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>
</html>
</html>
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