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Alfakhori
ar
Commits
a1512cef
Commit
a1512cef
authored
1 year ago
by
Alfakhori
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a1512cef
<!
DOCTYPE
html>
<!
doctype
html>
<html>
<head>
<meta
charset=
"utf-8"
>
<title>
ChatGPT code
</title>
<script
src=
"https://aframe.io/releases/1.2.0/aframe.min.js"
></script>
<script
src=
"https://cdn.jsdelivr.net/npm/@argonjs/argon@4.0.0/dist/argon.min.js"
></script>
<script
src=
"https://raw.githack.com/AR-js-org/AR.js/master/aframe/build/aframe-ar-nft.js"
></script>
<script
src=
"https://raw.githack.com/AR-js-org/AR.js/master/aframe/build/aframe-ar.js"
></script>
<script
src=
"https://unpkg.com/@seregpie/VueGestures@1.0.0/dist/vue-gestures.umd.min.js"
></script>
<script
src=
"https://unpkg.com/@seregpie/VueDraggableResizable@2.2.0/dist/vue-draggable-resizable.umd.min.js"
>
</script>
<style>
#info
{
position
:
absolute
;
top
:
20px
;
width
:
100%
;
text-align
:
center
;
z-index
:
1
;
}
#arjsDebugUIContainer
{
position
:
absolute
;
bottom
:
5px
;
left
:
5px
;
z-index
:
1
;
}
<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 1.0
</title>
.draggable
{
border
:
2px
solid
blue
;
position
:
absolute
;
background-color
:
rgba
(
255
,
255
,
255
,
0.8
);
padding
:
10px
;
}
</style>
<!-- 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>
<a-scene
vr-mode-ui=
"enabled: false"
arjs=
"debugUIEnabled: false; sourceType: webcam; debug: true; patternRatio: 0.75; detectionMode: mono_and_matrix;"
>
<a-marker
preset=
"custom"
type=
"barcode"
barcode-value=
"4"
id=
"marker1"
emitevents=
"true"
location-based=
"latitude: 48.77988545503521; longitude: 9.173586527979367; altitude: 0;"
>
<a-entity
id=
"model1"
gltf-model=
"url(/models/duck/scene.gltf)"
scale=
"0.1 0.1 0.1"
></a-entity>
</a-marker>
</a-scene>
<div
id=
"info"
>
<p>
Loading...
</p>
</div>
<div
id=
"arjsDebugUIContainer"
></div>
<script>
const
scene
=
document
.
querySelector
(
"
a-scene
"
);
const
marker1
=
document
.
querySelector
(
"
#marker1
"
);
const
model1
=
document
.
querySelector
(
"
#model1
"
);
const
info
=
document
.
querySelector
(
"
#info
"
);
// Wait for marker to load before displaying content
marker1
.
addEventListener
(
"
markerFound
"
,
(
e
)
=>
{
info
.
style
.
display
=
"
none
"
;
});
// When the marker is lost, display the info again
marker1
.
addEventListener
(
"
markerLost
"
,
(
e
)
=>
{
info
.
style
.
display
=
"
block
"
;
});
</script>
<!-- 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
});
const
scene
=
new
THREE
.
Scene
();
const
scene
=
new
THREE
.
Scene
();
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
({
alpha
:
true
,
preserveDrawingBuffer
:
true
,
canvas
:
canvas
,
context
:
gl
});
renderer
.
autoClear
=
false
;
// The API directly updates the camera matrices.
// Disable matrix auto updates so three.js doesn't attempt
// to handle the matrices independently.
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
'
]});
session
.
updateRenderState
({
baseLayer
:
new
XRWebGLLayer
(
session
,
gl
)
});
// A 'local' reference space has a native origin that is located
// 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.
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>
</body>
</html>
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