This repository was archived by the owner on Jul 22, 2024. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 26
Expand file tree
/
Copy pathindex.html
More file actions
198 lines (166 loc) · 6.01 KB
/
index.html
File metadata and controls
198 lines (166 loc) · 6.01 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
<html>
<!-- Any copyright is dedicated to the Public Domain.
http://creativecommons.org/publicdomain/zero/1.0/
-->
<head>
<title>AR anchors example</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<script src="../libs/three/three.min.js"></script>
<link rel="stylesheet" href="../common.css"/>
</head>
<body>
<div id="description">
<h2>Anchored Boxes</h2>
<p>Anchor boxes to XRAnchors created in front the where the user taps on the screen.</p>
</div>
<button type=button id=go-button>Go</button>
<script type=module>
// some dependencies and utilities
import * as mat4 from '../libs/gl-matrix/mat4.js';
import * as vec3 from '../libs/gl-matrix/vec3.js';
import XREngine from "../XREngine.js";
let session = null;
let engine = null;
let inputSource = null;
let isSelecting = false;
// we can save the eyeLevel FOR because in this implementation
// it doesn't have state (the head-model FOR does, and shouldn't be cached,
// which should be fixed)
let localReferenceSpace = null;
let viewerReferenceSpace = null;
// temporary working variables
const workingMatrix = mat4.create();
const workingVec3 = vec3.create();
const goButton = document.getElementById('go-button');
const initXR = () => {
if (navigator.xr) {
navigator.xr.isSessionSupported('immersive-ar').then(supported => {
if (supported) {
goButton.disabled = false;
goButton.addEventListener('click', onButtonClick);
} else {
goButton.initText = 'No WebXR AR support';
}
});
} else {
goButton.initText = 'No WebXR support';
}
};
const onButtonClick = event => {
if (!session) {
navigator.xr.requestSession('immersive-ar', {requiredFeatures: ['hit-test']})
.then(xrSession => {
initSession(xrSession);
goButton.innerText = 'End';
}).catch(err => {
console.error('Session setup error', err);
});
} else {
session.end();
}
};
const initSession = async xrSession => {
session = xrSession;
session.addEventListener('end', onSessionEnd);
session.addEventListener('select', onSelect);
session.addEventListener('inputsourceschange', onInputSourcesChange);
localReferenceSpace = await session.requestReferenceSpace('local');
viewerReferenceSpace = await session.requestReferenceSpace('viewer');
// Create the context where we will render our 3D scene
const canvas = document.createElement('canvas');
const context = canvas.getContext('webgl', {
xrCompatible: true
});
if (!context) throw new Error('Could not create a webgl context');
// Set up the base layer
session.updateRenderState({baseLayer: new XRWebGLLayer(session, context)});
// Create a simple test scene and renderer
// The engine's scene is in the eye-level coordinate system
engine = new XREngine(canvas, context);
// get the location of the device, and use it to create an
// anchor with the identity orientation
session.requestAnimationFrame(async (t, frame) => {
mat4.copy(workingMatrix, frame.getPose(localReferenceSpace, viewerReferenceSpace).transform.matrix);
mat4.getTranslation(workingVec3, workingMatrix);
mat4.fromTranslation(workingMatrix, workingVec3);
const anchor = await frame.addAnchor(workingMatrix, localReferenceSpace);
engine.addAnchoredNode(anchor, engine.root);
// Kick off rendering
session.requestAnimationFrame(handleAnimationFrame);
});
// initialize scene
engine.addAmbientLight();
engine.addDirectionalLight();
};
const onSessionEnd = event => {
session = null;
inputSource = null;
viewerReferenceSpace = null;
localReferenceSpace = null;
goButton.innerText = 'Go';
};
const onInputSourcesChange = event => {
if (inputSource && event.removed.includes(inputSource)) {
inputSource = null;
}
if (!inputSource && event.added.length > 0) {
inputSource = event.added[0];
}
};
const onSelect = event => {
isSelecting = true;
};
// Creates a box used to indicate the location of an anchor offset
const createSceneGraphNode = () => {
const group = new THREE.Group();
const geometry = new THREE.BoxBufferGeometry(0.1, 0.1, 0.1);
const color = new THREE.Color(0xffffff);
color.setHex(Math.random() * 0xffffff);
const material = new THREE.MeshPhongMaterial({color: color});
const mesh = new THREE.Mesh(geometry, material);
const outlineMaterial = new THREE.MeshBasicMaterial({color: 0x00ff00, side: THREE.BackSide});
const outlineMesh = new THREE.Mesh(geometry, outlineMaterial);
mesh.position.set(0, 0.05, 0);
outlineMesh.position.set(0, 0.05, 0);
outlineMesh.scale.multiplyScalar(1.05);
group.add(mesh);
group.add(outlineMesh);
return group;
};
// render loop
const handleAnimationFrame = (t, frame) => {
if(!session || session.ended) return;
session.requestAnimationFrame(handleAnimationFrame);
const viewerPose = frame.getViewerPose(localReferenceSpace);
if (!viewerPose){
console.log('No pose');
return;
}
if (isSelecting && inputSource) {
const inputPose = frame.getPose(inputSource.targetRaySpace, localReferenceSpace);
vec3.set(workingVec3, 0, 0, -1.0);
mat4.fromTranslation(workingMatrix, workingVec3);
mat4.multiply(workingMatrix, inputPose.transform.matrix, workingMatrix);
frame.addAnchor(workingMatrix, localReferenceSpace).then(anchor => {
engine.addAnchoredNode(anchor, createSceneGraphNode());
}).catch(err => {
console.error('Error adding anchor', err);
});
isSelecting = false;
}
engine.startFrame();
for (const view of viewerPose.views) {
engine.preRender(
session.renderState.baseLayer.getViewport(view),
view.projectionMatrix,
view.transform.matrix
);
engine.render();
}
engine.endFrame();
};
initXR();
</script>
</body>
</html>