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hit-test-anchors.html
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hit-test-anchors.html
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<!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
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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>
<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>Hit Test with Anchors</title>
</head>
<body>
<header>
<details open>
<summary>Hit Test with Anchors</summary>
<p>
This sample demonstrates using hit testing to find intersections on real-world surfaces and then using Anchors to attach a virtual object to that location.
<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 {Node} from './js/render/core/node.js';
import {Gltf2Node} from './js/render/nodes/gltf2.js';
import {DropShadowNode} from './js/render/nodes/drop-shadow.js';
import {vec3} from './js/render/math/gl-matrix.js';
import {Ray} from './js/render/math/ray.js';
// XR globals.
let xrButton = null;
let xrRefSpace = null;
let xrViewerSpace = null;
let xrHitTestSource = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
scene.enableStats(false);
let arObject = new Node();
arObject.visible = false;
scene.addNode(arObject);
let flower = new Gltf2Node({url: 'media/gltf/sunflower/sunflower.gltf'});
arObject.addNode(flower);
let reticle = new Gltf2Node({url: 'media/gltf/reticle/reticle.gltf'});
reticle.visible = false;
scene.addNode(reticle);
let reticleHitTestResult = null;
// Having a really simple drop shadow underneath an object helps ground
// it in the world without adding much complexity.
let shadow = new DropShadowNode();
vec3.set(shadow.scale, 0.15, 0.15, 0.15);
arObject.addNode(shadow);
const MAX_FLOWERS = 30;
let flowers = [];
// Ensure the background is transparent for AR.
scene.clear = false;
function initXR() {
xrButton = new WebXRButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession,
textEnterXRTitle: "START AR",
textXRNotFoundTitle: "AR NOT FOUND",
textExitXRTitle: "EXIT AR",
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
navigator.xr.isSessionSupported('immersive-ar')
.then((supported) => {
xrButton.enabled = supported;
});
}
}
function onRequestSession() {
return navigator.xr.requestSession('immersive-ar', {requiredFeatures: ['local', 'hit-test', 'anchors']})
.then((session) => {
xrButton.setSession(session);
onSessionStarted(session);
});
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
session.addEventListener('select', onSelect);
if (!gl) {
gl = createWebGLContext({
xrCompatible: true
});
renderer = new Renderer(gl);
scene.setRenderer(renderer);
}
session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) });
// In this sample we want to cast a ray straight out from the viewer's
// position and render a reticle where it intersects with a real world
// surface. To do this we first get the viewer space, then create a
// hitTestSource that tracks it.
session.requestReferenceSpace('viewer').then((refSpace) => {
xrViewerSpace = refSpace;
session.requestHitTestSource({ space: xrViewerSpace }).then((hitTestSource) => {
xrHitTestSource = hitTestSource;
});
});
session.requestReferenceSpace('local').then((refSpace) => {
xrRefSpace = refSpace;
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession(session) {
anchoredObjects.clear();
xrHitTestSource.cancel();
xrHitTestSource = null;
session.end();
}
function onSessionEnded(event) {
xrButton.setSession(null);
}
const MAX_ANCHORED_OBJECTS = 30;
let anchoredObjects = [];
function addAnchoredObjectsToScene(anchor) {
let flower = new Gltf2Node({url: 'media/gltf/sunflower/sunflower.gltf'});
scene.addNode(flower);
anchoredObjects.push({
anchoredObject: flower,
anchor: anchor
});
// 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.anchoredObject);
objectToRemove.anchor.delete();
}
}
let rayOrigin = vec3.create();
let rayDirection = vec3.create();
function onSelect(event) {
if (reticle.visible) {
// Create an anchor.
reticleHitTestResult.createAnchor().then((anchor) => {
addAnchoredObjectsToScene(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 pose = frame.getViewerPose(xrRefSpace);
reticle.visible = false;
// If we have a hit test source, get its results for the frame
// and use the pose to display a reticle in the scene.
if (xrHitTestSource && pose) {
let hitTestResults = frame.getHitTestResults(xrHitTestSource);
if (hitTestResults.length > 0) {
let pose = hitTestResults[0].getPose(xrRefSpace);
reticle.visible = true;
reticle.matrix = pose.transform.matrix;
reticleHitTestResult = hitTestResults[0];
}
}
for (const {anchoredObject, anchor} of anchoredObjects) {
// only update the object's position if it's still in the list
// of frame.trackedAnchors
if (!frame.trackedAnchors.has(anchor)) {
continue;
}
const anchorPose = frame.getPose(anchor.anchorSpace, xrRefSpace);
anchoredObject.matrix = anchorPose.transform.matrix;
}
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
scene.drawXRFrame(frame, pose);
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>