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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'>
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<title>AR Hit Test</title>
<link href='../css/common.css' rel='stylesheet'></link>
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but is linked by these samples for wider compatibility.-->
<!--script src='https://cdn.jsdelivr.net/npm/webxr-polyfill@latest/build/webxr-polyfill.js'></script-->
<script src='../js/webxr-polyfill.js'></script>
<script src='../js/webxr-button.js'></script>
</head>
<body>
<header>
<details open>
<summary>AR Hit Test</summary>
<p>
This sample demonstrates use of hit testing to place AR objects on real-world surfaces.
<a class="back" href="./">Back</a>
<br/>
<hr/>
<input id="useReticle" type="checkbox" checked>
<label for="useReticle">Use reticle for placement</label>
</p>
</details>
</header>
<script type="module">
import {Scene} from '../js/cottontail/src/scenes/scene.js';
import {Renderer, createWebGLContext} from '../js/cottontail/src/core/renderer.js';
import {Gltf2Node} from '../js/cottontail/src/nodes/gltf2.js';
import {QueryArgs} from '../js/cottontail/src/util/query-args.js';
import {FallbackHelper} from '../js/cottontail/src/util/fallback-helper.js';
import {Node} from '../js/cottontail/src/core/node.js';
import {DropShadowNode} from '../js/cottontail/src/nodes/drop-shadow.js';
import {vec3} from '../js/cottontail/src/math/gl-matrix.js';
// If requested, initialize the WebXR polyfill
if (QueryArgs.getBool('allowPolyfill', false)) {
var polyfill = new WebXRPolyfill();
}
let useReticle = document.getElementById('useReticle');
// XR globals.
let xrButton = null;
let xrRefSpace = 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);
// 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 XRDeviceButton({
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.supportsSessionMode('immersive-ar').then(() => {
xrButton.enabled = true;
}).catch(() => {
navigator.xr.supportsSessionMode('legacy-inline-ar').then(() => {
xrButton.enabled = true;
});
});
}
}
function makeCanvas() {
// Create a fullscreen canvas element for use with legacy AR mode.
let canvas = document.createElement('canvas');
canvas.style.width = '100%';
canvas.style.height = '100%';
canvas.style.left = 0;
canvas.style.top = 0;
canvas.style.right = 0;
canvas.style.bottom = 0;
canvas.style.margin = 0;
canvas.id = 'legacy-canvas';
return canvas;
}
function onRequestSession() {
navigator.xr.requestSession({ mode: 'immersive-ar' }).then((session) => {
xrButton.setSession(session);
onSessionStarted(session);
}).catch(() => {
let legacyCanvas = makeCanvas();
let legacyCtx = legacyCanvas.getContext('xrpresent');
navigator.xr.requestSession({ mode: 'legacy-inline-ar',
outputContext: legacyCtx
}).then((session) => {
document.body.appendChild(legacyCanvas);
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) });
session.requestReferenceSpace({ type: 'stationary', subtype: 'eye-level' }).then((refSpace) => {
xrRefSpace = refSpace;
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.mode.startsWith('legacy')) {
document.body.removeChild(document.querySelector('#legacy-canvas'));
}
xrButton.setSession(null);
}
// Adds a new object to the scene at the
// specificed transform.
function addARObjectAt(matrix) {
let newFlower = arObject.clone();
newFlower.visible = true;
newFlower.matrix = matrix;
scene.addNode(newFlower);
flowers.push(newFlower);
// For performance reasons if we add too many objects start
// removing the oldest ones to keep the scene complexity
// from growing too much.
if (flowers.length > MAX_FLOWERS) {
let oldFlower = flowers.shift();
scene.removeNode(oldFlower);
}
}
let rayOrigin = vec3.create();
let rayDirection = vec3.create();
function onSelect(event) {
if (useReticle.checked && arObject.visible) {
// If we're using the reticle then we've already got a mesh positioned
// at the latest hit point and we should just use it's matrix to save
// an unnecessary requestHitTest call.
addARObjectAt(arObject.matrix);
} else {
// Otherwise we'll use the target ray from the input source that generated
// this event to fire off a new hit test.
let inputPose = event.frame.getInputPose(event.inputSource, xrRefSpace);
if (!inputPose) {
return;
}
if (inputPose.targetRay) {
vec3.set(rayOrigin,
inputPose.targetRay.origin.x,
inputPose.targetRay.origin.y,
inputPose.targetRay.origin.z);
vec3.set(rayDirection,
inputPose.targetRay.direction.x,
inputPose.targetRay.direction.y,
inputPose.targetRay.direction.z);
event.frame.session.requestHitTest(rayOrigin, rayDirection, xrRefSpace).then((results) => {
if (results.length) {
addARObjectAt(results[0].hitMatrix);
}
});
}
}
}
// 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);
// If requested, use the pose to cast a reticle into the scene using a
// continuous hit test. For the moment we're just using the flower
// as the "reticle".
if (useReticle.checked && pose && pose.transform.matrix) {
vec3.set(rayOrigin, 0, 0, 0);
vec3.transformMat4(rayOrigin, rayOrigin, pose.transform.matrix);
vec3.set(rayDirection, 0, 0, -1);
vec3.transformMat4(rayDirection, rayDirection, pose.transform.matrix);
vec3.sub(rayDirection, rayDirection, rayOrigin);
vec3.normalize(rayDirection, rayDirection);
session.requestHitTest(rayOrigin, rayDirection, xrRefSpace).then((results) => {
// When the hit test returns use it to place our proxy object.
if (results.length) {
let hitResult = results[0];
arObject.visible = true;
arObject.matrix = hitResult.hitMatrix;
} else {
arObject.visible = false;
}
});
} else {
arObject.visible = false;
}
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
scene.drawXRFrame(frame, pose);
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>