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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'>
<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>