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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> |