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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>Anchors</title> |
| </head> |
| <body> |
| <header> |
| <details open> |
| <summary>Anchors</summary> |
| <p> |
| This sample demonstrates the use of anchors to place virtual objects in stable, real-world locations. |
| <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 {SkyboxNode} from './js/render/nodes/skybox.js'; |
| import {InlineViewerHelper} from './js/util/inline-viewer-helper.js'; |
| import {Gltf2Node} from './js/render/nodes/gltf2.js'; |
| import {QueryArgs} from './js/util/query-args.js'; |
| |
| // If requested, use the polyfill to provide support for mobile devices |
| // and devices which only support WebVR. |
| import WebXRPolyfill from './js/third-party/webxr-polyfill/build/webxr-polyfill.module.js'; |
| if (QueryArgs.getBool('usePolyfill', true)) { |
| let polyfill = new WebXRPolyfill(); |
| } |
| |
| // XR globals. |
| let xrButton = null; |
| let xrImmersiveRefSpace = null; |
| let inlineViewerHelper = null; |
| |
| let isARAvailable = false; |
| let isVRAvailable = false; |
| let xrSessionString = 'immersive-vr'; |
| |
| // WebGL scene globals. |
| let gl = null; |
| let renderer = null; |
| let scene = new Scene(); |
| let solarSystem = new Gltf2Node({url: 'media/gltf/space/space.gltf'}); |
| // The solar system is big (citation needed). Scale it down so that users |
| // can move around the planets more easily. |
| solarSystem.scale = [0.1, 0.1, 0.1]; |
| scene.addNode(solarSystem); |
| // Still adding a skybox, but only for the benefit of the inline view. |
| let skybox = new SkyboxNode({url: 'media/textures/milky-way-4k.png'}); |
| scene.addNode(skybox); |
| |
| const MAX_ANCHORED_OBJECTS = 30; |
| let anchoredObjects = []; |
| |
| // Set with all anchors tracked in a previous frame. |
| let all_previous_anchors = new Set(); |
| |
| function initXR() { |
| xrButton = new WebXRButton({ |
| onRequestSession: onRequestSession, |
| onEndSession: onEndSession, |
| textEnterXRTitle: isARAvailable ? "START AR" : "START VR", |
| textXRNotFoundTitle: isARAvailable ? "AR NOT FOUND" : "VR NOT FOUND", |
| textExitXRTitle: isARAvailable ? "EXIT AR" : "EXIT VR", |
| }); |
| document.querySelector('header').appendChild(xrButton.domElement); |
| |
| if (navigator.xr) { |
| // Checks to ensure that 'immersive-ar' or 'immersive-vr' mode is available, |
| // and only enables the button if so. |
| navigator.xr.isSessionSupported('immersive-ar').then((supported) => { |
| isARAvailable = supported; |
| xrButton.enabled = supported; |
| if (!supported) { |
| navigator.xr.isSessionSupported('immersive-vr').then((supported) => { |
| isVRAvailable = supported; |
| xrButton.enabled = supported; |
| }); |
| } else { |
| xrSessionString = 'immersive-ar'; |
| } |
| }); |
| |
| navigator.xr.requestSession('inline').then(onSessionStarted); |
| } |
| } |
| |
| function onRequestSession() { |
| // Requests an 'immersive-ar' or 'immersive-vr' session, depending on which is supported, |
| // and requests the 'anchors' module as a required feature. |
| return navigator.xr.requestSession(xrSessionString, {requiredFeatures: ['anchors']}) |
| .then((session) => { |
| xrButton.setSession(session); |
| session.isImmersive = true; |
| onSessionStarted(session); |
| }); |
| } |
| |
| function initGL() { |
| if (gl) |
| return; |
| |
| gl = createWebGLContext({ |
| xrCompatible: true |
| }); |
| document.body.appendChild(gl.canvas); |
| |
| function onResize() { |
| gl.canvas.width = gl.canvas.clientWidth * window.devicePixelRatio; |
| gl.canvas.height = gl.canvas.clientHeight * window.devicePixelRatio; |
| } |
| window.addEventListener('resize', onResize); |
| onResize(); |
| |
| renderer = new Renderer(gl); |
| |
| scene.setRenderer(renderer); |
| } |
| |
| function onSessionStarted(session) { |
| session.addEventListener('end', onSessionEnded); |
| session.addEventListener('select', onSelect); |
| |
| if (session.isImmersive && isARAvailable) { |
| // When in 'immersive-ar' mode don't draw an opaque background because |
| // we want the real world to show through. |
| skybox.visible = false; |
| } |
| |
| initGL(); |
| |
| // This and all future samples that visualize controllers will use this |
| // convenience method to listen for changes to the active XRInputSources |
| // and load the right meshes based on the profiles array. |
| scene.inputRenderer.useProfileControllerMeshes(session); |
| |
| session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) }); |
| |
| let refSpaceType = session.isImmersive ? 'local' : 'viewer'; |
| session.requestReferenceSpace(refSpaceType).then((refSpace) => { |
| if (session.isImmersive) { |
| xrImmersiveRefSpace = refSpace; |
| } else { |
| inlineViewerHelper = new InlineViewerHelper(gl.canvas, refSpace); |
| } |
| session.requestAnimationFrame(onXRFrame); |
| }); |
| } |
| |
| function onEndSession(session) { |
| session.end(); |
| } |
| |
| function onSessionEnded(event) { |
| if (event.session.isImmersive) { |
| xrButton.setSession(null); |
| // Turn the background back on when we go back to the inlive view. |
| skybox.visible = true; |
| } |
| } |
| |
| function addAnchoredObjectToScene(anchor) { |
| console.debug("Anchor created"); |
| |
| anchor.context = {}; |
| |
| let flower = new Gltf2Node({url: 'media/gltf/sunflower/sunflower.gltf'}); |
| scene.addNode(flower); |
| anchor.context.sceneObject = flower; |
| flower.anchor = anchor; |
| anchoredObjects.push(flower); |
| |
| // 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); |
| objectToRemove.anchor.delete(); |
| } |
| } |
| |
| function onSelect(event) { |
| let frame = event.frame; |
| let session = frame.session; |
| let anchorPose = new XRRigidTransform(); |
| let inputSource = event.inputSource; |
| |
| // If the user is on a screen based device, place the anchor 1 meter in front of them. |
| // Otherwise place the anchor at the location of the input device |
| if (inputSource.targetRayMode == 'screen') { |
| anchorPose = new XRRigidTransform( |
| {x: 0, y: 0, z: -1}, |
| {x: 0, y: 0, z: 0, w: 1}); |
| } |
| |
| if (session.isImmersive) { |
| // Create a free-floating anchor. |
| frame.createAnchor(anchorPose, inputSource.targetRaySpace).then((anchor) => { |
| addAnchoredObjectToScene(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 xrRefSpace = session.isImmersive ? |
| xrImmersiveRefSpace : |
| inlineViewerHelper.referenceSpace; |
| let pose = frame.getViewerPose(xrRefSpace); |
| |
| // Update the position of all the anchored objects based on the currently reported positions of their anchors |
| const tracked_anchors = frame.trackedAnchors; |
| if(tracked_anchors){ |
| all_previous_anchors.forEach(anchor => { |
| if(!tracked_anchors.has(anchor)){ |
| scene.removeNode(anchor.sceneObject); |
| } |
| }); |
| |
| tracked_anchors.forEach(anchor => { |
| const anchorPose = frame.getPose(anchor.anchorSpace, xrRefSpace); |
| if (anchorPose) { |
| anchor.context.sceneObject.matrix = anchorPose.transform.matrix; |
| anchor.context.sceneObject.visible = true; |
| } else { |
| anchor.context.sceneObject.visible = false; |
| } |
| }); |
| |
| all_previous_anchors = tracked_anchors; |
| } else { |
| all_previous_anchors.forEach(anchor => { |
| scene.removeNode(anchor.sceneObject); |
| }); |
| |
| all_previous_anchors = new Set(); |
| } |
| |
| // In this sample and most samples after it we'll use a helper function |
| // to automatically add the right meshes for the session's input sources |
| // each frame. This also does simple hit detection to position the |
| // cursors correctly on the surface of selectable nodes. |
| scene.updateInputSources(frame, xrRefSpace); |
| |
| scene.startFrame(); |
| |
| session.requestAnimationFrame(onXRFrame); |
| |
| scene.drawXRFrame(frame, pose); |
| |
| scene.endFrame(); |
| } |
| |
| // Start the XR application. |
| initXR(); |
| </script> |
| </body> |
| </html> |