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spawn-at-surface-with-anchors.html
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spawn-at-surface-with-anchors.html
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<!--
/*
* Copyright 2017 Google Inc. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
-->
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.ar.js - Spawn at Surface</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no,
minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: monospace;
margin: 0;
overflow: hidden;
position: fixed;
width: 100%;
height: 100vh;
-webkit-user-select: none;
user-select: none;
}
#info {
position: absolute;
left: 50%;
bottom: 0;
transform: translate(-50%, 0);
margin: 1em;
z-index: 10;
display: block;
width: 100%;
line-height: 2em;
text-align: center;
}
#info * {
color: #fff;
}
.title {
background-color: rgba(40, 40, 40, 0.4);
padding: 0.4em 0.6em;
border-radius: 0.1em;
}
.links {
background-color: rgba(40, 40, 40, 0.6);
padding: 0.4em 0.6em;
border-radius: 0.1em;
}
canvas {
position: absolute;
top: 0;
left: 0;
}
</style>
</head>
<body>
<div id="info">
<span class="title">Move around to detect surfaces</span><br/>
<span class="title">Tap to spawn objects on surfaces.</span><br/>
<span class="title">2 or more finger tap to remove objects.</span><br/>
<span class="links">
<a href="https://github.com/google-ar/three.ar.js">three.ar.js</a> -
<a href="https://developers.google.com/ar/develop/web/getting-started#examples">examples</a>
</span>
</div>
<script src="../third_party/three.js/three.js"></script>
<script src="../third_party/three.js/VRControls.js"></script>
<script src="../dist/three.ar.js"></script>
<script>
var vrDisplay;
var vrControls;
var arView;
var canvas;
var camera;
var scene;
var renderer;
var cube;
var cubes = [];
var anchorManager;
var colors = [
new THREE.Color( 0xffffff ),
new THREE.Color( 0xffff00 ),
new THREE.Color( 0xff00ff ),
new THREE.Color( 0xff0000 ),
new THREE.Color( 0x00ffff ),
new THREE.Color( 0x00ff00 ),
new THREE.Color( 0x0000ff ),
new THREE.Color( 0x000000 )
];
var BOX_SIZE = 0.2;
/**
* Use the `getARDisplay()` utility to leverage the WebVR API
* to see if there are any AR-capable WebVR VRDisplays. Returns
* a valid display if found. Otherwise, display the unsupported
* browser message.
*/
THREE.ARUtils.getARDisplay().then(function (display) {
if (display) {
vrDisplay = display;
init();
} else {
THREE.ARUtils.displayUnsupportedMessage();
}
});
function init() {
// Setup the three.js rendering environment
renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.autoClear = false;
canvas = renderer.domElement;
document.body.appendChild(canvas);
scene = new THREE.Scene();
// Turn on the debugging panel
var arDebug = new THREE.ARDebug(vrDisplay, scene, {showPlanes: true});
document.body.appendChild(arDebug.getElement());
// Creating the ARView, which is the object that handles
// the rendering of the camera stream behind the three.js
// scene
arView = new THREE.ARView(vrDisplay, renderer);
// The ARPerspectiveCamera is very similar to THREE.PerspectiveCamera,
// except when using an AR-capable browser, the camera uses
// the projection matrix provided from the device, so that the
// perspective camera's depth planes and field of view matches
// the physical camera on the device.
camera = new THREE.ARPerspectiveCamera(
vrDisplay,
60,
window.innerWidth / window.innerHeight,
vrDisplay.depthNear,
vrDisplay.depthFar
);
// VRControls is a utility from three.js that applies the device's
// orientation/position to the perspective camera, keeping our
// real world and virtual world in sync.
vrControls = new THREE.VRControls(camera);
// Create the cube geometry and add it to the scene. Set the position
// to (Infinity, Infinity, Infinity) so that it won't appear visible
// until the first hit is found, and move it there
var geometry = new THREE.BoxGeometry(BOX_SIZE, BOX_SIZE, BOX_SIZE);
var faceIndices = ['a', 'b', 'c'];
for (var i = 0; i < geometry.faces.length; i++) {
var f = geometry.faces[i];
for (var j = 0; j < 3; j++) {
var vertexIndex = f[faceIndices[ j ]];
f.vertexColors[j] = colors[vertexIndex];
}
}
// Shift the cube geometry vertices upwards, so that the "pivot" of
// the cube is at it's base. When the cube is added to the scene,
// this will help make it appear to be sitting on top of the real-
// world surface.
// geometry.applyMatrix( new THREE.Matrix4().setTranslation( 0, BOX_SIZE / 2, 0 ) );
geometry.translate( 0, BOX_SIZE / 2, 0 );
var material = new THREE.MeshBasicMaterial({ vertexColors: THREE.VertexColors });
cube = new THREE.Mesh(geometry, material);
// Initialize the anchor manager
anchorManager = new THREE.ARAnchorManager(vrDisplay);
// Just show a message when anchors update.
anchorManager.addEventListener("anchorsupdated", function(event) {
console.log(event.anchors.length + " Object3D-s updated their pose!");
});
// Bind our event handlers
window.addEventListener('resize', onWindowResize, false);
window.addEventListener('touchstart', onClick, false);
// Kick off the render loop!
update();
}
/**
* The render loop, called once per frame. Handles updating
* our scene and rendering.
*/
function update() {
// Clears color from the frame before rendering the camera (arView) or scene.
renderer.clearColor();
// Render the device's camera stream on screen first of all.
// It allows to get the right pose synchronized with the right frame.
arView.render();
// Update our camera projection matrix in the event that
// the near or far planes have updated
camera.updateProjectionMatrix();
// Update our perspective camera's positioning
vrControls.update();
// Render our three.js virtual scene
renderer.clearDepth();
renderer.render(scene, camera);
// Kick off the requestAnimationFrame to call this function
// when a new VRDisplay frame is rendered
vrDisplay.requestAnimationFrame(update);
}
/**
* On window resize, update the perspective camera's aspect ratio,
* and call `updateProjectionMatrix` so that we can get the latest
* projection matrix provided from the device
*/
function onWindowResize () {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
/**
* When clicking on the screen, fire a ray from where the user clicked
* on the screen and if a hit is found, place a cube there.
*/
function onClick (e) {
// Remove cubes with more than one finger.
if (e.touches.length > 1 && cubes.length > 0) {
scene.remove(cubes[0]);
anchorManager.remove(cubes[0]);
cubes.splice(0, 1);
return;
}
// Create a new cube and place it where the hit test specifies.
var cubeClone = cube.clone();
// Inspect the event object and generate normalize screen coordinates
// (between 0 and 1) for the screen position.
var x = e.touches[0].pageX / window.innerWidth;
var y = e.touches[0].pageY / window.innerHeight;
// Send a ray from the point of click to the real world surface
// and attempt to find a hit. `hitTest` returns an array of potential
// hits.
var hits = vrDisplay.hitTest(x, y);
// If a hit is found, just use the first one
if (hits && hits.length) {
var hit = hits[0];
// Use the `placeObjectAtHit` utility to position
// the cube where the hit occurred
THREE.ARUtils.placeObjectAtHit(cubeClone, // The object to place
hit, // The VRHit object to move the cube to
1, // Easing value from 0 to 1; we want to move
// the cube directly to the hit position
true); // Whether or not we also apply orientation
anchorManager.add(cubeClone);
scene.add(cubeClone);
cubes.push(cubeClone);
}
}
</script>
</body>
</html>