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Updating/moving AR samples
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toji committed Jan 25, 2020
1 parent 429aeb7 commit 1e9f8c9
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163 changes: 163 additions & 0 deletions ar-barebones.html
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<!doctype html>
<!--
Copyright 2020 The Immersive Web Community Group
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-->
<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>Barebones VR</title>

<!-- Chrome Origin Trial token for https://immersive-web.github.io.
Enables WebXR for all visitors by default during the trial period -->
<meta http-equiv="origin-trial" content="Ai3OQL0dmGNhrOkQWS8ffWkjPqXrhzAejLV80DiBTIM5V5xTRleI9qOcdjK9+ILQmKqMamH3FtDKIeLsfjgYUQ8AAABfeyJvcmlnaW4iOiJodHRwczovL2ltbWVyc2l2ZS13ZWIuZ2l0aHViLmlvOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZU03NiIsImV4cGlyeSI6MTU3NTQxNzU5OX0=">
</head>
<body>
<header>
<details open>
<summary>Barebones WebXR DOM Overlay</summary>
<p>
This sample demonstrates extremely simple use of an "immersive-ar"
session with no library dependencies, with an optional DOM overlay.
It doesn't render anything exciting, just draws a square with a slowly
changing color to prove it's working.
<a class="back" href="./index.html">Back</a>
</p>
<div id="session-info"></div>
<div id="warning-zone"></div>
<button id="xr-button" class="barebones-button" disabled>XR not found</button>
</details>
</header>
<main style='text-align: center;'>
<p>Click 'Enter AR' to see content</p>
</main>
<script type="module">
// XR globals.
let xrButton = document.getElementById('xr-button');
let xrSession = null;
let xrRefSpace = null;

// WebGL scene globals.
let gl = null;

function checkSupportedState() {
navigator.xr.isSessionSupported('immersive-ar').then((supported) => {
if (supported) {
xrButton.innerHTML = 'Enter AR';
} else {
xrButton.innerHTML = 'AR not found';
}

xrButton.disabled = !supported;
});
}

function initXR() {
if (!window.isSecureContext) {
let message = "WebXR unavailable due to insecure context";
document.getElementById("warning-zone").innerText = message;
}

if (navigator.xr) {
xrButton.addEventListener('click', onButtonClicked);
navigator.xr.addEventListener('devicechange', checkSupportedState);
checkSupportedState();
}
}

function onButtonClicked() {
if (!xrSession) {
// Ask for an optional DOM Overlay, see https://immersive-web.github.io/dom-overlays/
// Use BODY as the root element.
navigator.xr.requestSession('immersive-ar', {
optionalFeatures: ['dom-overlay'],
domOverlay: {root: document.body}
}).then(onSessionStarted, onRequestSessionError);
} else {
xrSession.end();
}
}

function onSessionStarted(session) {
xrSession = session;
xrButton.innerHTML = 'Exit AR';

// Show which type of DOM Overlay got enabled (if any)
document.getElementById('session-info').innerHTML = 'DOM Overlay type: ' + session.domOverlayState.type;

session.addEventListener('end', onSessionEnded);
let canvas = document.createElement('canvas');
gl = canvas.getContext('webgl', {
xrCompatible: true
});
session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) });
session.requestReferenceSpace('local').then((refSpace) => {
xrRefSpace = refSpace;
session.requestAnimationFrame(onXRFrame);
});
}

function onRequestSessionError(ex) {
alert("Failed to start immersive AR session.");
console.error(ex.message);
}

function onEndSession(session) {
session.end();
}

function onSessionEnded(event) {
xrSession = null;
xrButton.innerHTML = 'Enter AR';
document.getElementById('session-info').innerHTML = '';
gl = null;
}

function onXRFrame(t, frame) {
let session = frame.session;
session.requestAnimationFrame(onXRFrame);
let pose = frame.getViewerPose(xrRefSpace);

if (pose) {
gl.bindFramebuffer(gl.FRAMEBUFFER, session.renderState.baseLayer.framebuffer);

// Update the clear color so that we can observe the color in the
// headset changing over time. Use a scissor rectangle to keep the AR
// scene visible.
const width = session.renderState.baseLayer.framebufferWidth;
const height = session.renderState.baseLayer.framebufferHeight;
gl.enable(gl.SCISSOR_TEST);
gl.scissor(width / 4, height / 4, width / 2, height / 2);
let time = Date.now();
gl.clearColor(Math.cos(time / 2000), Math.cos(time / 4000), Math.cos(time / 6000), 0.5);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
}
}

initXR();
</script>
</body>
</html>
126 changes: 51 additions & 75 deletions proposals/phone-ar-hit-test.html → hit-test.html
Original file line number Diff line number Diff line change
Expand Up @@ -25,42 +25,37 @@
<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'>
<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>AR Hit Test</title>
<title>Hit Test</title>
</head>
<body>
<header>
<details open>
<summary>AR Hit Test</summary>
<summary>Hit Test</summary>
<p>
This sample demonstrates use of hit testing to place AR objects on real-world surfaces.
This sample demonstrates use of hit testing to place virtual 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 {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';


let useReticle = document.getElementById('useReticle');
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;
Expand All @@ -72,9 +67,13 @@
arObject.visible = false;
scene.addNode(arObject);

let flower = new Gltf2Node({url: '../media/gltf/sunflower/sunflower.gltf'});
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);

// Having a really simple drop shadow underneath an object helps ground
// it in the world without adding much complexity.
let shadow = new DropShadowNode();
Expand Down Expand Up @@ -128,13 +127,26 @@

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) {
xrHitTestSource = null;
session.end();
}

Expand Down Expand Up @@ -164,33 +176,11 @@
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 targetRayPose = event.frame.getPose(event.inputSource.targetRaySpace, xrRefSpace);
if (!targetRayPose) {
return;
}

let targetRay = new XRRay(targetRayPose.transform);
vec3.set(rayOrigin,
targetRay.origin.x,
targetRay.origin.y,
targetRay.origin.z);
vec3.set(rayDirection,
targetRay.direction.x,
targetRay.direction.y,
targetRay.direction.z);
event.frame.session.requestHitTest(targetRay, xrRefSpace).then((results) => {
if (results.length) {
addARObjectAt(results[0].hitMatrix);
}
});
if (reticle.visible) {
// The reticle should already be positioned at the latest hit point,
// so we can just use it's matrix to save an unnecessary call to
// event.frame.getHitTestResults.
addARObjectAt(reticle.matrix);
}
}

Expand All @@ -199,32 +189,18 @@
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) {
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);

let ray = new XRRay({x : rayOrigin[0], y : rayOrigin[1], z : rayOrigin[2]},
{x : rayDirection[0], y : rayDirection[1], z : rayDirection[2]});
session.requestHitTest(ray, 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;
reticle.visible = false;

// If we have a hit test source, get it's results for the frame
// and use the pose to display a reticle in the scene. For the moment
// we're just using the flower as the "reticle".
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;
}
}

scene.startFrame();
Expand Down
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