xrfragment/example/three/sandbox/index.html

261 lines
8.7 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>THREE.js - xrfragment sandbox</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
</head>
<body style="margin:0">
<div id="overlay" style="text-align:right;position:absolute;width:100%;height:100%;top:0;left:0;bottom:0;right:0">
<b>NOTE:</b> this is a THREE barebones example (AFRAME viewer has more features)<br><Br>
<input type="submit" value="load 3D asset"/>
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.6.3/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "https://unpkg.com/three@0.165.0/build/three.module.js",
"three/addons/": "https://unpkg.com/three@0.165.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import xrf from "./../../../dist/xrfragment.three.module.js";
import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
import { Lensflare, LensflareElement } from 'three/addons/objects/Lensflare.js';
import { BoxLineGeometry } from 'three/addons/geometries/BoxLineGeometry.js';
import { VRButton } from 'three/addons/webxr/VRButton.js';
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
import { FBXLoader } from 'three/addons/loaders/FBXLoader.js';
import { USDZLoader } from 'three/addons/loaders/USDZLoader.js';
import { OBJLoader } from 'three/addons/loaders/OBJLoader.js';
import { HTMLMesh } from 'three/addons/interactive/HTMLMesh.js';
import { InteractiveGroup } from 'three/addons/interactive/InteractiveGroup.js';
import { XRControllerModelFactory } from 'three/addons/webxr/XRControllerModelFactory.js';
import { OculusHandModel } from 'three/addons/webxr/OculusHandModel.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import Stats from 'three/addons/libs/stats.module.js';
window.$ = (s) => document.querySelector(s)
let camera, scene, renderer, controls;
let reflector;
let stats, statsMesh;
let vrbutton;
const parameters = {
env: 1.0,
};
init();
function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xcccccc );
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 2000 );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.autoClear = false;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.xr.enabled = true;
renderer.domElement.className = "render"
document.body.appendChild( renderer.domElement );
document.body.appendChild( vrbutton = VRButton.createButton( renderer ) );
window.addEventListener( 'resize', onWindowResize );
let cameraRig = new THREE.Group()
cameraRig.position.set( 0, 0, 0 );
camera.position.set(0,1.6,0)
cameraRig.add(camera)
scene.add(cameraRig)
// enable XR fragments
let XRF = xrf.init({
THREE,
camera:cameraRig,
scene,
renderer,
loaders: { gltf: GLTFLoader, glb: GLTFLoader, fbx: FBXLoader }, // which 3D assets (extensions) to check for XR fragments?
})
// optional: react/extend/hook into XR fragment
XRF.env = (xrf,v,opts) => {
let { mesh, model, camera, scene, renderer, THREE} = opts
xrf(v,opts)
}
// *TODO* lowhanging fruit: during XR fragments-query milestone, target objects using XR fragment queries
// to provide jquery-ish interface for three.js)
//
// XRF('example1.gltf#q=.foo', (objs) => {
//
// })
window.XRF = XRF // expose to form
let file = document.location.search.length > 2 ? document.location.search.substr(1) + document.location.hash : 'index.glb'
// optional decoration of href event
XRF.addEventListener('href',(e) => {
if( e.click ){
const { mesh, model, camera, scene, renderer, THREE} = e.XRF
const url = e.xrf.string
const isExtern = url[0] != '#'
const promise = e.promise() // promisify event
document.querySelector('#model').setAttribute('href',url.replace(/.*\?/,'') )
promise.resolve()
}
})
XRF.navigator.to( file )
// setup mouse controls
//controls = new OrbitControls( camera, renderer.domElement );
//controls.listenToKeyEvents( window ); // optional
//controls.enableDamping = true; // an animation loop is required when either damping or auto-rotation are enabled
//controls.dampingFactor = 0.1;
//controls.screenSpacePanning = false;
//controls.minDistance = 0.1;
//controls.maxDistance = 5000;
//controls.maxPolarAngle = Math.PI / 2;
//controls.target = new THREE.Vector3(0,1.6,0)
//controls.update()
const geometry = new THREE.BufferGeometry();
geometry.setFromPoints( [ new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 0, - 5 ) ] );
const controller1 = renderer.xr.getController( 0 );
controller1.add( new THREE.Line( geometry ) );
cameraRig.add( controller1 );
const controller2 = renderer.xr.getController( 1 );
controller2.add( new THREE.Line( geometry ) );
cameraRig.add( controller2 );
const controllerModelFactory = new XRControllerModelFactory();
const controllerGrip1 = renderer.xr.getControllerGrip( 0 );
controllerGrip1.add( controllerModelFactory.createControllerModel( controllerGrip1 ) );
cameraRig.add( controllerGrip1 );
// hand1
const hand1 = renderer.xr.getHand( 0 );
const handModel1 = new OculusHandModel( hand1 );
hand1.add( handModel1 );
cameraRig.add( hand1 );
const controllerGrip2 = renderer.xr.getControllerGrip( 1 );
controllerGrip2.add( controllerModelFactory.createControllerModel( controllerGrip2 ) );
cameraRig.add( controllerGrip2 );
// hand2
const hand2 = renderer.xr.getHand( 1 );
const handModel2 = new OculusHandModel( hand2 );
hand2.add( handModel2 );
cameraRig.add( hand2 );
// Add stats.js
stats = new Stats();
stats.dom.style.width = '80px';
stats.dom.style.height = '48px';
document.body.appendChild( stats.dom );
statsMesh = new HTMLMesh( stats.dom );
statsMesh.position.x = - 0.75;
statsMesh.position.y = 2;
statsMesh.position.z = 0.3;
statsMesh.rotation.y = Math.PI / 4;
statsMesh.scale.setScalar( 2.5 );
vrbutton.addEventListener('click', () => {
XRF.interactive.add( statsMesh );
})
// util func to bind uploaded files to a loader
let loadFile = function(contentLoaders, multiple){
return function(){
alert("if you're on Meta browser, file-uploads might be disabled")
let input = document.createElement('input');
input.type = 'file';
input.multiple = multiple;
input.accept = Object.keys(contentLoaders).join(",");
input.onchange = function(){
let files = Array.from(input.files);
let file = files.slice ? files[0] : files
for( var i in contentLoaders ){
let r = new RegExp('\\'+i+'$')
if( file.name.match(r) ) return contentLoaders[i](file)
}
alert(file.name+" is not supported")
};
input.click();
}
}
let fileLoaders = loadFile({
".gltf": (file) => file.arrayBuffer().then( (data) => xrf.navigator.to(file.name,null, (new xrf.loaders.gltf()), data) ),
".glb": (file) => file.arrayBuffer().then( (data) => xrf.navigator.to(file.name,null, (new xrf.loaders.gltf()), data) )
})
$("input[type=submit]").addEventListener("click", fileLoaders )
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
renderer.setAnimationLoop( render );
}
function render() {
const time = performance.now() * 0.0002;
//const torus = scene.getObjectByName( 'torus' );
//torus.rotation.x = time * 0.4;
//torus.rotation.y = time;
//controls.update()
renderer.render( scene, camera );
stats.update();
// Canvas elements doesn't trigger DOM updates, so we have to update the texture
statsMesh.material.map.update();
}
animate();
</script>
</body>
</html>