three.ar.js/examples/reticle.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.
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.ar.js - Reticle</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 a, #info .title {
padding: 0.4em 0.6em;
border-radius: 0.1em;
}
#info a {
color: rgba(255, 255, 255, 0.8);
background-color: rgba(40, 40, 40, 0.6);
font-weight: bold;
text-decoration: none;
}
.title {
color: rgba(255, 255, 255, 0.9);
background-color: rgba(40, 40, 40, 0.4);
margin-left: 0.2em;
}
canvas {
position: absolute;
top: 0;
left: 0;
}
</style>
</head>
<body>
<div id="info">
<a href="https://github.com/google-ar/three.ar.js">three.ar.js</a><span class="title">Reticle</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 reticle;
/**
* 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() {
// Turn on the debugging panel
var arDebug = new THREE.ARDebug(vrDisplay);
document.body.appendChild(arDebug.getElement());
// 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();
// 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, 0.01, 100);
// Create our ARReticle, which will continuously fire `hitTest` to trace
// the detected surfaces
reticle = new THREE.ARReticle(vrDisplay,
0.03, // innerRadius
0.04, // outerRadius
0xff0077, // color
0.25); // easing
scene.add(reticle);
// 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);
// Bind our event handlers
window.addEventListener('resize', onWindowResize, false);
update();
}
/**
* The render loop, called once per frame. Handles updating
* our scene and rendering.
*/
function update() {
// 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 ARReticle's position, and provide normalized
// screen coordinates to send the hit test -- in this case, (0.5, 0.5)
// is the middle of our screen
reticle.update(0.5, 0.5);
// 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
// on the next frame
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);
}
</script>
</body>
</html>