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@google/model-viewer

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Easily display interactive 3D models on the web and in AR!

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/* @license * Copyright 2019 Google LLC. 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. */ import '../types/webxr.js'; import { EventDispatcher, Matrix4, Vector3 } from 'three'; import { $onResize, $sceneIsReady } from '../model-viewer-base.js'; import { assertIsArCandidate } from '../utilities.js'; import { Damper, DECAY_MILLISECONDS } from './Damper.js'; import { PlacementBox } from './PlacementBox.js'; // number of initial null pose XRFrames allowed before we post not-tracking const INIT_FRAMES = 30; // AR shadow is not user-configurable. This is to pave the way for AR lighting // estimation, which will be used once available in WebXR. const AR_SHADOW_INTENSITY = 0.3; const ROTATION_RATE = 1.5; // Angle down (towards bottom of screen) from camera center ray to use for hit // testing against the floor. This makes placement faster and more intuitive // assuming the phone is in portrait mode. This seems to be a reasonable // assumption for the start of the session and UI will lack landscape mode to // encourage upright use. const HIT_ANGLE_DEG = 20; // Slow down the dampers for initial placement. const INTRO_DECAY = 120; const SCALE_SNAP_HIGH = 1.2; const SCALE_SNAP_LOW = 1 / SCALE_SNAP_HIGH; // For automatic dynamic viewport scaling, don't let the scale drop below this // limit. const MIN_VIEWPORT_SCALE = 0.25; export const ARStatus = { NOT_PRESENTING: 'not-presenting', SESSION_STARTED: 'session-started', OBJECT_PLACED: 'object-placed', FAILED: 'failed' }; export const ARTracking = { TRACKING: 'tracking', NOT_TRACKING: 'not-tracking' }; const vector3 = new Vector3(); const matrix4 = new Matrix4(); const hitPosition = new Vector3(); export class ARRenderer extends EventDispatcher { constructor(renderer) { super(); this.renderer = renderer; this.currentSession = null; this.placeOnWall = false; this.cameraPosition = new Vector3(); this.placementBox = null; this.lastTick = null; this.turntableRotation = null; this.oldShadowIntensity = null; this.oldBackground = null; this.frame = null; this.initialHitSource = null; this.transientHitTestSource = null; this.inputSource = null; this._presentedScene = null; this.resolveCleanup = null; this.exitWebXRButtonContainer = null; this.overlay = null; this.tracking = true; this.frames = 0; this.initialized = false; this.projectionMatrix = new Matrix4(); this.projectionMatrixInverse = new Matrix4(); this.oldTarget = new Vector3(); this.placementComplete = false; this.isTranslating = false; this.isRotating = false; this.isTwoFingering = false; this.lastDragPosition = new Vector3(); this.firstRatio = 0; this.lastAngle = 0; this.goalPosition = new Vector3(); this.goalYaw = 0; this.goalScale = 1; this.xDamper = new Damper(); this.yDamper = new Damper(); this.zDamper = new Damper(); this.yawDamper = new Damper(); this.scaleDamper = new Damper(); this.onExitWebXRButtonContainerClick = () => this.stopPresenting(); this.onUpdateScene = () => { if (this.placementBox != null && this.isPresenting) { this.placementBox.dispose(); this.placementBox = new PlacementBox(this.presentedScene, this.placeOnWall ? 'back' : 'bottom'); } }; this.onSelectStart = (event) => { const hitSource = this.transientHitTestSource; if (hitSource == null) { return; } const fingers = this.frame.getHitTestResultsForTransientInput(hitSource); const scene = this.presentedScene; const box = this.placementBox; if (fingers.length === 1) { this.inputSource = event.inputSource; const { axes } = this.inputSource.gamepad; const hitPosition = box.getHit(this.presentedScene, axes[0], axes[1]); box.show = true; if (hitPosition != null) { this.isTranslating = true; this.lastDragPosition.copy(hitPosition); } else if (this.placeOnWall === false) { this.isRotating = true; this.lastAngle = axes[0] * ROTATION_RATE; } } else if (fingers.length === 2) { box.show = true; this.isTwoFingering = true; const { separation } = this.fingerPolar(fingers); this.firstRatio = separation / scene.scale.x; } }; this.onSelectEnd = () => { this.isTranslating = false; this.isRotating = false; this.isTwoFingering = false; this.inputSource = null; this.goalPosition.y += this.placementBox.offsetHeight * this.presentedScene.scale.x; this.placementBox.show = false; }; this.threeRenderer = renderer.threeRenderer; this.threeRenderer.xr.enabled = true; } async resolveARSession() { assertIsArCandidate(); const session = await navigator.xr.requestSession('immersive-ar', { requiredFeatures: ['hit-test'], optionalFeatures: ['dom-overlay'], domOverlay: { root: this.overlay } }); this.threeRenderer.xr.setReferenceSpaceType('local'); await this.threeRenderer.xr.setSession(session); return session; } /** * The currently presented scene, if any */ get presentedScene() { return this._presentedScene; } /** * Resolves to true if the renderer has detected all the necessary qualities * to support presentation in AR. */ async supportsPresentation() { try { assertIsArCandidate(); return await navigator.xr.isSessionSupported('immersive-ar'); } catch (error) { console.warn('Request to present in WebXR denied:'); console.warn(error); console.warn('Falling back to next ar-mode'); return false; } } /** * Present a scene in AR */ async present(scene) { if (this.isPresenting) { console.warn('Cannot present while a model is already presenting'); } let waitForAnimationFrame = new Promise((resolve, _reject) => { requestAnimationFrame(() => resolve()); }); scene.setHotspotsVisibility(false); scene.isDirty = true; // Render a frame to turn off the hotspots await waitForAnimationFrame; // This sets isPresenting to true this._presentedScene = scene; this.overlay = scene.element.shadowRoot.querySelector('div.default'); const currentSession = await this.resolveARSession(); currentSession.addEventListener('end', () => { this.postSessionCleanup(); }, { once: true }); const exitButton = scene.element.shadowRoot.querySelector('.slot.exit-webxr-ar-button'); exitButton.classList.add('enabled'); exitButton.addEventListener('click', this.onExitWebXRButtonContainerClick); this.exitWebXRButtonContainer = exitButton; const viewerRefSpace = await currentSession.requestReferenceSpace('viewer'); this.tracking = true; this.frames = 0; this.initialized = false; this.turntableRotation = scene.yaw; this.goalYaw = scene.yaw; this.goalScale = 1; this.oldBackground = scene.background; scene.background = null; this.oldShadowIntensity = scene.shadowIntensity; scene.setShadowIntensity(0); this.oldTarget.copy(scene.getTarget()); scene.addEventListener('model-load', this.onUpdateScene); const radians = HIT_ANGLE_DEG * Math.PI / 180; const ray = this.placeOnWall === true ? undefined : new XRRay(new DOMPoint(0, 0, 0), { x: 0, y: -Math.sin(radians), z: -Math.cos(radians) }); currentSession.requestHitTestSource({ space: viewerRefSpace, offsetRay: ray }) .then(hitTestSource => { this.initialHitSource = hitTestSource; }); this.currentSession = currentSession; this.placementBox = new PlacementBox(scene, this.placeOnWall ? 'back' : 'bottom'); this.placementComplete = false; this.xDamper.setDecayTime(INTRO_DECAY); this.yDamper.setDecayTime(INTRO_DECAY); this.zDamper.setDecayTime(INTRO_DECAY); this.lastTick = performance.now(); this.dispatchEvent({ type: 'status', status: ARStatus.SESSION_STARTED }); } /** * If currently presenting a scene in AR, stops presentation and exits AR. */ async stopPresenting() { if (!this.isPresenting) { return; } const cleanupPromise = new Promise((resolve) => { this.resolveCleanup = resolve; }); try { await this.currentSession.end(); await cleanupPromise; } catch (error) { console.warn('Error while trying to end WebXR AR session'); console.warn(error); this.postSessionCleanup(); } } /** * True if a scene is currently in the process of being presented in AR */ get isPresenting() { return this.presentedScene != null; } get target() { return this.oldTarget; } updateTarget() { const scene = this.presentedScene; if (scene != null) { const target = scene.getTarget(); this.oldTarget.copy(target); if (this.placeOnWall) { // Move the scene's target to the center of the back of the model's // bounding box. scene.setTarget(target.x, target.y, scene.boundingBox.min.z); } else { // Move the scene's target to the model's floor height. scene.setTarget(target.x, scene.boundingBox.min.y, target.z); } } } postSessionCleanup() { const session = this.currentSession; if (session != null) { session.removeEventListener('selectstart', this.onSelectStart); session.removeEventListener('selectend', this.onSelectEnd); this.currentSession = null; } const scene = this.presentedScene; if (scene != null) { const { element } = scene; scene.position.set(0, 0, 0); scene.scale.set(1, 1, 1); scene.setShadowScaleAndOffset(1, 0); const yaw = this.turntableRotation; if (yaw != null) { scene.yaw = yaw; } const intensity = this.oldShadowIntensity; if (intensity != null) { scene.setShadowIntensity(intensity); } const background = this.oldBackground; if (background != null) { scene.background = background; } const point = this.oldTarget; scene.setTarget(point.x, point.y, point.z); scene.removeEventListener('model-load', this.onUpdateScene); scene.orientHotspots(0); element.requestUpdate('cameraTarget'); element.requestUpdate('maxCameraOrbit'); element[$onResize](element.getBoundingClientRect()); } // Force the Renderer to update its size this.renderer.height = 0; const exitButton = this.exitWebXRButtonContainer; if (exitButton != null) { exitButton.classList.remove('enabled'); exitButton.removeEventListener('click', this.onExitWebXRButtonContainerClick); this.exitWebXRButtonContainer = null; } const hitSource = this.transientHitTestSource; if (hitSource != null) { hitSource.cancel(); this.transientHitTestSource = null; } const hitSourceInitial = this.initialHitSource; if (hitSourceInitial != null) { hitSourceInitial.cancel(); this.initialHitSource = null; } if (this.placementBox != null) { this.placementBox.dispose(); this.placementBox = null; } this.lastTick = null; this.turntableRotation = null; this.oldShadowIntensity = null; this.oldBackground = null; this._presentedScene = null; this.frame = null; this.inputSource = null; this.overlay = null; if (this.resolveCleanup != null) { this.resolveCleanup(); } this.dispatchEvent({ type: 'status', status: ARStatus.NOT_PRESENTING }); } updateView(view) { const viewMatrix = view.transform.matrix; const scene = this.presentedScene; const { camera } = scene; camera.near = 0.1; camera.far = 100; this.presentedScene.orientHotspots(Math.atan2(viewMatrix[1], viewMatrix[5])); this.cameraPosition.set(viewMatrix[12], viewMatrix[13], viewMatrix[14]); if (!this.initialized) { const { position, element } = scene; const { width, height } = this.overlay.getBoundingClientRect(); scene.setSize(width, height); if (this.threeRenderer.xr.getSession() != null) { this.projectionMatrix.copy(this.threeRenderer.xr.getCamera(camera).projectionMatrix); this.projectionMatrixInverse.copy(this.projectionMatrix).invert(); } const { theta, radius } = element .getCameraOrbit(); // Orient model to match the 3D camera view const cameraDirection = vector3.set(viewMatrix[8], viewMatrix[9], viewMatrix[10]); scene.yaw = Math.atan2(cameraDirection.x, cameraDirection.z) - theta; this.goalYaw = scene.yaw; position.copy(this.cameraPosition) .add(cameraDirection.multiplyScalar(-1 * radius)); this.goalPosition.copy(position); scene.setHotspotsVisibility(true); this.initialized = true; } // Ensure the camera uses the AR projection matrix without inverting on // every frame. camera.projectionMatrix.copy(this.projectionMatrix); camera.projectionMatrixInverse.copy(this.projectionMatrixInverse); // Use automatic dynamic viewport scaling if supported. if (view.requestViewportScale && view.recommendedViewportScale) { const scale = view.recommendedViewportScale; view.requestViewportScale(Math.max(scale, MIN_VIEWPORT_SCALE)); } const layer = this.currentSession.renderState.baseLayer; const viewport = layer.getViewport(view); this.threeRenderer.setViewport(viewport.x, viewport.y, viewport.width, viewport.height); } placeInitially(frame) { const hitSource = this.initialHitSource; if (hitSource == null) { return; } const hitTestResults = frame.getHitTestResults(hitSource); if (hitTestResults.length == 0) { return; } const hit = hitTestResults[0]; const hitPoint = this.getHitPoint(hit); if (hitPoint == null) { return; } this.placeModel(hitPoint); hitSource.cancel(); this.initialHitSource = null; const { session } = frame; session.addEventListener('selectstart', this.onSelectStart); session.addEventListener('selectend', this.onSelectEnd); session .requestHitTestSourceForTransientInput({ profile: 'generic-touchscreen' }) .then(hitTestSource => { this.transientHitTestSource = hitTestSource; }); } getHitPoint(hitResult) { const refSpace = this.threeRenderer.xr.getReferenceSpace(); const pose = hitResult.getPose(refSpace); if (pose == null) { return null; } const hitMatrix = matrix4.fromArray(pose.transform.matrix); if (this.placeOnWall === true) { // Orient the model to the wall's normal vector. this.goalYaw = Math.atan2(hitMatrix.elements[4], hitMatrix.elements[6]); } // Check that the y-coordinate of the normal is large enough that the normal // is pointing up for floor placement; opposite for wall placement. return hitMatrix.elements[5] > 0.75 !== this.placeOnWall ? hitPosition.setFromMatrixPosition(hitMatrix) : null; } placeModel(hit) { this.placementBox.show = true; if (this.placeOnWall) { this.goalPosition.copy(hit); } else { this.goalPosition.y = hit.y; } this.updateTarget(); this.dispatchEvent({ type: 'status', status: ARStatus.OBJECT_PLACED }); } fingerPolar(fingers) { const fingerOne = fingers[0].inputSource.gamepad.axes; const fingerTwo = fingers[1].inputSource.gamepad.axes; const deltaX = fingerTwo[0] - fingerOne[0]; const deltaY = fingerTwo[1] - fingerOne[1]; const angle = Math.atan2(deltaY, deltaX); let deltaYaw = this.lastAngle - angle; if (deltaYaw > Math.PI) { deltaYaw -= 2 * Math.PI; } else if (deltaYaw < -Math.PI) { deltaYaw += 2 * Math.PI; } this.lastAngle = angle; return { separation: Math.sqrt(deltaX * deltaX + deltaY * deltaY), deltaYaw: deltaYaw }; } processInput(frame) { const hitSource = this.transientHitTestSource; if (hitSource == null) { return; } if (!this.isTranslating && !this.isTwoFingering && !this.isRotating) { return; } const fingers = frame.getHitTestResultsForTransientInput(hitSource); const scene = this.presentedScene; const scale = scene.scale.x; // Rotating, translating and scaling are mutually exclusive operations; only // one can happen at a time, but we can switch during a gesture. if (this.isTwoFingering) { if (fingers.length < 2) { // If we lose the second finger, stop scaling (in fact, stop processing // input altogether until a new gesture starts). this.isTwoFingering = false; } else { const { separation, deltaYaw } = this.fingerPolar(fingers); this.goalYaw += deltaYaw; if (scene.canScale) { const scale = separation / this.firstRatio; this.goalScale = (scale < SCALE_SNAP_HIGH && scale > SCALE_SNAP_LOW) ? 1 : scale; } } return; } else if (fingers.length === 2) { // If we were rotating or translating and we get a second finger, switch // to scaling instead. this.isTranslating = false; this.isRotating = false; this.isTwoFingering = true; const { separation } = this.fingerPolar(fingers); this.firstRatio = separation / scale; return; } if (this.isRotating) { const angle = this.inputSource.gamepad.axes[0] * ROTATION_RATE; this.goalYaw += angle - this.lastAngle; this.lastAngle = angle; } else if (this.isTranslating) { fingers.forEach(finger => { if (finger.inputSource !== this.inputSource || finger.results.length < 1) { return; } const hit = this.getHitPoint(finger.results[0]); if (hit == null) { return; } this.goalPosition.sub(this.lastDragPosition); if (this.placeOnWall === false) { const offset = hit.y - this.lastDragPosition.y; // When a lower floor is found, keep the model at the same height, but // drop the placement box to the floor. The model falls on select end. if (offset < 0) { this.placementBox.offsetHeight = offset / scale; this.presentedScene.setShadowScaleAndOffset(scale, offset); // Interpolate hit ray up to drag plane const cameraPosition = vector3.copy(this.cameraPosition); const alpha = -offset / (cameraPosition.y - hit.y); cameraPosition.multiplyScalar(alpha); hit.multiplyScalar(1 - alpha).add(cameraPosition); } } this.goalPosition.add(hit); this.lastDragPosition.copy(hit); }); } } moveScene(delta) { const scene = this.presentedScene; const { position, yaw, idealCameraDistance: radius } = scene; const goal = this.goalPosition; const oldScale = scene.scale.x; const box = this.placementBox; if (this.initialHitSource == null && (!goal.equals(position) || this.goalScale !== oldScale)) { let { x, y, z } = position; x = this.xDamper.update(x, goal.x, delta, radius); y = this.yDamper.update(y, goal.y, delta, radius); z = this.zDamper.update(z, goal.z, delta, radius); position.set(x, y, z); const newScale = this.scaleDamper.update(oldScale, this.goalScale, delta, 1); scene.scale.set(newScale, newScale, newScale); if (!this.isTranslating) { const offset = goal.y - y; if (this.placementComplete && this.placeOnWall === false) { box.offsetHeight = offset / newScale; scene.setShadowScaleAndOffset(newScale, offset); } else if (offset === 0) { this.placementComplete = true; box.show = false; scene.setShadowIntensity(AR_SHADOW_INTENSITY); this.xDamper.setDecayTime(DECAY_MILLISECONDS); this.yDamper.setDecayTime(DECAY_MILLISECONDS); this.zDamper.setDecayTime(DECAY_MILLISECONDS); } } } box.updateOpacity(delta); scene.updateTarget(delta); // yaw must be updated last, since this also updates the shadow position. scene.yaw = this.yawDamper.update(yaw, this.goalYaw, delta, Math.PI); } /** * Only public to make it testable. */ onWebXRFrame(time, frame) { this.frame = frame; ++this.frames; const refSpace = this.threeRenderer.xr.getReferenceSpace(); const pose = frame.getViewerPose(refSpace); if (pose == null && this.tracking === true && this.frames > INIT_FRAMES) { this.tracking = false; this.dispatchEvent({ type: 'tracking', status: ARTracking.NOT_TRACKING }); } const scene = this.presentedScene; if (pose == null || scene == null || !scene.element[$sceneIsReady]()) { this.threeRenderer.clear(); return; } if (this.tracking === false) { this.tracking = true; this.dispatchEvent({ type: 'tracking', status: ARTracking.TRACKING }); } // WebXR may return multiple views, i.e. for headset AR. This // isn't really supported at this point, but make a best-effort // attempt to render other views also, using the first view // as the main viewpoint. let isFirstView = true; for (const view of pose.views) { this.updateView(view); if (isFirstView) { this.placeInitially(frame); this.processInput(frame); const delta = time - this.lastTick; this.moveScene(delta); this.renderer.preRender(scene, time, delta); this.lastTick = time; } // TODO: This is a workaround for a Chrome bug, which should be fixed // soon: https://bugs.chromium.org/p/chromium/issues/detail?id=1184085 const gl = this.threeRenderer.getContext(); gl.depthMask(false); gl.clear(gl.DEPTH_BUFFER_BIT); gl.depthMask(true); this.threeRenderer.render(scene, scene.camera); isFirstView = false; } } } //# sourceMappingURL=ARRenderer.js.map