ヘレ、私は Three.js が初めてで、AR プロジェクトでアニメーション化された gltf/glb モデルを表示しようとしています。3D 環境で gltf モデルをアニメーション化する方法については多くの例がありますが、AR プロジェクトで動作させることができません。
3D モデルをインポートして、AR で表示できます。しかし、モデルはアニメーション化を拒否します。
助けていただければ幸いです。
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
<meta
name="viewport"
content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0"
/>
<title>WebXr 3d model demo</title>
<!-- three.js -->
<script src="https://unpkg.com/three@0.126.0/build/three.js"></script>
<script src="https://unpkg.com/three@0.126.0/examples/js/loaders/GLTFLoader.js"></script>
</head>
<body>
<!-- Starting an immersive WebXR session -->
<button onclick="activateXR()">Start AR</button>
<script>
async function activateXR() {
// Add a canvas element and initialize a WebGL context that is compatible with WebXR.
const canvas = document.createElement("canvas");
document.body.appendChild(canvas);
const gl = canvas.getContext("webgl", { xrCompatible: true });
//Step 2
const scene = new THREE.Scene();
let clock = new THREE.Clock();
let mixer;
var hemiLight = new THREE.HemisphereLight(0xffffff, 0x444444);
hemiLight.position.set(0, 300, 0);
scene.add(hemiLight);
var dirLight = new THREE.DirectionalLight(0xffffff);
dirLight.position.set(75, 300, 0);
scene.add(dirLight);
//step 3
// Set up the WebGLRenderer, which handles rendering to the session's base layer.
const renderer = new THREE.WebGLRenderer({
alpha: true,
preserveDrawingBuffer: true,
canvas: canvas,
context: gl,
});
renderer.autoClear = false;
// The API directly updates the camera matrices.
// Disable matrix auto updates so three.js doesn't attempt
// to handle the matrices independently.
const camera = new THREE.PerspectiveCamera();
camera.matrixAutoUpdate = false;
// step 4
// Initialize a WebXR session using "immersive-ar".
const session = await navigator.xr.requestSession("immersive-ar", {
requiredFeatures: ["hit-test"],
});
session.updateRenderState({
baseLayer: new XRWebGLLayer(session, gl),
});
// A 'local' reference space has a native origin that is located
// near the viewer's position at the time the session was created.
const referenceSpace = await session.requestReferenceSpace("local");
// Create another XRReferenceSpace that has the viewer as the origin.
const viewerSpace = await session.requestReferenceSpace("viewer");
// Perform hit testing using the viewer as origin.
const hitTestSource = await session.requestHitTestSource({
space: viewerSpace,
});
//Use the model loader from the previous step to load a targeting reticle and a sunflower from the web.
const loader = new THREE.GLTFLoader();
let reticle;
loader.load(
"https://immersive-web.github.io/webxr-samples/media/gltf/reticle/reticle.gltf",
function (gltf) {
reticle = gltf.scene;
reticle.visible = false;
scene.add(reticle);
}
);
let key;
loader.load("key/key.glb", function (gltf) {
const model = gltf.scene;
mixer = new THREE.AnimationMixer(model);
mixer.clipAction(gltf.animations[0]).play();
key = gltf.scene;
});
animate();
// XRSession receives select events when the user completes a primary action. In an AR session, this corresponds to a
// tap on the screen.
session.addEventListener("select", (event) => {
if (key) {
const clone = key.clone();
clone.position.copy(reticle.position);
scene.add(clone);
}
});
//step 5
// Create a render loop that allows us to draw on the AR view.
const onXRFrame = (time, frame) => {
// Queue up the next draw request.
session.requestAnimationFrame(onXRFrame);
// Bind the graphics framebuffer to the baseLayer's framebuffer
gl.bindFramebuffer(
gl.FRAMEBUFFER,
session.renderState.baseLayer.framebuffer
);
// Retrieve the pose of the device.
// XRFrame.getViewerPose can return null while the session attempts to establish tracking.
const pose = frame.getViewerPose(referenceSpace);
if (pose) {
// In mobile AR, we only have one view.
const view = pose.views[0];
const viewport = session.renderState.baseLayer.getViewport(view);
renderer.setSize(viewport.width, viewport.height);
// Use the view's transform matrix and projection matrix to configure the THREE.camera.
camera.matrix.fromArray(view.transform.matrix);
camera.projectionMatrix.fromArray(view.projectionMatrix);
camera.updateMatrixWorld(true);
const hitTestResults = frame.getHitTestResults(hitTestSource);
if (hitTestResults.length > 0 && reticle) {
const hitPose = hitTestResults[0].getPose(referenceSpace);
reticle.visible = true;
reticle.position.set(
hitPose.transform.position.x,
hitPose.transform.position.y,
hitPose.transform.position.z
);
reticle.updateMatrixWorld(true);
}
// Render the scene with THREE.WebGLRenderer.
renderer.render(scene, camera);
}
};
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
renderer.render(scene, camera);
}
session.requestAnimationFrame(onXRFrame);
}
</script>
</body>
</html>
コード + glb ファイル https://github.com/weewautersmaxim/arDemo