mirror of
https://github.com/storytold/spark.git
synced 2026-10-09 00:09:53 +00:00
142 lines
4.6 KiB
HTML
142 lines
4.6 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Spark • WebXR</title>
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<style>
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body {
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margin: 0;
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}
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</style>
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</head>
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<body>
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<script type="importmap">
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{
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"imports": {
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"three": "/examples/js/vendor/three/build/three.module.js",
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"@sparkjsdev/spark": "/dist/spark.module.js"
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}
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}
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</script>
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<script type="module">
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import * as THREE from "three";
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import { SparkRenderer, SplatMesh, SplatEdit, SplatEditRgbaBlendMode, SplatEditSdf, SplatEditSdfType, VRButton, XrHands } from "@sparkjsdev/spark";
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import { getAssetFileURL } from "/examples/js/get-asset-url.js";
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const scene = new THREE.Scene();
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const camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 0.1, 1000);
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const renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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window.addEventListener('resize', onWindowResize, false);
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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}
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// Make a local frame of reference that we can move to control
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// the camera, or as a frame of reference in WebXR mode
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const localFrame = new THREE.Group();
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scene.add(localFrame);
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// Lower the splat rendering width to sqrt(5) std devs for more performance
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const spark = new SparkRenderer({ renderer, maxStdDev: Math.sqrt(5) });
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localFrame.add(spark);
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localFrame.add(camera);
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const splatURL = await getAssetFileURL("valley.spz");
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const background = new SplatMesh({ url: splatURL });
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background.quaternion.set(1, 0, 0, 0);
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background.scale.setScalar(0.5);
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scene.add(background);
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const vrButton = VRButton.createButton(renderer, {
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optionalFeatures: ["hand-tracking"],
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});
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let xrHands = null;
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if (vrButton) {
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// WebXR is available, so show the button
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document.body.appendChild(vrButton);
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xrHands = new XrHands();
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const handMesh = xrHands.makeGhostMesh();
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handMesh.editable = false;
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localFrame.add(handMesh);
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}
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// Create a layer of color edits to apply to editable splats
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const edit = new SplatEdit({
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rgbaBlendMode: SplatEditRgbaBlendMode.ADD_RGBA,
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sdfSmooth: 0.02,
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softEdge: 0.02,
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});
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localFrame.add(edit);
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const sdfs = new Map();
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let lastCameraPos = new THREE.Vector3(0, 0, 0);
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renderer.setAnimationLoop(function animate(time, xrFrame) {
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// This is a hack to make a "local" frame work reliably across
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// Quest 3 and Vision Pro. Any big discontinuity in the camera
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// results in a reverse shift of the local frame to compensate.
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if (lastCameraPos.distanceTo(camera.position) > 0.5) {
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localFrame.position.copy(camera.position).multiplyScalar(-1);
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}
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lastCameraPos.copy(camera.position);
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if (xrHands) {
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// Updates the xrHands object with coordinates
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// and also updates ghost mesh
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xrHands.update({ xr: renderer.xr, xrFrame });
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// Create interactor SDFs for each hand tip
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for (const hand of ["left", "right"]) {
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for (const [index, tip] of ["t3", "i4", "m4", "r4", "p4"].entries()) {
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// Make a sphere SDF for each hand tip with different colors
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const key = `${hand}-${tip}`;
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if (!sdfs.has(key)) {
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const sdf = new SplatEditSdf({
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type: SplatEditSdfType.SPHERE,
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radius: 0.03,
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color: new THREE.Color(
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(index % 5 < 3) ? 1 : 0,
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(index % 5 % 2),
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((index % 5) > 1) ? 1 : 0
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),
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opacity: 0,
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});
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sdfs.set(key, sdf);
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}
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const sdf = sdfs.get(key);
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// Make each SDF wobble in different directions
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sdf.displace.set(
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0.01 * Math.sin(time * 0.007 + index * 1),
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0.01 * Math.sin(time * 0.002 + index * 2),
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0.01 * Math.sin(time * 0.009 + index * 3),
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);
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if (xrHands.hands[hand] && xrHands.hands[hand][tip]) {
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// Make the SDF follow the hand tips
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sdf.position.copy(xrHands.hands[hand][tip].position);
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edit.add(sdf);
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} else {
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// Remove the SDF when the hand is not detected
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edit.remove(sdf);
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}
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}
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}
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}
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renderer.render(scene, camera);
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});
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</script>
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</body>
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</html>
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