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