Update viewer_ar_ios.js
Browse files- viewer_ar_ios.js +63 -55
viewer_ar_ios.js
CHANGED
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@@ -1,4 +1,4 @@
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/* viewer_ar_ios.js — AR PlayCanvas + GLB/USDZ via config.json (+ "sol" +
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- config.json : { "glb_url": "...", "usdz_url": "...", "sol": true|false }
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- sol = true → plans horizontaux (sol) + rotation autour de l’axe local Y (haut)
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- sol = false → plans verticaux (mur) : Y local = normale du mur, Z local = plafond (Up projeté), slider = rotation autour de Y
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@@ -386,32 +386,75 @@
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app.root.addChild(modelRoot);
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var modelLoaded = false, placedOnce = false;
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// --- Helpers vecteurs/quaternions ---
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var UP = new pc.Vec3(0, 1, 0);
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function
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function clamp(x,a,b){ return Math.max(a, Math.min(b, x)); }
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function projOnPlane(v, n){ // v - dot(v,n)*n
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var d = v.dot(n);
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return new pc.Vec3(v.x - d*n.x, v.y - d*n.y, v.z - d*n.z);
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}
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function normalizeOr(v, fallback){
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var len = v.length();
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if (len > 1e-6) { v.scale(1/len); return v; }
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return fallback.clone ? fallback.clone() : new pc.Vec3(fallback.x, fallback.y, fallback.z);
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}
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function
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var
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}
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// Mode mur / sol
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var wallMode = !PLACE_ON_FLOOR;
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var wallBaseRot = new pc.Quat(); // orientation de base alignée au mur (Y=normale, Z=plafond
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var wallAngleDeg = 0;
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// Ombre blob (sol uniquement)
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@@ -491,50 +534,14 @@
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} else {
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wallAngleDeg = y;
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var qLocal = new pc.Quat();
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qLocal.setFromAxisAngle(pc.Vec3.UP, y);
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var qFinal = new pc.Quat();
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qFinal.mul2(wallBaseRot, qLocal);
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modelRoot.setRotation(qFinal);
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}
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updateKnobFromY(y);
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}
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// --- Alignement stable pour le mur : Y = normale, Z → plafond ---
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function computeWallBase(rot) {
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// 1) Y (normale du mur) en monde
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var Yw = new pc.Vec3();
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rot.transformVector(new pc.Vec3(0,1,0), Yw);
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Yw.normalize();
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// 2) Z actuel du modèle en monde (avec rot)
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var Zw = new pc.Vec3();
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rot.transformVector(new pc.Vec3(0,0,1), Zw);
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// 3) Z désiré = Up projeté sur le plan perpendiculaire à Y
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var desiredZ = projOnPlane(UP, Yw);
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if (desiredZ.length() < 1e-4) {
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// mur quasi horizontal ? (devrait pas arriver) fallback: projeter un forward monde
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desiredZ = projOnPlane(new pc.Vec3(0,0,1), Yw);
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}
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desiredZ = normalizeOr(desiredZ, new pc.Vec3(0,0,1));
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// 4) Z courant projeté sur le même plan
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var zProj = projOnPlane(Zw, Yw);
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zProj = normalizeOr(zProj, desiredZ);
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// 5) angle signé entre zProj -> desiredZ autour de Y
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var angRad = signedAngleAround(zProj, desiredZ, Yw);
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var angDeg = angRad * (180 / Math.PI);
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// 6) twist correctif autour de Y pour que Z pointe vers le plafond
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var qTwist = new pc.Quat();
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qTwist.setFromAxisAngle(Yw, angDeg);
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var out = new pc.Quat();
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out.mul2(rot, qTwist); // d'abord rot (Y=normale), puis twist pour aligner Z avec le plafond
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return out;
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}
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function updateBlobPositionUnder(pos, rotLikePlane) {
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if (!blob) return;
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blob.setPosition(pos.x, pos.y + BLOB_OFFSET_Y, pos.z);
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@@ -651,7 +658,7 @@
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app.keyboard.on("keydown", function (evt) { if (evt.key === pc.KEY_ESCAPE && app.xr.active) app.xr.end(); });
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// Hit-test principal (reticle +
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app.xr.hitTest.on("available", function () {
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app.xr.hitTest.start({
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entityTypes: [pc.XRTRACKABLE_POINT, pc.XRTRACKABLE_PLANE],
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} else {
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// --- MODE MUR (première pose) ---
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wallBaseRot.copy(computeWallBase(rot)); // Y=normale, Z=plafond
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applyRotationY(0);
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}
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@@ -716,7 +724,7 @@
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if (!wallMode) {
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updateBlobPositionUnder(pos, rot);
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} else {
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// Recalcule à CHAQUE déplacement: Y=normale courante, Z→plafond
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wallBaseRot.copy(computeWallBase(rot));
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var qLocal = new pc.Quat();
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qLocal.setFromAxisAngle(pc.Vec3.UP, wallAngleDeg);
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/* viewer_ar_ios.js — AR PlayCanvas + GLB/USDZ via config.json (+ "sol" + stabilité mur : Z vers plafond)
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- config.json : { "glb_url": "...", "usdz_url": "...", "sol": true|false }
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| 3 |
- sol = true → plans horizontaux (sol) + rotation autour de l’axe local Y (haut)
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- sol = false → plans verticaux (mur) : Y local = normale du mur, Z local = plafond (Up projeté), slider = rotation autour de Y
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app.root.addChild(modelRoot);
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var modelLoaded = false, placedOnce = false;
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// --- Helpers vecteurs/quaternions stables ---
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var UP = new pc.Vec3(0, 1, 0);
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function projOnPlane(v, n) {
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var d = v.dot(n);
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return new pc.Vec3(v.x - d*n.x, v.y - d*n.y, v.z - d*n.z);
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}
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function normalizeOr(v, fallback) {
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var len = v.length();
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if (len > 1e-6) { v.scale(1/len); return v; }
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return fallback.clone ? fallback.clone() : new pc.Vec3(fallback.x, fallback.y, fallback.z);
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}
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function buildWallBasisFromNormal(N) {
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var Y = N.clone().normalize(); // normale du mur → axe Y local
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var Z = projOnPlane(UP, Y); // Z local vers plafond (projeté dans le plan du mur)
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if (Z.lengthSq() < 1e-8) Z = projOnPlane(new pc.Vec3(0,0,1), Y);
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Z.normalize();
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var X = new pc.Vec3(); X.cross(Z, Y).normalize(); // X = Z × Y
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// Re-orthonormalise Z = Y × X
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Z.cross(Y, X).normalize();
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return { X: X, Y: Y, Z: Z };
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}
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function quatFromBasis(X, Y, Z) {
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// colonnes = X,Y,Z
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var m00 = X.x, m01 = Y.x, m02 = Z.x;
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var m10 = X.y, m11 = Y.y, m12 = Z.y;
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var m20 = X.z, m21 = Y.z, m22 = Z.z;
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var t = m00 + m11 + m22;
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var q = new pc.Quat();
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if (t > 0) {
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var s = Math.sqrt(t + 1.0) * 2;
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q.w = 0.25 * s;
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q.x = (m21 - m12) / s;
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q.y = (m02 - m20) / s;
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q.z = (m10 - m01) / s;
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} else if (m00 > m11 && m00 > m22) {
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var s = Math.sqrt(1.0 + m00 - m11 - m22) * 2;
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q.w = (m21 - m12) / s;
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q.x = 0.25 * s;
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q.y = (m01 + m10) / s;
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q.z = (m02 + m20) / s;
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} else if (m11 > m22) {
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var s2 = Math.sqrt(1.0 + m11 - m00 - m22) * 2;
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q.w = (m02 - m20) / s2;
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q.x = (m01 + m10) / s2;
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q.y = 0.25 * s2;
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q.z = (m12 + m21) / s2;
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} else {
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var s3 = Math.sqrt(1.0 + m22 - m00 - m11) * 2;
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q.w = (m10 - m01) / s3;
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q.x = (m02 + m20) / s3;
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q.y = (m12 + m21) / s3;
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q.z = 0.25 * s3;
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}
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q.normalize();
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return q;
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}
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function computeWallBase(rot) {
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// Normal du mur = Y de la pose
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var N = new pc.Vec3();
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rot.transformVector(new pc.Vec3(0, 1, 0), N);
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N.normalize();
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var basis = buildWallBasisFromNormal(N);
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return quatFromBasis(basis.X, basis.Y, basis.Z); // Y=normale, Z=plafond
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}
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// Mode mur / sol
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var wallMode = !PLACE_ON_FLOOR;
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var wallBaseRot = new pc.Quat(); // orientation de base alignée au mur (Y=normale, Z=plafond)
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var wallAngleDeg = 0;
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// Ombre blob (sol uniquement)
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} else {
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wallAngleDeg = y;
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var qLocal = new pc.Quat();
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qLocal.setFromAxisAngle(pc.Vec3.UP, y); // rotation locale autour de Y
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var qFinal = new pc.Quat();
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qFinal.mul2(wallBaseRot, qLocal); // base mur (Z→plafond), puis twist utilisateur
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modelRoot.setRotation(qFinal);
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}
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updateKnobFromY(y);
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}
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function updateBlobPositionUnder(pos, rotLikePlane) {
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if (!blob) return;
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blob.setPosition(pos.x, pos.y + BLOB_OFFSET_Y, pos.z);
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app.keyboard.on("keydown", function (evt) { if (evt.key === pc.KEY_ESCAPE && app.xr.active) app.xr.end(); });
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// Hit-test principal (reticle + premier placement)
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app.xr.hitTest.on("available", function () {
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app.xr.hitTest.start({
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entityTypes: [pc.XRTRACKABLE_POINT, pc.XRTRACKABLE_PLANE],
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} else {
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// --- MODE MUR (première pose) ---
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wallBaseRot.copy(computeWallBase(rot)); // Y=normale, Z=plafond
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modelRoot.setRotation(wallBaseRot);
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applyRotationY(0);
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}
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if (!wallMode) {
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updateBlobPositionUnder(pos, rot);
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} else {
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// Recalcule à CHAQUE déplacement: Y=normale courante, Z→plafond (stable)
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wallBaseRot.copy(computeWallBase(rot));
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var qLocal = new pc.Quat();
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qLocal.setFromAxisAngle(pc.Vec3.UP, wallAngleDeg);
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