Update viewer_ar.js
Browse files- viewer_ar.js +36 -20
viewer_ar.js
CHANGED
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@@ -223,19 +223,19 @@
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var BLOB_SIZE = 0.7;
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var BLOB_OFFSET_Y = 0.005;
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function makeBlobTexture(app, size) {
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var cvs = document.createElement('canvas');
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cvs.width = cvs.height = size;
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grd.
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grd.addColorStop(
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ctx.fillStyle = grd;
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ctx.fillRect(0, 0, size, size);
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width: size,
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height: size,
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format: pc.PIXELFORMAT_R8_G8_B8_A8,
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@@ -247,28 +247,44 @@
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return tex;
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}
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function createBlobShadowAt(pos, rot) {
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blobMat
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blobMat.opacity = 1.0;
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blobMat.
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blobMat.depthWrite = false;
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blobMat.update();
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e.addComponent("render", { type: "plane", castShadows: false, receiveShadows: false });
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e.render.material = blobMat;
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e.setPosition(pos.x, pos.y + BLOB_OFFSET_Y, pos.z);
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e.setRotation(rot);
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e.setLocalScale(BLOB_SIZE, 1, BLOB_SIZE);
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app.root.addChild(e);
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return e;
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}
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// Euler base
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var baseEulerX = 0, baseEulerZ = 0;
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var BLOB_SIZE = 0.7;
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var BLOB_OFFSET_Y = 0.005;
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function makeBlobTexture(app, size = 256) {
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const cvs = document.createElement('canvas');
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cvs.width = cvs.height = size;
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const ctx = cvs.getContext('2d');
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const r = size * 0.45;
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const grd = ctx.createRadialGradient(size/2, size/2, r*0.2, size/2, size/2, r);
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grd.addColorStop(0, 'rgba(0,0,0,0.35)'); // centre sombre
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grd.addColorStop(1, 'rgba(0,0,0,0.0)'); // bords transparents
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ctx.fillStyle = grd;
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ctx.fillRect(0, 0, size, size);
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const tex = new pc.Texture(app.graphicsDevice, {
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width: size,
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height: size,
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format: pc.PIXELFORMAT_R8_G8_B8_A8,
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return tex;
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}
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function createBlobShadowAt(pos, rot) {
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const tex = makeBlobTexture(app, 256);
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const blobMat = new pc.StandardMaterial();
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// Couleur noire (ombre)
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blobMat.diffuse.set(0, 0, 0);
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// >>> CLÉ : utiliser l’alpha de la texture pour la transparence
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blobMat.opacity = 1.0;
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blobMat.opacityMap = tex; // on se sert du canal A
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blobMat.opacityMapChannel = 'a';
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// Pas besoin d’éclairage sur une “ombre peinte”
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blobMat.useLighting = false;
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// Mélange standard + pas d’écriture dans le depth (évite de masquer le modèle)
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blobMat.blendType = pc.BLEND_NORMAL; // (si halos bizarres, essayer PREMULTIPLIED)
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blobMat.depthWrite = false;
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// Optionnel: adoucir un poil le tri/transpa
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blobMat.alphaTest = 0; // on ne découpe pas “dur”, on laisse le gradient
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blobMat.update();
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const e = new pc.Entity("BlobShadow");
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e.addComponent("render", { type: "plane", castShadows: false, receiveShadows: false });
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e.render.material = blobMat;
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// Place légèrement au-dessus du sol pour éviter le z-fighting
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e.setPosition(pos.x, pos.y + BLOB_OFFSET_Y, pos.z);
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e.setRotation(rot); // suit le plan horizontal détecté
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e.setLocalScale(BLOB_SIZE, 1, BLOB_SIZE);
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app.root.addChild(e);
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return e;
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}
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// Euler base
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var baseEulerX = 0, baseEulerZ = 0;
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