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WebXR: Add docs page for XREstimatedLight (#27041)
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* Add docs page for XREstimatedLight

* Fix link in list json and copy in docs page

* Update XREstimatedLight.html

Fix indentations.

---------

Co-authored-by: Michael Herzog <[email protected]>
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snowzurfer and Mugen87 authored Oct 27, 2023
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122 changes: 122 additions & 0 deletions docs/examples/en/webxr/XREstimatedLight.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Group] &rarr;

<h1>[name]</h1>

<p class="desc">
XREstimatedLight uses WebXR's light estimation to create
a light probe, a directional light, and (optionally) an environment map
that model the user's real-world environment and lighting.<br>
As WebXR updates the light and environment estimation, XREstimatedLight
automatically updates the light probe, directional light, and environment map.<br><br>

It's important to specify `light-estimation` as an optional or required
feature when creating the WebXR session, otherwise the light estimation
can't work.<br><br>

See <a href="https://developer.mozilla.org/en-US/docs/Web/API/XRLightProbe#browser_compatibility">here</a>
for browser compatibility information, as this is still an experimental feature in WebXR.<br><br>


To use this, as with all files in the /examples directory, you will have to
include the file separately in your HTML.
</p>

<h2>Import</h2>

<p>
[name] is an add-on, and must be imported explicitly.
See [link:#manual/introduction/Installation Installation / Addons].
</p>

<code>
import { XREstimatedLight } from 'three/addons/webxr/XREstimatedLight.js';
</code>

<h2>Code Example</h2>

<code>
renderer.xr.enabled = true;

// Don't add the XREstimatedLight to the scene initially.
// It doesn't have any estimated lighting values until an AR session starts.
const xrLight = new XREstimatedLight( renderer );

xrLight.addEventListener( 'estimationstart' , () => {

scene.add( xrLight );

if ( xrLight.environment ) {

scene.environment = xrLight.environment;

}

} );

xrLight.addEventListener( 'estimationend', () => {

scene.remove( xrLight );

scene.environment = null;

} );

// In order for lighting estimation to work, 'light-estimation' must be included as either
// an optional or required feature.
document.body.appendChild( XRButton.createButton( renderer, {
optionalFeatures: [ 'light-estimation' ]
} ) );
</code>

<h2>Examples</h2>

<p>[example:webxr_ar_lighting webxr / light estimation]</p>

<h2>Constructor</h2>

<h3>[name]( [param:WebGLRenderer renderer], [param:Boolean environmentEstimation] )</h3>
<p>
[page:WebGLRenderer renderer]: (required) The renderer used to render the Scene. Mainly used to interact with WebXRManager.<br><br>

environmentEstimation: If `true`, use WebXR to estimate an environment map.
</p>

<h2>Events</h2>

<h3>estimationstart</h3>
<p>
Fires when the estimated lighting values start being updated.
</p>

<h3>estimationend</h3>
<p>
Fires when the estimated lighting values stop being updated.
</p>

<h2>Properties</h2>

<h3>[property:Texture environment]</h3>
<p>
The environment map estimated by WebXR. This is only available if environmentEstimation is `true`.<br><br>

It can be used as the [page:Scene.environment], for
[page:MeshStandardMaterial.envMap], or
as the [page:Scene.background].
</p>

<h2>Source</h2>

<p>
[link:https://github.com/mrdoob/three.js/blob/master/examples/jsm/webxr/XREstimatedLight.js examples/jsm/webxr/XREstimatedLight.js]
</p>
</body>
</html>
4 changes: 4 additions & 0 deletions docs/list.json
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Expand Up @@ -419,6 +419,10 @@
"CameraUtils": "examples/en/utils/CameraUtils",
"SceneUtils": "examples/en/utils/SceneUtils",
"SkeletonUtils": "examples/en/utils/SkeletonUtils"
},

"WebXR": {
"XREstimatedLight": "examples/en/webxr/XREstimatedLight"
}

},
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2 changes: 1 addition & 1 deletion examples/jsm/webxr/XREstimatedLight.js
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Expand Up @@ -147,7 +147,7 @@ export class XREstimatedLight extends Group {
this.directionalLight.intensity = 0;
this.add( this.directionalLight );

// Will be set to a cube map in the SessionLightProbe is environment estimation is
// Will be set to a cube map in the SessionLightProbe if environment estimation is
// available and requested.
this.environment = null;

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