Plane Detection
Very similar to Mesh Detection, Plane Detection provides access to planes that estimate real-world surfaces.
Each plane can represent a surface with optionally available labels, such as: wall
, floor
, table
, etc.
The underlying system can provide pre-captured data as well as provide real-time reconstruction depending on the underlying system implementation.
Support
if (app.xr.planeDetection.supported) {
// plane detection is supported
}
app.xr.on('start', () => {
if (app.xr.planeDetection.available) {
// plane detection is available
}
});
Access
A feature flag needs to be added to the session start:
app.xr.start(camera, pc.XRTYPE_AR, pc.XRSPACE_LOCALFLOOR, {
planeDetection: true
});
Then planes are added/removed asynchronously:
app.xr.planeDetection.on('add', (xrPlane) => {
// a new XrPlane has been added
xrPlane.once('remove', () => {
// an XrPlane has been removed
});
});
Also, the list of XrPlanes is available:
const xrPlanes = app.xr.planeDetection.meshes;
for (let i = 0; i < xrPlanes.length; i++) {
const xrPlane = xrPlanes[i];
}
Mesh
Each plane is represented as an instance of XrPlane which can be added/removed during an active session. It also has data that can be changed during its lifetime.
You can access the position and rotation (world-space) of an XrPlane:
entity.setPosition(xrPlane.getPosition());
entity.setRotation(xrPlane.getRotation());
Each XrPlane has its points (in local-space) and orientation, that can be used to construct a visual mesh. The list of points represents the vertices of a polygon perimeter.
An xrPlane.orientation
provides information as to whether a plane is vertical, horizontal or anything else.
An example below creates a visual mesh for each XrPlane and adds it to the scene root:
app.xr.planeDetection.on('add', (xrPlane) => {
// geometry data
const mesh = new pc.Mesh(app.graphicsDevice);
mesh.clear(true, true); // ensure that mesh is created with dynamic buffers
// create a list of vertices
const vertices = new Float32Array((xrPlane.points.length + 1) * 3);
// first point is always in the origin
vertices[0] = 0;
vertices[1] = 0;
vertices[2] = 0;
// create a list of indices
const indices = new Uint32Array(xrPlane.points.length * 3);
// construct a polygon where each edge is connected to the origin of a mesh
for (let i = 0; i < xrPlane.points.length; i++) {
vertices[i * 3 + 3 + 0] = xrPlane.points[i].x;
vertices[i * 3 + 3 + 1] = xrPlane.points[i].y;
vertices[i * 3 + 3 + 2] = xrPlane.points[i].z;
indices[i * 3 + 0] = 0;
indices[i * 3 + 1] = i + 1;
indices[i * 3 + 2] = ((i + 1) % xrPlane.points.length) + 1;
}
mesh.setPositions(vertices); // set vertices
mesh.setNormals(pc.calculateNormals(vertices, indices)); // calculate normals
mesh.setIndices(indices); // set indices
mesh.update(pc.PRIMITIVE_TRIANGLES); // update buffers
const material = new pc.StandardMaterial();
const meshInstance = new pc.MeshInstance(mesh, material);
const entity = new pc.Entity(xrPlane.label);
// add render component
entity.addComponent('render', {
meshInstances: [ meshInstance ]
});
// add entity to the scene root
app.root.addChild(entity);
// clean up after XrPlane is removed
xrPlane.once('remove', () => {
material.destroy();
mesh.destroy();
entity.destroy();
});
});
Semantic Label
An XrPlane can represent various real-world objects and a label can help to identify what it represents using its property XrPlane.label
.
These labels can be any of: floor
, wall
, door
, window
, table
, screen
, global mesh
, other
and more. Here is a list of semantic labels, although this list is not definitive and the platform can report anything it feels fit.
Changes
Depending on the underlying system capabilities, XrPlane attributes can change while an XR session is active. You can subscribe to that event and update a visual mesh accordingly:
xrPlane.on('change', () => {
// points and/or label have been changed
});