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<html>
<head>
<meta charset='utf-8'>
<meta name='viewport' content='width=device-width, initial-scale=1, user-scalable=no'>
<meta name='mobile-web-app-capable' content='yes'>
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<title>Input Selection</title>
<link href='css/common.css' rel='stylesheet'></link>
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but is linked by these samples for wider compatibility.-->
<!--script src='https://cdn.jsdelivr.net/npm/webxr-polyfill@latest/build/webxr-polyfill.js'></script-->
<script src='js/xrray-polyfill.js' type='module'></script>
<script src='js/webxr-polyfill.js'></script>
<script src='js/webxr-button.js'></script>
</head>
<body>
<header>
<details open>
<summary>Input Selection</summary>
<p>
This sample demonstrates handling 'select' events generated by
XRInputSources to create clickable objects in the scene.
<a class="back" href="./">Back</a>
</p>
</details>
</header>
<script type="module">
import {Scene} from './js/cottontail/src/scenes/scene.js';
import {Renderer, createWebGLContext} from './js/cottontail/src/core/renderer.js';
import {Gltf2Node} from './js/cottontail/src/nodes/gltf2.js';
import {QueryArgs} from './js/cottontail/src/util/query-args.js';
import {FallbackHelper} from './js/cottontail/src/util/fallback-helper.js';
import {Node} from './js/cottontail/src/core/node.js';
import {PbrMaterial} from './js/cottontail/src/materials/pbr.js';
import {BoxBuilder} from './js/cottontail/src/geometry/box-builder.js';
import {mat4, vec3, quat} from './js/cottontail/src/math/gl-matrix.js';
import {BoundsRenderer} from './js/cottontail/src/nodes/bounds-renderer.js';
// If requested, initialize the WebXR polyfill
if (QueryArgs.getBool('allowPolyfill', false)) {
var polyfill = new WebXRPolyfill();
}
// Temporary
let hideStats = QueryArgs.getBool('hideStats', false);
// XR globals.
let xrButton = null;
let xrImmersiveRefSpace = null;
let xrNonImmersiveRefSpace = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
let boundsRenderer = null;
if (hideStats) {
scene.enableStats(false);
}
scene.addNode(new Gltf2Node({url: '../media/gltf/cube-room/cube-room.gltf'}));
scene.standingStats(true);
let boxes = [];
let trackingSpaceOriginInWorldSpace = vec3.create();
let trackingSpaceHeadingDegrees = 0; // around +Y axis, positive angles rotate left
let floorSize = 10;
let floorPosition = [0, -floorSize / 2 + 0.01, 0];
let floorNode = null;
let controllerTable = {};
let boxTable = {};
let movableBoxes = {};
let loggedGamepadInfo = {};
class XRControllerState {
constructor(button_count) {
this.buttons = [];
for (let i = 0; i < button_count; ++i) {
this.buttons.push(false);
}
}
// returns array of buttons to fire events for
update(gamepad) {
let result = [];
for (let i = 0; i < this.buttons.length; ++i) {
let old_state = this.buttons[i];
let new_state = gamepad.buttons[i].pressed;
if (old_state && !new_state) {
// Button which was previously pressed is not pressed anymore.
result.push(i);
}
this.buttons[i] = new_state;
}
return result;
}
}
class GamepadBoxSet {
constructor(button_count, x, z) {
this.box_list = [];
this.box_state = [];
for (let y = 1; y <= button_count; ++y) {
addBox(x, y, z, 1, 0, 0, this.box_list);
this.box_state.push(true);
}
}
toggle(box_index) {
let box = this.box_list[box_index];
let uniforms = box.renderPrimitive.uniforms;
if (this.box_state[box_index]) {
uniforms.baseColorFactor.value = [0, 1, 0, 1];
} else {
uniforms.baseColorFactor.value = [1, 0, 0, 1];
}
this.box_state[box_index] = !this.box_state[box_index];
}
}
class MovableBox {
constructor(x, y, z, inv_speed) {
this.box_list = [];
addBox(x, y, z, 0, 0, 1, this.box_list);
this.inv_speed = inv_speed;
}
update(dx, dz) {
vec3.add(this.box_list[0].position, this.box_list[0].position, [dx / this.inv_speed, 0, dz / this.inv_speed]);
}
}
function ProcessGamepad(gamepad, input_source) {
let hand = input_source.handedness;
if (!(hand in loggedGamepadInfo)) {
loggedGamepadInfo[hand] = true;
console.log(gamepad);
}
if (!(hand in movableBoxes)) {
let x = 2;
let z = 2;
if (hand == "right") {
x = -2;
z = -2;
}
movableBoxes[hand] = new MovableBox(x, 2, z, 100);
}
if (!(hand in boxTable)) {
let x = 1;
let z = 1;
if (hand == "right") {
x = -1;
z = -1;
}
boxTable[hand] = new GamepadBoxSet(gamepad.buttons.length, x, z);
}
if (!(hand in controllerTable)) {
controllerTable[hand] = new XRControllerState(gamepad.buttons.length);
}
let buttons_fired = controllerTable[hand].update(gamepad);
for (let button_index of buttons_fired) {
console.log("controller for " + hand + " hand fired button " + button_index.toString());
boxTable[hand].toggle(button_index);
}
for (let i = 0; i < gamepad.axes.length; i += 2) {
let dx = gamepad.axes[i];
let dy = gamepad.axes[i + 1];
if (dx != 0 || dy != 0) {
movableBoxes[hand].update(dx, -dy);
}
}
}
function initXR() {
xrButton = new XRDeviceButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession,
supportedSessionTypes: ['immersive-vr']
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
const mode = 'inline';
navigator.xr.requestSession(mode).then((session) => {
session.mode = mode;
onSessionStarted(session);
});
} else {
initFallback();
}
}
function initFallback() {
initGL();
document.body.appendChild(gl.canvas);
let fallbackHelper = new FallbackHelper(scene, gl);
fallbackHelper.emulateStage = true;
}
function addBox(x, y, z, r, g, b, box_list) {
let boxBuilder = new BoxBuilder();
boxBuilder.pushCube([0, 0, 0], 0.4);
let boxPrimitive = boxBuilder.finishPrimitive(renderer);
let boxMaterial = new PbrMaterial();
boxMaterial.baseColorFactor.value = [r, g, b, 1.0];
let boxRenderPrimitive = renderer.createRenderPrimitive(boxPrimitive, boxMaterial);
let boxNode = new Node();
boxNode.addRenderPrimitive(boxRenderPrimitive);
// Marks the node as one that needs to be checked when hit testing.
boxNode.selectable = true;
box_list.push({
node: boxNode,
renderPrimitive: boxRenderPrimitive,
position: [x, y, z]
});
scene.addNode(boxNode);
}
function initGL() {
if (gl)
return;
gl = createWebGLContext({
xrCompatible: true
});
renderer = new Renderer(gl);
scene.setRenderer(renderer);
scene.inputRenderer.setControllerMesh(new Gltf2Node({url: '../media/gltf/controller/controller.gltf'}));
// Create several boxes to use for hit testing.
addBox(-1.0, 1.6, -1.3, 1.0, 0.0, 0.0, boxes);
addBox(0.0, 1.7, -1.5, 0.0, 1.0, 0.0, boxes);
addBox(1.0, 1.6, -1.3, 0.0, 0.0, 1.0, boxes);
addFloorBox();
}
function addFloorBox() {
let boxBuilder = new BoxBuilder();
boxBuilder.pushCube([0, 0, 0], floorSize);
let boxPrimitive = boxBuilder.finishPrimitive(renderer);
let boxMaterial = new PbrMaterial();
boxMaterial.baseColorFactor.value = [0.3, 0.3, 0.3, 1.0];
let boxRenderPrimitive = renderer.createRenderPrimitive(boxPrimitive, boxMaterial);
floorNode = new Node();
floorNode.addRenderPrimitive(boxRenderPrimitive);
floorNode.selectable = true;
scene.addNode(floorNode);
mat4.identity(floorNode.matrix);
mat4.translate(floorNode.matrix, floorNode.matrix, floorPosition);
}
function onRequestSession() {
const mode = 'immersive-vr';
navigator.xr.requestSession(mode).then((session) => {
session.mode = mode;
xrButton.setSession(session);
onSessionStarted(session);
});
}
function onSessionStarted(session) {
if (!session.mode) {
session.mode = 'inline';
}
session.addEventListener('end', onSessionEnded);
// By listening for the 'select' event we can find out when the user has
// performed some sort of primary input action and respond to it.
session.addEventListener('select', onSelect);
initGL();
let outputCanvas = document.createElement('canvas');
document.body.appendChild(outputCanvas);
session.updateRenderState({
baseLayer: new XRWebGLLayer(session, gl),
outputContext: outputCanvas.getContext('xrpresent')
});
// Same logic for establishing a reference space as in room-scale.html
session.requestReferenceSpace({ type: 'stationary', subtype: 'floor-level' }).then((refSpace) => {
return refSpace;
}, (e) => {
if (!session.mode.startsWith('immersive')) {
// If we're in inline mode, our underlying platform may not support
// the stationary reference space, but an identity space is guaranteed.
console.log("falling back to identity reference space");
return session.requestReferenceSpace({ type: 'identity' });
} else {
throw e;
}
}).then((refSpace) => {
if (session.mode.startsWith('immersive')) {
xrImmersiveRefSpace = refSpace;
} else {
xrNonImmersiveRefSpace = refSpace;
}
session.requestAnimationFrame(onXRFrame);
});
}
let playerInWorldSpaceOld = vec3.create();
let playerInWorldSpaceNew = vec3.create();
let playerOffsetInWorldSpaceOld = vec3.create();
let playerOffsetInWorldSpaceNew = vec3.create();
let rotationDeltaQuat = quat.create();
function onSelect(ev) {
let session = ev.frame.session;
let refSpace = getRefSpace(session);
let headPose = ev.frame.getPose(session.viewerSpace, refSpace);
if (!headPose) return;
// Get the position offset in world space from the tracking space origin
// to the player's feet. The headPose position is the head position in world space.
// Subtract the tracking space origin position in world space to get a relative world space vector.
vec3.set(playerInWorldSpaceOld, headPose.transform.position.x, 0, headPose.transform.position.z);
vec3.sub(playerOffsetInWorldSpaceOld, playerInWorldSpaceOld, trackingSpaceOriginInWorldSpace);
// based on https://github.com/immersive-web/webxr/blob/master/input-explainer.md#targeting-ray-pose
let inputSourcePose = ev.frame.getPose(ev.inputSource.targetRaySpace, refSpace);
if (!inputSourcePose) {
return;
}
vec3.copy(playerInWorldSpaceNew, playerInWorldSpaceOld);
let rotationDelta = 0;
// Hit test results can change teleport position and orientation.
let targetRay = new XRRay(inputSourcePose.transform);
let hitResult = scene.hitTest(targetRay)
if (hitResult) {
// Check to see if the hit result was one of our boxes.
for (let i = 0; i < boxes.length; ++i) {
let box = boxes[i];
if (hitResult.node == box.node) {
// Change the box color to something random.
let uniforms = box.renderPrimitive.uniforms;
uniforms.baseColorFactor.value = [Math.random(), Math.random(), Math.random(), 1.0];
if (i == 0) {
// turn left
rotationDelta = 30;
} else if (i == 1) {
// reset heading by undoing the current rotation
rotationDelta = -trackingSpaceHeadingDegrees;
} else if (i == 2) {
// turn right
rotationDelta = -30;
}
console.log('rotate by', rotationDelta);
}
if (hitResult.node == floorNode) {
// New position uses x/z values of the hit test result, keeping y at 0 (floor level)
playerInWorldSpaceNew[0] = hitResult.intersection[0];
playerInWorldSpaceNew[1] = 0;
playerInWorldSpaceNew[2] = hitResult.intersection[2];
console.log('teleport to', playerInWorldSpaceNew);
}
}
}
// Get the new world space offset vector from tracking space origin
// to the player's feet, for the updated tracking space rotation.
// Formally, this is the old world-space player offset transformed
// into tracking space using the old originOffset's rotation component,
// then transformed back into world space using the inverse of the
// new originOffset. This simplifies to a rotation of the old player
// offset by (new angle - old angle):
// worldOffsetNew = inv(rot_of(originoffsetNew)) * rot_of(originoffsetOld) * worldOffsetOld
// = inv(rotY(-angleNew)) * rotY(-angleOld) * worldOffsetOld
// = rotY(angleNew) * rotY(-angleOld) * worldOffsetOld
// = rotY(angleNew - angleOld) * worldOffsetOld
quat.identity(rotationDeltaQuat);
quat.rotateY(rotationDeltaQuat, rotationDeltaQuat, rotationDelta * Math.PI / 180);
vec3.transformQuat(playerOffsetInWorldSpaceNew, playerOffsetInWorldSpaceOld, rotationDeltaQuat);
trackingSpaceHeadingDegrees += rotationDelta;
// Update tracking space origin so that origin + playerOffset == player location in world space
vec3.sub(trackingSpaceOriginInWorldSpace, playerInWorldSpaceNew, playerOffsetInWorldSpaceNew);
// Compute the origin offset
quat.identity(invOrientation);
quat.rotateY(invOrientation, invOrientation, -trackingSpaceHeadingDegrees * Math.PI / 180);
vec3.negate(invPosition, trackingSpaceOriginInWorldSpace);
vec3.transformQuat(invPosition, invPosition, invOrientation);
let xform = new XRRigidTransform(
{x: invPosition[0], y: invPosition[1], z: invPosition[2]},
{x: invOrientation[0], y: invOrientation[1], z: invOrientation[2], w: invOrientation[3]});
// Update refSpace to use a new originOffset with the teleported player position and orientation
refSpace = refSpace.getOffsetReferenceSpace(xform);
console.log('teleport to', trackingSpaceOriginInWorldSpace);
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.mode.startsWith('immersive')) {
xrButton.setSession(null);
}
if (event.session.renderState.outputContext) {
document.body.removeChild(event.session.renderState.outputContext.canvas);
}
}
let invPosition = vec3.create();
let invOrientation = quat.create();
function getRefSpace(session) {
return session.mode.startsWith('immersive') ?
xrImmersiveRefSpace :
xrNonImmersiveRefSpace;
}
function onXRFrame(time, frame) {
let session = frame.session;
let refSpace = getRefSpace(session);
let pose = frame.getViewerPose(refSpace);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
function updateBoxes(box_list, rotate) {
// Update the matrix for each box
for (let box of box_list) {
let node = box.node;
mat4.identity(node.matrix);
mat4.translate(node.matrix, node.matrix, box.position);
if (rotate) {
mat4.rotateX(node.matrix, node.matrix, time/1000);
mat4.rotateY(node.matrix, node.matrix, time/1500);
}
}
}
for (let source of session.inputSources) {
let gamepad = source.gamepad;
if (gamepad) {
ProcessGamepad(gamepad, source);
}
}
updateBoxes(boxes, true);
for (let hand in boxTable) {
updateBoxes(boxTable[hand].box_list, false);
}
for (let hand in movableBoxes) {
updateBoxes(movableBoxes[hand].box_list, false);
}
// In this sample and most samples after it we'll use a helper function
// to automatically add the right meshes for the session's input sources
// each frame. This also does simple hit detection to position the
// cursors correctly on the surface of selectable nodes.
scene.updateInputSources(frame, refSpace);
scene.drawXRFrame(frame, pose);
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>