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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'>
<meta name='apple-mobile-web-app-capable' content='yes'>
<!-- Origin Trial Token, feature = WebXR Device API, origin = https://immersive-web.github.io, expires = 2018-08-28 -->
<meta http-equiv="origin-trial" data-feature="WebXR Device API" data-expires="2018-08-28" content="AnNpu7ceXvLew05ccD8Zr1OZsdZiB2hLQKK82kTTMDwF7oRKtP3QEJ4RzkeHrmB8Sq0vSV6ZNmszpBCZ0I8p9gAAAABceyJvcmlnaW4iOiJodHRwczovL2ltbWVyc2l2ZS13ZWIuZ2l0aHViLmlvOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZSIsImV4cGlyeSI6MTUzNTQxNDQwMH0=">
<title>Input Tracking</title>
<link href='css/common.css' rel='stylesheet'></link>
<!--The polyfill is not needed for browser that have native API support,
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/webxr-polyfill.js'></script>
<script src='js/webxr-button.js'></script>
</head>
<body>
<header>
<details open>
<summary>Input Tracking</summary>
<p>
This sample demonstrates basic tracking and rendering of
XRInputSources. It does not respond to button presses or other
controller interactions.
<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 {SkyboxNode} from './js/cottontail/src/nodes/skybox.js';
import {vec3} from './js/cottontail/src/math/gl-matrix.js';
// If requested, initialize the WebXR polyfill
if (QueryArgs.getBool('allowPolyfill', false)) {
var polyfill = new WebXRPolyfill();
}
// XR globals.
let xrButton = null;
let xrImmersiveRefSpace = null;
let xrNonImmersiveRefSpace = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
scene.addNode(new Gltf2Node({url: '../media/gltf/cave/cave.gltf'}));
scene.addNode(new SkyboxNode({url: '../media/textures/eilenriede-park-2k.png'}));
scene.standingStats(true);
function initXR() {
xrButton = new XRDeviceButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession,
supportedSessionTypes: ['immersive-vr']
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
navigator.xr.requestSession('inline').then(onSessionStarted);
} else {
initFallback();
}
}
function initFallback() {
initGL();
document.body.appendChild(gl.canvas);
let fallbackHelper = new FallbackHelper(scene, gl);
fallbackHelper.emulateStage = true;
}
function initGL() {
if (gl)
return;
gl = createWebGLContext({
xrCompatible: true
});
renderer = new Renderer(gl);
scene.setRenderer(renderer);
// Loads a generic controller mesh.
scene.inputRenderer.setControllerMesh(new Gltf2Node({url: '../media/gltf/controller/controller.gltf'}));
}
function onRequestSession() {
navigator.xr.requestSession('immersive-vr').then((session) => {
xrButton.setSession(session);
onSessionStarted(session);
});
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
initGL();
// Note: If you don't want dragging on the canvas to do things like
// scroll or pull-to-refresh, you'll want to set touch-action: none;
// on the canvas' CSS style, which this page does in common.css
let outputCanvas = document.createElement('canvas');
document.body.appendChild(outputCanvas);
session.updateRenderState({
baseLayer: new XRWebGLLayer(session, gl),
outputContext: outputCanvas.getContext('xrpresent')
});
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.
return session.requestReferenceSpace({ type: 'identity' });
} else {
throw e;
}
}).then((refSpace) => {
if (session.mode.startsWith('immersive')) {
xrImmersiveRefSpace = refSpace;
} else {
xrNonImmersiveRefSpace = refSpace;
}
session.requestAnimationFrame(onXRFrame);
});
}
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);
}
}
function updateInputSources(session, frame, refSpace) {
let inputSources = session.getInputSources();
for (let inputSource of inputSources) {
// If we have a grip matrix use it to render a mesh showing the
// position of the controller.
// Based on https://github.com/immersive-web/webxr/blob/master/input-explainer.md#placing-renderable-models
if (inputSource.gripSpace) {
let pose = frame.getPose(inputSource.gripSpace, refSpace);
if (pose) {
scene.inputRenderer.addController(pose.transform.matrix);
}
}
// We may not get a pose back in cases where the input source has lost
// tracking or does not know where it is relative to the given frame
// of reference.
// Based on https://github.com/immersive-web/webxr/blob/master/input-explainer.md#targeting-ray-pose
let pose = frame.getPose(inputSource.targetRaySpace, refSpace);
if (pose) {
let targetRay = new XRRay(pose.transform);
if (inputSource.targetRayMode == 'tracked-pointer') {
// If we have a pointer matrix and the pointer origin is the users
// hand (as opposed to their head or the screen) use it to render
// a ray coming out of the input device to indicate the pointer
// direction.
scene.inputRenderer.addLaserPointer(targetRay);
}
// If we have a pointer matrix we can also use it to render a cursor
// for both handheld and gaze-based input sources.
// Statically render the cursor 2 meters down the ray since we're
// not calculating any intersections in this sample.
let cursorDistance = 2.0;
let cursorPos = vec3.fromValues(
targetRay.origin.x,
targetRay.origin.y,
targetRay.origin.z
);
vec3.add(cursorPos, cursorPos, [
targetRay.direction.x * cursorDistance,
targetRay.direction.y * cursorDistance,
targetRay.direction.z * cursorDistance,
]);
scene.inputRenderer.addCursor(cursorPos);
}
}
}
function onXRFrame(t, frame) {
let session = frame.session;
let refSpace = session.mode.startsWith('immersive') ?
xrImmersiveRefSpace :
xrNonImmersiveRefSpace;
let pose = frame.getViewerPose(refSpace);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
updateInputSources(session, frame, refSpace);
scene.drawXRFrame(frame, pose);
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>