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<title>Input Selection</title>
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but is linked by these samples for wider compatibility.-->
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<script src='js/webxr-polyfill.js'></script>
<script src='js/webxr-button.js'></script>
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<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';
// 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();
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;
function initXR() {
xrButton = new XRDeviceButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
navigator.xr.supportsSessionMode('immersive-vr').then(() => {
xrButton.enabled = true;
});
navigator.xr.requestSession().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);
scene.inputRenderer.setControllerMesh(new Gltf2Node({url: '../media/gltf/controller/controller.gltf'}));
// Create several boxes to use for hit testing.
let boxBuilder = new BoxBuilder();
boxBuilder.pushCube([0, 0, 0], 0.4);
let boxPrimitive = boxBuilder.finishPrimitive(renderer);
function addBox(x, y, z, r, g, b) {
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;
boxes.push({
node: boxNode,
renderPrimitive: boxRenderPrimitive,
position: [x, y, z]
});
scene.addNode(boxNode);
}
addBox(-1.0, 1.6, -1.3, 1.0, 0.0, 0.0);
addBox(0.0, 1.7, -1.5, 0.0, 1.0, 0.0);
addBox(1.0, 1.6, -1.3, 0.0, 0.0, 1.0);
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() {
navigator.xr.requestSession({ mode: 'immersive-vr' }).then((session) => {
xrButton.setSession(session);
onSessionStarted(session);
});
}
function onSessionStarted(session) {
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')
});
session.requestReferenceSpace({ type: 'stationary', subtype: 'floor-level' }).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 refSpace = getRefSpace(ev.frame.session);
let headPose = ev.frame.getViewerPose(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);
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);
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 originOffset to use the teleported player position and orientation
refSpace.originOffset = xform;
let pose = frame.getViewerPose(refSpace);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
// Update the matrix for each box
for (let box of boxes) {
let node = box.node;
mat4.identity(node.matrix);
mat4.translate(node.matrix, node.matrix, box.position);
mat4.rotateX(node.matrix, node.matrix, time/1000);
mat4.rotateY(node.matrix, node.matrix, time/1500);
}
// 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>