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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>Room Scale</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/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>Room Scale</summary>
<p>
This sample demonstrates using a 'stage' frame of reference to provide
room scale tracking. If stage bounds are provided by the XRDevice, they
will be represented as a red ground plane.
<a class="back" href="./index.html">Back</a>
</p>
</summary>
</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 {BoundsRenderer} from './js/cottontail/src/nodes/bounds-renderer.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 refSpaces = {};
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
let boundsRenderer = null;
scene.addNode(new Gltf2Node({url: '../media/gltf/camp/camp.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) {
requestInlineSession()
.then((session) => {
gl.canvas.addEventListener('touchend', () => {
session.end().then(() => {
requestInlineSession({ optionalFeatures: ['local-floor'] });
})
}, { once: true });
});
} else {
initFallback();
}
}
function initFallback() {
initGL();
let fallbackHelper = new FallbackHelper(scene, gl);
fallbackHelper.emulateStage = true;
}
function onRequestSession() {
navigator.xr.requestSession('immersive-vr', {optionalFeatures: ['bounded-floor'], requiredFeatures: ['local-floor']})
.then((session) => {
session.mode = 'immersive-vr';
xrButton.setSession(session);
onSessionStarted(session);
});
}
function requestInlineSession(options) {
return navigator.xr.requestSession('inline', options)
.then((session) => {
session.mode = 'inline';
return onSessionStarted(session);
});
}
function initGL() {
if (gl)
return;
gl = createWebGLContext({
xrCompatible: true
});
document.body.appendChild(gl.canvas);
function onResize () {
gl.canvas.width = (gl.canvas.offsetWidth * window.devicePixelRatio);
gl.canvas.height = (gl.canvas.offsetHeight * window.devicePixelRatio);
}
window.addEventListener('resize', onResize);
onResize();
renderer = new Renderer(gl);
scene.setRenderer(renderer);
// Loads a generic controller mesh.
scene.inputRenderer.setControllerMesh(new Gltf2Node({url: '../media/gltf/controller/controller.gltf'}));
}
function updateBoundsRenderer(refSpace) {
if (!boundsRenderer) {
boundsRenderer = new BoundsRenderer(refSpace);
scene.addNode(boundsRenderer);
} else {
boundsRenderer.boundedRefSpace = refSpace;
}
console.log(refSpace.boundsGeometry);
}
function onSessionStarted(session) {
session.ended = false;
session.addEventListener('end', onSessionEnded);
initGL();
session.updateRenderState({
baseLayer: new XRWebGLLayer(session, gl)
});
// Attempt to get a 'bounded' reference space, which will align the
// user's physical floor with Y=0 and provide boundaries that indicate
// where the user can safely walk.
session.requestReferenceSpace('bounded-floor').then((refSpace) => {
updateBoundsRenderer(refSpace);
return refSpace;
}).catch(() => {
// If a bounded reference space isn't supported, fall back to a
// stationary/floor-level reference space. This still provides a
// floor-relative space and will always be supported for
// immersive sessions if required. It will not, however, provide boundaries
// and generally expects the user to stand in one place.
// If the device doesn't have a way of determining the floor
// level (for example, with a 3DoF device) then it will return
// an emulated floor-level space, where the view is translated
// up by a static height so that the scene still renders in
// approximately the right place.
console.log('Falling back to floor-level reference space');
return session.requestReferenceSpace('local-floor').catch((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('viewer').then((refSpace) => {
// If we use an identity reference space we need to scoot the
// origin down a bit to put the camera at approximately the
// right level. (Here we're moving it 1.6 meters, which should
// *very* roughly align us with the eye height of an "average"
// adult human.)
return refSpace.getOffsetReferenceSpace(new XRRigidTransform({y: -1.6}));
});
} else {
throw e;
}
});
}).then((refSpace) => {
refSpaces[session.mode] = refSpace;
session.requestAnimationFrame(onXRFrame);
if (session.mode.startsWith('immersive') && !boundsRenderer) {
pollBounds(session);
}
});
return session;
}
function sleep(ms) {
return new Promise(resolve => setTimeout(resolve, ms));
}
function pollBounds(session) {
if (session.mode.startsWith('immersive') && !session.ended) {
session.requestReferenceSpace('bounded-floor').then((space) => {
updateBoundsRenderer(space);
refSpaces[session.mode] = space;
console.log(space.boundsGeometry);
}).catch(() => {
console.log("Failed to get bounded reference space. Trying again in 1 second.");
sleep(1000).then(() => pollBounds(session));
});
}
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.mode.startsWith('immersive')) {
xrButton.setSession(null);
}
event.session.ended = true;
}
function updateInputSources(session, frame, refSpace) {
let inputSources = session.inputSources;
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 pose = frame.getViewerPose(refSpaces[session.mode]);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
updateInputSources(session, frame, refSpaces[session.mode]);
// Every XR frame uses basically the same render loop, so for the sake
// of keeping the sample code focused on the interesting bits most
// samples after this one will start using this helper function to hide
// away the majority of the rendering logic.
scene.drawXRFrame(frame, pose);
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>