| <!doctype html> |
| <!-- |
| Copyright 2018 The Immersive Web Community Group |
| |
| Permission is hereby granted, free of charge, to any person obtaining a copy of |
| this software and associated documentation files (the "Software"), to deal in |
| the Software without restriction, including without limitation the rights to |
| use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of |
| the Software, and to permit persons to whom the Software is furnished to do so, |
| subject to the following conditions: |
| |
| The above copyright notice and this permission notice shall be included in all |
| copies or substantial portions of the Software. |
| |
| THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS |
| FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR |
| COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER |
| IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
| CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| --> |
| <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> |