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<link rel='stylesheet' href='css/common.css'>
<title>Controller State</title>
</head>
<body>
<header>
<details open>
<summary>Controller State</summary>
<p>
This sample demonstrates XRInputSource Gamepad integration. It shows
one box per available button. Pressing the button toggles the associated
box's color. Use joystick/touchpad input to move boxes in 2 dimensions.
<a class="back" href="./index.html">Back</a>
</p>
</details>
</header>
<script type="module">
import {WebXRButton} from './js/util/webxr-button.js';
import {Scene} from './js/render/scenes/scene.js';
import {Renderer, createWebGLContext} from './js/render/core/renderer.js';
import {Node} from './js/render/core/node.js';
import {Gltf2Node} from './js/render/nodes/gltf2.js';
import {SkyboxNode} from './js/render/nodes/skybox.js';
import {BoxBuilder} from './js/render/geometry/box-builder.js';
import {PbrMaterial} from './js/render/materials/pbr.js';
import {mat4, vec3, quat} from './js/render/math/gl-matrix.js';
import {InlineViewerHelper} from './js/util/inline-viewer-helper.js';
import {QueryArgs} from './js/util/query-args.js';
// If requested, use the polyfill to provide support for mobile devices
// and devices which only support WebVR.
import WebXRPolyfill from './js/third-party/webxr-polyfill/build/webxr-polyfill.module.js';
if (QueryArgs.getBool('usePolyfill', true)) {
let polyfill = new WebXRPolyfill();
}
// If requested, don't display the frame rate info.
let hideStats = QueryArgs.getBool('hideStats', false);
// XR globals.
let xrButton = null;
let xrImmersiveRefSpace = null;
let inlineViewerHelper = 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 floorSize = 10;
let floorPosition = [0, -floorSize / 2 + 0.01, 0];
let floorNode = null;
let boxTable = {};
const BOX_SIZE = 0.03;
const BOX_MOTION_RANGE = 0.010;
const BOX_SEPARATION = 0.04;
const BOX_SET_HEIGHT = 0.03;
const BOX_SET_DEPTH = -0.06;
class GamepadBox extends Node {
constructor(position) {
super();
this.position = position;
let boxBuilder = new BoxBuilder();
boxBuilder.pushCube([0, 0, 0], BOX_SIZE);
let boxPrimitive = boxBuilder.finishPrimitive(renderer);
let boxMaterial = new PbrMaterial();
boxMaterial.baseColorFactor.value = [0.1, 0.1, 0.1, 1]; // grey
this.renderPrimitive = renderer.createRenderPrimitive(boxPrimitive, boxMaterial);
this.addRenderPrimitive(this.renderPrimitive);
mat4.identity(this.matrix);
mat4.translate(this.matrix, this.matrix, this.position);
this._value = 0.0;
this._pressed = false;
this._touched = false;
this._dx = 0.0;
this._dy = 0.0;
}
_updateTransform() {
mat4.identity(this.matrix);
mat4.translate(this.matrix, this.matrix, this.position);
mat4.translate(this.matrix, this.matrix, [
this._dx * BOX_MOTION_RANGE,
-this._value * BOX_SIZE * 0.5,
this._dy * BOX_MOTION_RANGE
]);
mat4.scale(this.matrix, this.matrix, [1.0, 1.05 - this._value, 1.0]);
}
_updateColor() {
let color = null;
if (this._pressed) {
color = [1, 0, 0, 1]; // Red
} else if (this._touched) {
color = [0.1, 0.5, 0.1, 1]; // Dark Green
} else {
color = [0.1, 0.1, 0.1, 1]; // Grey
}
this.renderPrimitive.uniforms.baseColorFactor.value = color;
}
set value(value) {
if (value != this._value) {
this._value = value;
this._updateTransform();
}
}
get value() {
return this._value;
}
set pressed(value) {
if (value != this._pressed) {
this._pressed = value;
this._updateColor();
}
}
get pressed() {
return this._pressed;
}
set touched(value) {
if (value != this._touched) {
this._touched = value;
this._updateColor();
}
}
get touched() {
return this._touched;
}
move(dx, dy) {
this._dx = dx;
this._dy = dy;
this._updateTransform();
}
}
class GamepadBoxSet extends Node {
constructor(buttonCount, axesCount) {
super();
let axesBoxCount = Math.ceil(axesCount / 2);
let rowLength = Math.max(buttonCount, axesBoxCount);
// Place the boxes in a horizontal line
this.buttonBoxes = [];
let hl = (rowLength - 1) * BOX_SEPARATION * 0.5;
for (let x = 0; x < buttonCount; ++x) {
let box = new GamepadBox([(x * BOX_SEPARATION) - hl, BOX_SET_HEIGHT, BOX_SET_DEPTH]);
this.buttonBoxes.push(box);
this.addNode(box);
}
this.axesBoxes = [];
for (let x = 0; x < axesBoxCount; ++x) {
let box = new GamepadBox([(x * BOX_SEPARATION) - hl, BOX_SET_HEIGHT, BOX_SET_DEPTH * 2]);
this.axesBoxes.push(box);
this.addNode(box);
}
}
update_state(gamepad) {
// The boxes associated with any given button will turn green if
// touched and red if pressed. The box height will also scale based
// on the button's value to make it appear like a button being pushed.
for (let i = 0; i < gamepad.buttons.length; ++i) {
this.buttonBoxes[i].pressed = gamepad.buttons[i].pressed;
this.buttonBoxes[i].value = gamepad.buttons[i].value;
this.buttonBoxes[i].touched = gamepad.buttons[i].touched;
}
// Axes are assumed to come in X/Y pairs and will wiggle the
// associated boxes around when moved.
for (let i = 0, j = 0; i < gamepad.axes.length; i+=2, ++j) {
this.axesBoxes[j].move(gamepad.axes[i], i + 1 < gamepad.axes.length ? gamepad.axes[i + 1] : 0);
}
}
}
function ProcessGamepad(gamepad, hand, pose) {
if (!(hand in boxTable)) {
boxTable[hand] = new GamepadBoxSet(gamepad.buttons.length, gamepad.axes.length);
scene.addNode(boxTable[hand]);
}
boxTable[hand].update_state(gamepad);
// Update the pose of the boxes to sync with the controller.
if (pose) {
boxTable[hand].matrix = pose.transform.matrix;
}
}
// Don't bother starting an inline session in this sample since WebXR
// gamepads are not available during inline sessions.
function initXR() {
xrButton = new WebXRButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
navigator.xr.isSessionSupported('immersive-vr').then((supported) => {
xrButton.enabled = supported;
});
navigator.xr.requestSession('inline').then(onSessionStarted);
}
}
function initGL() {
if (gl)
return;
gl = createWebGLContext({
xrCompatible: true
});
document.body.appendChild(gl.canvas);
function onResize() {
gl.canvas.width = gl.canvas.clientWidth * window.devicePixelRatio;
gl.canvas.height = gl.canvas.clientHeight * window.devicePixelRatio;
}
window.addEventListener('resize', onResize);
onResize();
renderer = new Renderer(gl);
scene.setRenderer(renderer);
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() {
return navigator.xr.requestSession('immersive-vr', {
requiredFeatures: ['local-floor']
}).then((session) => {
xrButton.setSession(session);
session.isImmersive = true;
onSessionStarted(session);
});
}
function onSessionStarted(session) {
session.addEventListener('end', () => xrButton.setSession(null));
initGL();
scene.inputRenderer.useProfileControllerMeshes(session);
session.updateRenderState({
baseLayer : new XRWebGLLayer(session, gl)
});
let refSpaceType = session.isImmersive ? 'local-floor' : 'viewer';
session.requestReferenceSpace(refSpaceType).then((refSpace) => {
if (session.isImmersive) {
xrImmersiveRefSpace = refSpace;
} else {
inlineViewerHelper = new InlineViewerHelper(gl.canvas, refSpace);
inlineViewerHelper.setHeight(1.6);
}
session.requestAnimationFrame(onXRFrame);
});
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.isImmersive) {
xrButton.setSession(null);
}
}
function onXRFrame(time, frame) {
let session = frame.session;
let refSpace = session.isImmersive ?
xrImmersiveRefSpace :
inlineViewerHelper.referenceSpace;
let pose = frame.getViewerPose(refSpace);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
// Check for and respond to any gamepad state changes.
for (let source of session.inputSources) {
if (source.gamepad) {
let pose = frame.getPose(source.gripSpace, refSpace);
ProcessGamepad(source.gamepad, source.handedness, pose);
}
}
scene.updateInputSources(frame, refSpace);
scene.drawXRFrame(frame, pose);
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>