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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'>
<link rel='icon' type='image/png' sizes='32x32' href='favicon-32x32.png'>
<link rel='icon' type='image/png' sizes='96x96' href='favicon-96x96.png'>
<link rel='stylesheet' href='css/common.css'>
<title>Input Tracking</title>
</head>
<body>
<header>
<details open>
<summary>Input Profiles</summary>
<p>
This sample uses the profiles array report by XRInputSources to
load an appropriate controller model from the
<a href='https://immersive-web.github.io/webxr-input-profiles/'>
webxr-input-profiles assets repository</a> using the
<a href='https://immersive-web.github.io/webxr-input-profiles/packages/motion-controllers/'>
motion-controller library</a>. While the controllers are articulated
and can be animated in response to device inputs, this sample displays
them statically to reduce complexity.
<a class="back" href="./">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 {Gltf2Node} from './js/render/nodes/gltf2.js';
import {SkyboxNode} from './js/render/nodes/skybox.js';
import {vec3} from './js/render/math/gl-matrix.js';
import {Ray} from './js/render/math/ray.js';
import {InlineViewerHelper} from './js/util/inline-viewer-helper.js';
import {QueryArgs} from './js/util/query-args.js';
// This library matches XRInputSource profiles to available controller models for us.
import { fetchProfile } from 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/motion-controllers@1.0/dist/motion-controllers.module.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();
}
// The path of the CDN the sample will fetch controller models from.
const DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles';
// XR globals.
let xrButton = null;
let xrImmersiveRefSpace = null;
let inlineViewerHelper = 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 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);
}
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', onSessionEnded);
session.addEventListener('inputsourceschange', onInputSourcesChange);
initGL();
let glLayer = new XRWebGLLayer(session, gl);
session.updateRenderState({ baseLayer: glLayer });
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 onInputSourcesChange(event) {
// As input sources are connected if they are tracked-pointer devices
// look up which meshes should be associated with their profile and
// load as the controller model for that hand.
for (let inputSource of event.added) {
if (inputSource.targetRayMode == 'tracked-pointer') {
// Use the fetchProfile method from the motionControllers library
// to find the appropriate glTF mesh path for this controller.
fetchProfile(inputSource, DEFAULT_PROFILES_PATH).then(({profile, assetPath}) => {
// Typically if you wanted to animate the controllers in response
// to device inputs you'd create a new MotionController() instance
// here to handle the animation, but this sample will skip that
// and only display a static mesh for simplicity.
scene.inputRenderer.setControllerMesh(new Gltf2Node({url: assetPath}), inputSource.handedness);
});
}
}
}
function updateInputSources(session, frame, refSpace) {
for (let inputSource of session.inputSources) {
let targetRayPose = frame.getPose(inputSource.targetRaySpace, refSpace);
if (!targetRayPose) {
continue;
}
if (inputSource.targetRayMode == 'tracked-pointer') {
scene.inputRenderer.addLaserPointer(targetRayPose.transform);
}
let targetRay = new Ray(targetRayPose.transform);
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);
if (inputSource.gripSpace) {
let gripPose = frame.getPose(inputSource.gripSpace, refSpace);
if (gripPose) {
scene.inputRenderer.addController(gripPose.transform.matrix, inputSource.handedness);
}
}
}
}
function onXRFrame(t, frame) {
let session = frame.session;
let refSpace = session.isImmersive ?
xrImmersiveRefSpace :
inlineViewerHelper.referenceSpace;
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>