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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>Room Scale</title>
</head>
<body>
<header>
<details open>
<summary>Room Scale</summary>
<p>
This sample demonstrates using a 'local-floor' reference space to provide
room scale tracking.
<a class="back" href="./">Back</a>
</p>
</summary>
</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 {BoundsRenderer} from './js/render/nodes/bounds-renderer.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();
}
// 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/camp/camp.gltf'}));
scene.addNode(new SkyboxNode({url: 'media/textures/eilenriede-park-2k.png'}));
scene.standingStats(true);
let boundsRenderer = null;
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 onRequestSession() {
return navigator.xr.requestSession('immersive-vr', {
// Our standing experience will require at least a local-floor
// reference space (which will be available even on 3DoF device)
// but can optionally make use of bounded-floor reference spaces
// when available.
requiredFeatures: ['local-floor'],
optionalFeatures: ['bounded-floor']
}).then((session) => {
xrButton.setSession(session);
session.isImmersive = true;
onSessionStarted(session);
});
}
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 onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
initGL();
let glLayer = new XRWebGLLayer(session, gl);
session.updateRenderState({ baseLayer: glLayer });
function onRefSpaceCreated(refSpace) {
if (session.isImmersive) {
xrImmersiveRefSpace = refSpace;
} else {
// If we're using a viewer 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 is *very* roughly
// the eye height of an "average" adult human.)
inlineViewerHelper = new InlineViewerHelper(gl.canvas, refSpace);
inlineViewerHelper.setHeight(1.6);
// You can accomplish the same thing without the helper class by
// simply offseting the reference space with a negative y value:
// refSpace = refSpace.getOffsetReferenceSpace(new XRRigidTransform({y: -1.6}));
}
session.requestAnimationFrame(onXRFrame);
}
if (session.isImmersive) {
// Attempt to get a 'bounded-floor' 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) => {
onRefSpaceCreated(refSpace);
if (!boundsRenderer) {
boundsRenderer = new BoundsRenderer(refSpace);
scene.addNode(boundsRenderer);
} else {
boundsRenderer.boundedRefSpace = refSpace;
}
}).catch(() => {
// If a bounded reference space isn't supported, fall back to a
// local-floor reference space. This still provides a floor-relative
// space and will always be supported for immersive sessions. 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 local-floor 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 local-floor reference space');
session.requestReferenceSpace('local-floor').then(onRefSpaceCreated);
});
} else {
session.requestReferenceSpace('viewer').then(onRefSpaceCreated);
}
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.isImmersive) {
xrButton.setSession(null);
}
}
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);
// 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>