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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>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> |