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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'> |
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| <link rel='icon' type='image/png' sizes='96x96' href='favicon-96x96.png'> |
| <link rel='stylesheet' href='css/common.css'> |
| |
| <title>Input Selection</title> |
| </head> |
| <body> |
| <header> |
| <details open> |
| <summary>Input Selection</summary> |
| <p> |
| This sample demonstrates handling 'select' events generated by |
| XRInputSources to create clickable objects in the scene. |
| <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 {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 {vec3, mat4} from './js/render/math/gl-matrix.js'; |
| import {InlineViewerHelper} from './js/util/inline-viewer-helper.js'; |
| import {QueryArgs} from './js/util/query-args.js'; |
| import {Ray} from './js/render/math/ray.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/cube-room/cube-room.gltf'})); |
| scene.standingStats(true); |
| |
| let boxes = []; |
| let currently_selected_boxes = [null, null]; |
| let currently_grabbed_boxes = [null, 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 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); |
| |
| // Create several boxes to use for hit testing. |
| let boxBuilder = new BoxBuilder(); |
| boxBuilder.pushCube([0, 0, 0], 0.4); |
| let boxPrimitive = boxBuilder.finishPrimitive(renderer); |
| |
| function addBox(x, y, z, r, g, b) { |
| let boxMaterial = new PbrMaterial(); |
| boxMaterial.baseColorFactor.value = [r, g, b, 1.0]; |
| let boxRenderPrimitive = renderer.createRenderPrimitive(boxPrimitive, boxMaterial); |
| let boxNode = new Node(); |
| boxNode.addRenderPrimitive(boxRenderPrimitive); |
| // Marks the node as one that needs to be checked when hit testing. |
| boxNode.selectable = true; |
| boxes.push({ |
| node: boxNode, |
| renderPrimitive: boxRenderPrimitive, |
| position: [x, y, z], |
| scale: [1, 1, 1], |
| }); |
| scene.addNode(boxNode); |
| } |
| |
| addBox(-1.0, 1.6, -1.3, 1.0, 0.0, 0.0); |
| addBox(0.0, 1.7, -1.5, 0.0, 1.0, 0.0); |
| addBox(1.0, 1.6, -1.3, 0.0, 0.0, 1.0); |
| } |
| |
| 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('selectstart', onSelectStart); |
| session.addEventListener('selectend', onSelectEnd); |
| // By listening for the 'select' event we can find out when the user has |
| // performed some sort of primary input action and respond to it. |
| session.addEventListener('select', onSelect); |
| |
| session.addEventListener('squeezestart', onSqueezeStart); |
| session.addEventListener('squeezeend', onSqueezeEnd); |
| session.addEventListener('squeeze', onSqueeze); |
| |
| initGL(); |
| |
| // This and all future samples that visualize controllers will use this |
| // convenience method to listen for changes to the active XRInputSources |
| // and load the right meshes based on the profiles array. |
| scene.inputRenderer.useProfileControllerMeshes(session); |
| |
| 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 onSelectStart(ev) { |
| console.log("selectstart " + currently_selected_boxes); |
| let refSpace = ev.frame.session.isImmersive ? |
| xrImmersiveRefSpace : |
| inlineViewerHelper.referenceSpace; |
| let targetRayPose = ev.frame.getPose(ev.inputSource.targetRaySpace, refSpace); |
| if (!targetRayPose) { |
| return; |
| } |
| |
| let hitResult = scene.hitTest(targetRayPose.transform); |
| if (hitResult) { |
| // Check to see if the hit result was one of our boxes. |
| for (let box of boxes) { |
| if (hitResult.node == box.node) { |
| let i = (ev.inputSource.handedness == "left") ? 0 : 1; |
| currently_selected_boxes[i] = box; |
| box.scale = [1.25, 1.25, 1.25]; |
| box.selected = false; |
| } |
| } |
| } |
| } |
| function onSelectEnd(ev) { |
| let i = (ev.inputSource.handedness == "left") ? 0 : 1; |
| let currently_selected_box = currently_selected_boxes[i]; |
| console.log("selectend " + currently_selected_box); |
| if (currently_selected_box != null) { |
| if (currently_selected_box.selected) { |
| // it is expected that the scale is 0.75 (see onSelectStart). This should make the scale 1.0 |
| vec3.add(currently_selected_box.scale, currently_selected_box.scale, [0.25, 0.25, 0.25]); |
| currently_selected_box.selected = false; |
| } else { |
| // there was no 'select' event: final cube's size will be smaller. |
| currently_selected_box.scale = [0.75, 0.75, 0.75]; |
| } |
| currently_selected_boxes[i] = null; |
| } |
| } |
| function onSelect(ev) { |
| let i = (ev.inputSource.handedness == "left") ? 0 : 1; |
| let currently_selected_box = currently_selected_boxes[i]; |
| console.log("select " + currently_selected_box); |
| if (currently_selected_box != null) { |
| // Change the box color to something random. |
| let uniforms = currently_selected_box.renderPrimitive.uniforms; |
| uniforms.baseColorFactor.value = [Math.random(), Math.random(), Math.random(), 1.0]; |
| // it is expected that the scale is 1.25 (see onSelectStart). This should make the scale 0.75 |
| vec3.add(currently_selected_box.scale, currently_selected_box.scale, [-0.5, -0.5, -0.5]); |
| currently_selected_box.selected = true; |
| } |
| } |
| |
| function onSqueezeStart(ev) { |
| console.log("squeezestart " + currently_grabbed_boxes); |
| let refSpace = ev.frame.session.isImmersive ? |
| xrImmersiveRefSpace : |
| inlineViewerHelper.referenceSpace; |
| let targetRayPose = ev.frame.getPose(ev.inputSource.targetRaySpace, refSpace); |
| if (!targetRayPose) { |
| return; |
| } |
| |
| let hitResult = scene.hitTest(targetRayPose.transform); |
| if (hitResult) { |
| // Check to see if the hit result was one of our boxes. |
| for (let box of boxes) { |
| if (hitResult.node == box.node && !box.grabbed) { |
| let i = (ev.inputSource.handedness == "left") ? 0 : 1; |
| currently_grabbed_boxes[i] = box; |
| box.scale = [0.1, 0.1, 0.1]; |
| box.originalPos = box.position; |
| box.grabbed = true; |
| } |
| } |
| } |
| } |
| function onSqueezeEnd(ev) { |
| let i = (ev.inputSource.handedness == "left") ? 0 : 1; |
| let currently_grabbed_box = currently_grabbed_boxes[i]; |
| console.log("squeezeend " + currently_grabbed_box); |
| if (currently_grabbed_box != null && currently_grabbed_box.grabbed) { |
| // the scale of 'grabbed' box is 0.1. Restore the original scale. |
| vec3.add(currently_grabbed_box.scale, currently_grabbed_box.scale, [1, 1, 1]); |
| currently_grabbed_box.position = currently_grabbed_box.originalPos; |
| currently_grabbed_box.grabbed = false; |
| currently_grabbed_boxes[i] = null; |
| } |
| } |
| function onSqueeze(ev) { |
| let i = (ev.inputSource.handedness == "left") ? 0 : 1; |
| let currently_grabbed_box = currently_grabbed_boxes[i]; |
| console.log("squeeze " + currently_grabbed_box); |
| if (currently_grabbed_box != null && currently_grabbed_box.grabbed) { |
| // Change the box color to something random, so we can see that 'squeeze' was invoked. |
| let uniforms = currently_grabbed_box.renderPrimitive.uniforms; |
| uniforms.baseColorFactor.value = [Math.random(), Math.random(), Math.random(), 1.0]; |
| } |
| } |
| |
| 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 if we can move grabbed objects |
| for (let inputSource of frame.session.inputSources) { |
| let targetRayPose = frame.getPose(inputSource.targetRaySpace, refSpace); |
| |
| if (!targetRayPose) { |
| continue; |
| } |
| let i = (inputSource.handedness == "left") ? 0 : 1; |
| if (currently_grabbed_boxes[i] != null && currently_grabbed_boxes[i].grabbed) { |
| let targetRay = new Ray(targetRayPose.transform.matrix); |
| let grabDistance = 0.1; // 10 cm |
| let grabPos = vec3.fromValues( |
| targetRay.origin[0], //x |
| targetRay.origin[1], //y |
| targetRay.origin[2] //z |
| ); |
| vec3.add(grabPos, grabPos, [ |
| targetRay.direction[0] * grabDistance, |
| targetRay.direction[1] * grabDistance + 0.06, // 6 cm up to avoid collision with a ray |
| targetRay.direction[2] * grabDistance, |
| ]); |
| currently_grabbed_boxes[i].position = grabPos; |
| } |
| } |
| |
| // Update the matrix for each box |
| for (let box of boxes) { |
| let node = box.node; |
| mat4.identity(node.matrix); |
| mat4.translate(node.matrix, node.matrix, box.position); |
| mat4.rotateX(node.matrix, node.matrix, time/1000); |
| mat4.rotateY(node.matrix, node.matrix, time/1500); |
| mat4.scale(node.matrix, node.matrix, box.scale); |
| } |
| |
| // In this sample and most samples after it we'll use a helper function |
| // to automatically add the right meshes for the session's input sources |
| // each frame. This also does simple hit detection to position the |
| // cursors correctly on the surface of selectable nodes. |
| scene.updateInputSources(frame, refSpace); |
| |
| scene.drawXRFrame(frame, pose); |
| |
| scene.endFrame(); |
| } |
| |
| // Start the XR application. |
| initXR(); |
| </script> |
| </body> |
| </html> |