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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 Tracking</summary> |
| <p> |
| This sample demonstrates basic tracking and rendering of |
| XRInputSources. It does not respond to button presses or other |
| controller interactions. |
| <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'; |
| |
| // 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/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 |
| }); |
| |
| // Note: If you don't want dragging on the canvas to do things like |
| // scroll or pull-to-refresh, you'll want to set touch-action: none; |
| // on the canvas' CSS style, which this page does in common.css |
| 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); |
| |
| // Loads a generic controller meshes. |
| scene.inputRenderer.setControllerMesh(new Gltf2Node({url: 'media/gltf/controller/controller.gltf'}), 'right'); |
| scene.inputRenderer.setControllerMesh(new Gltf2Node({url: 'media/gltf/controller/controller-left.gltf'}), 'left'); |
| } |
| |
| 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); |
| |
| 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 updateInputSources(session, frame, refSpace) { |
| for (let inputSource of session.inputSources) { |
| let targetRayPose = frame.getPose(inputSource.targetRaySpace, refSpace); |
| |
| // We may not get a pose back in cases where the input source has lost |
| // tracking or does not know where it is relative to the given frame |
| // of reference. |
| if (!targetRayPose) { |
| continue; |
| } |
| |
| if (inputSource.targetRayMode == 'tracked-pointer') { |
| // If we have a pointer matrix and the pointer origin is the users |
| // hand (as opposed to their head or the screen) use it to render |
| // a ray coming out of the input device to indicate the pointer |
| // direction. |
| scene.inputRenderer.addLaserPointer(targetRayPose.transform); |
| } |
| |
| // If we have a pointer matrix we can also use it to render a cursor |
| // for both handheld and gaze-based input sources. |
| |
| // Statically render the cursor 2 meters down the ray since we're |
| // not calculating any intersections in this sample. |
| 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, |
| ]); |
| // vec3.transformMat4(cursorPos, cursorPos, inputPose.targetRay.transformMatrix); |
| |
| scene.inputRenderer.addCursor(cursorPos); |
| |
| if (inputSource.gripSpace) { |
| let gripPose = frame.getPose(inputSource.gripSpace, refSpace); |
| if (gripPose) { |
| // If we have a grip pose use it to render a mesh showing the |
| // position of the controller. |
| scene.inputRenderer.addController(gripPose.transform.matrix, inputSource.handedness, inputSource.profiles[0]); |
| } |
| } |
| |
| } |
| } |
| |
| 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> |