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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> |