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<title>Immersive Session with hands</title>
</head>
<body>
<header>
<details open>
<summary>Immersive VR Session with hands</summary>
<p>
This sample demonstrates a simple VR session that shows the user's hands.
If your device supports this feature, you will see your hands using a set
of cubes. Each cube represents a joint in your hand.
<a class="back" href="./">Back</a>
</p>
</details>
</header>
<main style='text-align: center;'>
<p>Click 'Enter XR' to see content</p>
</main>
<script type="module">
import { WebXRButton } from './js/util/webxr-button.js';
import { Scene } from './js/render/scenes/scene.js';
import { Node } from './js/render/core/node.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 { BoxBuilder } from './js/render/geometry/box-builder.js';
import { PbrMaterial } from './js/render/materials/pbr.js';
import { QueryArgs } from './js/util/query-args.js';
import {mat4} from './js/render/math/gl-matrix.js';
import {vec3} from './js/render/math/gl-matrix.js';
import {Ray} from './js/render/math/ray.js';
// This library matches XRInputSource profiles to available controller models for us.
import { fetchProfile } from 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/motion-controllers@1.0/dist/motion-controllers.module.js';
// The path of the CDN the sample will fetch controller models from.
const DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles';
// XR globals.
let xrButton = null;
let xrRefSpace = null;
let isAR = false;
let radii = new Float32Array(25);
let positions = new Float32Array(16*25);
// Boxes
let boxes_left = [];
let boxes_right = [];
let tracked_boxes_left = [];
let tracked_boxes_right = [];
let boxes = { input_left: boxes_left, input_right: boxes_right, tracked_left: tracked_boxes_left, tracked_right: tracked_boxes_right };
let indexFingerBoxes = { input_left: null, input_right: null, tracked_left: null, tracked_right: null };
const defaultBoxColor = {r: 0.5, g: 0.5, b: 0.5};
const leftBoxColor = {r: 1, g: 0, b: 1};
const rightBoxColor = {r: 0, g: 1, b: 1};
let interactionBox = null;
let leftInteractionBox = null;
let rightInteractionBox = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
scene.addNode(new Gltf2Node({ url: './media/gltf/space/space.gltf' }));
scene.addNode(new SkyboxNode({ url: './media/textures/milky-way-4k.png' }));
function createBoxPrimitive(r, g, b) {
let boxBuilder = new BoxBuilder();
boxBuilder.pushCube([0, 0, 0], 1);
let boxPrimitive = boxBuilder.finishPrimitive(renderer);
let boxMaterial = new PbrMaterial();
boxMaterial.baseColorFactor.value = [r, g, b, 1];
return renderer.createRenderPrimitive(boxPrimitive, boxMaterial);
}
function addBox(x, y, z, r, g, b, offset) {
let boxRenderPrimitive = createBoxPrimitive(r, g, b);
let boxNode = new Node();
boxNode.addRenderPrimitive(boxRenderPrimitive);
// Marks the node as one that needs to be checked when hit testing.
boxNode.selectable = true;
return boxNode;
}
function initHands() {
for (const box of boxes_left) {
scene.removeNode(box);
}
for (const box of boxes_right) {
scene.removeNode(box);
}
boxes_left = [];
boxes_right = [];
boxes = { input_left: boxes_left, input_right: boxes_right, tracked_left: tracked_boxes_left, tracked_right: tracked_boxes_right };
if (typeof XRHand !== 'undefined') {
for (let i = 0; i <= 24; i++) {
const r = .6 + Math.random() * .4;
const g = .6 + Math.random() * .4;
const b = .6 + Math.random() * .4;
boxes_left.push(addBox(0, 0, 0, r, g, b));
boxes_right.push(addBox(0, 0, 0, r, g, b));
tracked_boxes_left.push(addBox(0, 0, 0, r, g, b));
tracked_boxes_right.push(addBox(0, 0, 0, r, g, b));
}
}
if (indexFingerBoxes.input_left) {
scene.removeNode(indexFingerBoxes.left);
}
if (indexFingerBoxes.input_right) {
scene.removeNode(indexFingerBoxes.input_right);
}
if (indexFingerBoxes.tracked_left) {
scene.removeNode(indexFingerBoxes.tracked_left);
}
if (indexFingerBoxes.tracked_right) {
scene.removeNode(indexFingerBoxes.tracked_right);
}
indexFingerBoxes.input_left = addBox(0, 0, 0, leftBoxColor.r, leftBoxColor.g, leftBoxColor.b);
indexFingerBoxes.input_right = addBox(0, 0, 0, rightBoxColor.r, rightBoxColor.g, rightBoxColor.b);
indexFingerBoxes.tracked_left = addBox(0, 0, 0, leftBoxColor.r, leftBoxColor.g, leftBoxColor.b);
indexFingerBoxes.tracked_right = addBox(0, 0, 0, rightBoxColor.r, rightBoxColor.g, rightBoxColor.b);
}
// Checks to see if WebXR is available and, if so, queries a list of
// XRDevices that are connected to the system.
function initXR() {
// Adds a helper button to the page that indicates if any XRDevices are
// available and let's the user pick between them if there's multiple.
xrButton = new WebXRButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession
});
document.querySelector('header').appendChild(xrButton.domElement);
// Is WebXR available on this UA?
if (navigator.xr) {
// If the device allows creation of exclusive sessions set it as the
// target of the 'Enter XR' button.
navigator.xr.isSessionSupported('immersive-vr').then((supported) => {
if (supported)
xrButton.enabled = supported;
else
navigator.xr.isSessionSupported('immersive-ar').then((supported) => {
isAR = true;
xrButton.enabled = supported;
});
});
}
}
// Called when the user selects a device to present to. In response we
// will request an exclusive session from that device.
function onRequestSession() {
return navigator.xr.requestSession(isAR?'immersive-ar':'immersive-vr', { optionalFeatures: ['local-floor', 'bounded-floor', 'hand-tracking'] }).then(onSessionStarted);
}
// Called when we've successfully acquired a XRSession. In response we
// will set up the necessary session state and kick off the frame loop.
function onSessionStarted(session) {
// This informs the 'Enter XR' button that the session has started and
// that it should display 'Exit XR' instead.
xrButton.setSession(session);
// Listen for the sessions 'end' event so we can respond if the user
// or UA ends the session for any reason.
session.addEventListener('end', onSessionEnded);
session.addEventListener('inputsourceschange', onInputSourcesChange);
// trackedSources are still experimental. Don't rely on this feature yet.
session.addEventListener('trackedsourceschange', onInputSourcesChange);
session.addEventListener('visibilitychange', e => {
// remove hand controller while blurred
if(e.session.visibilityState === 'visible-blurred') {
for (const box of boxes['input_left']) {
scene.removeNode(box);
}
for (const box of boxes['input_right']) {
scene.removeNode(box);
}
for (const box of boxes['tracked_left']) {
scene.removeNode(box);
}
for (const box of boxes['tracked_right']) {
scene.removeNode(box);
}
}
});
// Create a WebGL context to render with, initialized to be compatible
// with the XRDisplay we're presenting to.
gl = createWebGLContext({
xrCompatible: true
});
// Create a renderer with that GL context (this is just for the samples
// framework and has nothing to do with WebXR specifically.)
renderer = new Renderer(gl);
initHands();
// Set the scene's renderer, which creates the necessary GPU resources.
scene.setRenderer(renderer);
// Use the new WebGL context to create a XRWebGLLayer and set it as the
// sessions baseLayer. This allows any content rendered to the layer to
// be displayed on the XRDevice.
session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) });
// Get a frame of reference, which is required for querying poses. In
// this case an 'local' frame of reference means that all poses will
// be relative to the location where the XRDevice was first detected.
session.requestReferenceSpace('local').then((refSpace) => {
xrRefSpace = refSpace.getOffsetReferenceSpace(new XRRigidTransform({ x: 0, y: 0, z: 0 }));
// Inform the session that we're ready to begin drawing.
session.requestAnimationFrame(onXRFrame);
});
}
// Called when the user clicks the 'Exit XR' button. In response we end
// the session.
function onEndSession(session) {
session.end();
}
// Called either when the user has explicitly ended the session (like in
// onEndSession()) or when the UA has ended the session for any reason.
// At this point the session object is no longer usable and should be
// discarded.
function onSessionEnded(event) {
xrButton.setSession(null);
// In this simple case discard the WebGL context too, since we're not
// rendering anything else to the screen with it.
renderer = null;
}
function onInputSourcesChange(event) {
onSourcesChange(event, "input_");
}
function onTrackedSourcesChange(event) {
onSourcesChange(event, "tracked_");
}
function onSourcesChange(event, type) {
// As input sources are connected if they are tracked-pointer devices
// look up which meshes should be associated with their profile and
// load as the controller model for that hand.
for (let inputSource of event.added) {
if (inputSource.targetRayMode == 'tracked-pointer') {
// Use the fetchProfile method from the motionControllers library
// to find the appropriate glTF mesh path for this controller.
fetchProfile(inputSource, DEFAULT_PROFILES_PATH).then(({profile, assetPath}) => {
// Typically if you wanted to animate the controllers in response
// to device inputs you'd create a new MotionController() instance
// here to handle the animation, but this sample will skip that
// and only display a static mesh for simplicity.
scene.inputRenderer.setControllerMesh(new Gltf2Node({url: assetPath}), inputSource.handedness, inputSource.profiles[0]);
});
}
}
}
function updateInputSources(session, frame, refSpace) {
updateSources(session, frame, refSpace, session.inputSources, "input_");
}
function updateTrackedSources(session, frame, refSpace) {
// session.trackedSources are still experimental. Don't rely on this feature yet.
if (session.trackedSources) {
updateSources(session, frame, refSpace, session.trackedSources, "tracked_");
}
}
function updateSources(session, frame, refSpace, sources, type) {
if(session.visibilityState === 'visible-blurred') {
return;
}
for (let inputSource of sources) {
let hand_type = type + inputSource.handedness;
if (type == "input_") {
let targetRayPose = frame.getPose(inputSource.targetRaySpace, refSpace);
if (targetRayPose) {
if (inputSource.targetRayMode == 'tracked-pointer') {
scene.inputRenderer.addLaserPointer(targetRayPose.transform);
}
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,
]);
scene.inputRenderer.addCursor(cursorPos);
}
}
if (!inputSource.hand && inputSource.gripSpace) {
let gripPose = frame.getPose(inputSource.gripSpace, refSpace);
if (gripPose) {
scene.inputRenderer.addController(gripPose.transform.matrix, inputSource.handedness, inputSource.profiles[0]);
} else {
scene.inputRenderer.hideController(hand_type);
}
}
let offset = 0;
if (!inputSource.hand) {
for (const box of boxes[hand_type]) {
scene.removeNode(box);
}
scene.removeNode(indexFingerBoxes[hand_type]);
continue;
} else {
let pose = frame.getPose(inputSource.targetRaySpace, refSpace);
if (pose === undefined) {
console.log("no pose");
}
if (!frame.fillJointRadii(inputSource.hand.values(), radii)) {
console.log("no fillJointRadii");
continue;
}
if (!frame.fillPoses(inputSource.hand.values(), refSpace, positions)) {
console.log("no fillPoses");
continue;
}
for (const box of boxes[hand_type]) {
scene.addNode(box);
let matrix = positions.slice(offset * 16, (offset + 1) * 16);
let jointRadius = radii[offset];
offset++;
mat4.getTranslation(box.translation, matrix);
mat4.getRotation(box.rotation, matrix);
box.scale = [jointRadius, jointRadius, jointRadius];
}
// Render a special box for each index finger on each hand
const indexFingerBox = indexFingerBoxes[hand_type];
scene.addNode(indexFingerBox);
let joint = inputSource.hand.get('index-finger-tip');
let jointPose = frame.getJointPose(joint, xrRefSpace);
if (jointPose) {
let matrix = jointPose.transform.matrix;
mat4.getTranslation(indexFingerBox.translation, matrix);
mat4.getRotation(indexFingerBox.rotation, matrix);
indexFingerBox.scale = [0.02, 0.02, 0.02];
}
}
}
}
function UpdateInteractables(time) {
// Add scene objects if not present
if (!interactionBox) {
// Add box to demonstrate hand interaction
function AddInteractionBox(r, g, b) {
let box = new Node();
box.addRenderPrimitive(createBoxPrimitive(r, g, b));
box.translation = [0, 0, -0.65];
box.scale = [0.25, 0.25, 0.25];
return box;
}
interactionBox = AddInteractionBox(defaultBoxColor.r, defaultBoxColor.g, defaultBoxColor.b);
leftInteractionBox = AddInteractionBox(leftBoxColor.r, leftBoxColor.g, leftBoxColor.b);
rightInteractionBox = AddInteractionBox(rightBoxColor.r, rightBoxColor.g, rightBoxColor.b);
scene.addNode(interactionBox);
scene.addNode(leftInteractionBox);
scene.addNode(rightInteractionBox);
}
function Distance(nodeA, nodeB) {
return Math.sqrt(
Math.pow(nodeA.translation[0] - nodeB.translation[0], 2) +
Math.pow(nodeA.translation[1] - nodeB.translation[1], 2) +
Math.pow(nodeA.translation[2] - nodeB.translation[2], 2));
}
// Perform distance check on interactable elements
const interactionDistance = interactionBox.scale[0];
leftInteractionBox.visible = false;
rightInteractionBox.visible = false;
if (Distance(indexFingerBoxes.input_left, interactionBox) < interactionDistance) {
leftInteractionBox.visible = true;
} else if (Distance(indexFingerBoxes.input_right, interactionBox) < interactionDistance) {
rightInteractionBox.visible = true;
}
interactionBox.visible = !(leftInteractionBox.visible || rightInteractionBox.visible);
mat4.rotateX(interactionBox.matrix, interactionBox.matrix, time/1000);
mat4.rotateY(interactionBox.matrix, interactionBox.matrix, time/1500);
leftInteractionBox.matrix = interactionBox.matrix;
rightInteractionBox.matrix = interactionBox.matrix;
}
// Called every time the XRSession requests that a new frame be drawn.
function onXRFrame(t, frame) {
let session = frame.session;
// Per-frame scene setup. Nothing WebXR specific here.
scene.startFrame();
// Inform the session that we're ready for the next frame.
session.requestAnimationFrame(onXRFrame);
updateInputSources(session, frame, xrRefSpace);
updateTrackedSources(session, frame, xrRefSpace);
UpdateInteractables(t);
// Get the XRDevice pose relative to the Frame of Reference we created
// earlier.
let pose = frame.getViewerPose(xrRefSpace);
// Getting the pose may fail if, for example, tracking is lost. So we
// have to check to make sure that we got a valid pose before attempting
// to render with it. If not in this case we'll just leave the
// framebuffer cleared, so tracking loss means the scene will simply
// disappear.
if (pose) {
let glLayer = session.renderState.baseLayer;
// If we do have a valid pose, bind the WebGL layer's framebuffer,
// which is where any content to be displayed on the XRDevice must be
// rendered.
gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer);
// Clear the framebuffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Loop through each of the views reported by the frame and draw them
// into the corresponding viewport.
for (let view of pose.views) {
let viewport = glLayer.getViewport(view);
gl.viewport(viewport.x, viewport.y,
viewport.width, viewport.height);
// Draw this view of the scene. What happens in this function really
// isn't all that important. What is important is that it renders
// into the XRWebGLLayer's framebuffer, using the viewport into that
// framebuffer reported by the current view, and using the
// projection matrix and view transform from the current view.
// We bound the framebuffer and viewport up above, and are passing
// in the appropriate matrices here to be used when rendering.
scene.draw(view.projectionMatrix, view.transform);
}
} else {
// There's several options for handling cases where no pose is given.
// The simplest, which these samples opt for, is to simply not draw
// anything. That way the device will continue to show the last frame
// drawn, possibly even with reprojection. Alternately you could
// re-draw the scene again with the last known good pose (which is now
// likely to be wrong), clear to black, or draw a head-locked message
// for the user indicating that they should try to get back to an area
// with better tracking. In all cases it's possible that the device
// may override what is drawn here to show the user it's own error
// message, so it should not be anything critical to the application's
// use.
}
// Per-frame scene teardown. Nothing WebXR specific here.
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>