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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'>
<!-- Origin Trial Token, feature = WebXR Device API, origin = https://immersive-web.github.io, expires = 2018-08-28 -->
<meta http-equiv="origin-trial" data-feature="WebXR Device API" data-expires="2018-08-28" content="AnNpu7ceXvLew05ccD8Zr1OZsdZiB2hLQKK82kTTMDwF7oRKtP3QEJ4RzkeHrmB8Sq0vSV6ZNmszpBCZ0I8p9gAAAABceyJvcmlnaW4iOiJodHRwczovL2ltbWVyc2l2ZS13ZWIuZ2l0aHViLmlvOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZSIsImV4cGlyeSI6MTUzNTQxNDQwMH0=">
<title>Input Selection</title>
<link href='css/common.css' rel='stylesheet'></link>
<!--The polyfill is not needed for browser that have native API support,
but is linked by these samples for wider compatibility.-->
<!--script src='https://cdn.jsdelivr.net/npm/webxr-polyfill@latest/build/webxr-polyfill.js'></script-->
<script src='js/webxr-polyfill.js'></script>
<!--This script patches up around implementation differences in past browser versions
so that the samples can always be written against the most recent spec changes.
It won't be necessary after the API has been officially shipped for a bit.-->
<script src='js/webxr-version-shim.js'></script>
<script src='js/cottontail/build/cottontail.js'></script>
<script src='js/webxr-button.js'></script>
</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>
(function () {
'use strict';
// If requested, initialize the WebXR polyfill
if (QueryArgs.getBool('allowPolyfill', false)) {
var polyfill = new WebXRPolyfill();
}
// Apply the version shim after the polyfill is instantiated, to ensure
// that the polyfill also gets patched if necessary.
var versionShim = new WebXRVersionShim();
// Temporary
let hideStats = QueryArgs.getBool('hideStats', false);
// XR globals.
let xrButton = null;
let xrImmersiveFrameOfRef = null;
let xrNonImmersiveFrameOfRef = 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 boxes = [];
function initXR() {
xrButton = new XRDeviceButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession
});
document.querySelector('header').appendChild(xrButton.domElement);
if (navigator.xr) {
navigator.xr.requestDevice().then((device) => {
device.supportsSession({immersive: true}).then(() => {
xrButton.setDevice(device);
});
let outputCanvas = document.createElement('canvas');
let ctx = outputCanvas.getContext('xrpresent');
device.requestSession({ outputContext: ctx })
.then((session) => {
document.body.appendChild(outputCanvas);
onSessionStarted(session);
});
}).catch(() => {
initFallback();
});
} else {
initFallback();
}
}
function initFallback() {
initGL();
document.body.appendChild(gl.canvas);
let fallbackHelper = new FallbackHelper(scene, gl);
fallbackHelper.emulateStage = true;
}
function initGL(compatibleDevice) {
if (gl)
return;
gl = createWebGLContext({
compatibleXRDevice: compatibleDevice
});
renderer = new Renderer(gl);
scene.setRenderer(renderer);
scene.inputRenderer.setControllerMesh(new Gltf2Node({url: 'media/gltf/controller/controller.gltf'}));
// 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]
});
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(device) {
// Set up a mirror canvas
let mirrorCanvas = document.createElement('canvas');
let ctx = mirrorCanvas.getContext('xrpresent');
mirrorCanvas.setAttribute('id', 'mirror-canvas');
document.body.appendChild(mirrorCanvas);
device.requestSession({ immersive: true, outputContext: ctx }).then((session) => {
xrButton.setSession(session);
onSessionStarted(session);
});
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
// 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);
initGL(session.device);
session.baseLayer = new XRWebGLLayer(session, gl);
session.requestFrameOfReference('stage').then((frameOfRef) => {
if (session.immersive) {
xrImmersiveFrameOfRef = frameOfRef;
} else {
xrNonImmersiveFrameOfRef = frameOfRef;
}
session.requestAnimationFrame(onXRFrame);
});
}
function onSelect(ev) {
let frameOfRef = ev.frame.session.immersive ?
xrImmersiveFrameOfRef :
xrNonImmersiveFrameOfRef;
let inputPose = ev.frame.getInputPose(ev.inputSource, frameOfRef);
if (!inputPose) {
return;
}
if (inputPose.targetRay) {
let hitResult = scene.hitTest(inputPose.targetRay)
if (hitResult) {
// Check to see if the hit result was one of our boxes.
for (let box of boxes) {
if (hitResult.node == box.node) {
// Change the box color to something random.
let uniforms = 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.immersive) {
document.body.removeChild(document.querySelector('#mirror-canvas'));
xrButton.setSession(null);
}
}
function onXRFrame(time, frame) {
let session = frame.session;
let frameOfRef = session.immersive ?
xrImmersiveFrameOfRef :
xrNonImmersiveFrameOfRef;
let pose = frame.getDevicePose(frameOfRef);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
// 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);
}
// 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, frameOfRef);
scene.drawXRFrame(frame, pose);
scene.endFrame();
}
// Start the XR application.
initXR();
})();
</script>
</body>
</html>