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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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<title>Scene tester</title>
<link href='css/common.css' rel='stylesheet'></link>
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but is linked by these samples for wider compatibility.-->
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<script src='js/webxr-version-shim.js'></script>
<script src='js/cottontail/build/cottontail.js'></script>
<style>
#scene-select {
position: absolute;
z-index: 2;
}
</style>
</head>
<body>
<header>
<details open>
<summary>Module Tester</summary>
<p>
Just a simple test page to allow developers to test sample scenes
without a headset.<br/>
WASD + Mouse Click/Drag to move.
</p>
<select id='scene-select'>
<option value='void' selected>Void</option>
<option value='cube-sea'>Cube Sea</option>
<option value='space'>Space (glTF)</option>
<option value='camp'>Camp (glTF)</option>
<option value='cave'>Cave (glTF)</option>
<option value='garage'>Garage (glTF)</option>
<option value='cube-room'>Cube Room (glTF)</option>
<option value='home-theater'>Home Theater (glTF)</option>
</select>
</details>
</header>
<script type="module">
import {Scene} from './js/cottontail/src/scenes/scene.js';
import {Renderer, createWebGLContext} from './js/cottontail/src/core/renderer.js';
import {UrlTexture} from './js/cottontail/src/core/texture.js';
import {BoxBuilder} from './js/cottontail/src/geometry/box-builder.js';
import {PbrMaterial} from './js/cottontail/src/materials/pbr.js';
import {ButtonNode} from './js/cottontail/src/nodes/button.js';
import {CubeSeaNode} from './js/cottontail/src/nodes/cube-sea.js';
import {Gltf2Node} from './js/cottontail/src/nodes/gltf2.js';
const IDENTITY_MATRIX = new Float32Array([1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 1.6, 0, 1]);
let projectionMat = mat4.create();
let viewMat = mat4.create();
let scene = null;
let gl = createWebGLContext({antialias: false});
document.body.appendChild(gl.canvas);
let renderer = new Renderer(gl);
let boxNodes = [];
function setScene(newScene) {
scene = newScene;
scene.standingStats(true);
scene.addNode(new SkyboxNode({url: 'media/textures/milky-way-4k.png'}));
let stereo = new Gltf2Node({url: 'media/gltf/stereo/stereo.gltf'});
stereo.selectable = true;
boxNodes.push(stereo);
scene.addNode(stereo);
scene.setRenderer(renderer);
let boxBuilder = new BoxBuilder();
function addBox(x, y, z) {
boxBuilder.pushCube([x, y, z], 0.3);
let boxPrimitve = boxBuilder.primitiveStream.finishPrimitive(renderer);
let boxMaterial = new PbrMaterial();
boxMaterial.baseColorFactor.value = [0.0, 0.3, 1.0, 1.0];
let node = renderer.createMesh(boxPrimitve, boxMaterial);
node.selectable = true;
scene.addNode(node);
boxNodes.push(node);
boxBuilder.clear();
}
/*addBox(0, 0, -1.0);
addBox(-0.7, 0, -1.0);
addBox(0.7, 0, -1.0);
addBox(0, -0.7, -1.0);
addBox(0, 0.7, -1.0);
addBox(-0.7, -0.7, -1.0);
addBox(0.7, -0.7, -1.0);
addBox(-0.7, 0.7, -1.0);
addBox(0.7, 0.7, -1.0);*/
let button = new ButtonNode(new UrlTexture('media/textures/play-button.png'), () => {
// Do something?
button.iconTexture = new UrlTexture('media/textures/pause-button.png');
console.log("Button clicked");
});
scene.addNode(button);
}
function onResize () {
gl.canvas.width = gl.canvas.offsetWidth * window.devicePixelRatio;
gl.canvas.height = gl.canvas.offsetHeight * window.devicePixelRatio;
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
mat4.perspective(projectionMat, Math.PI*0.4,
gl.canvas.width/gl.canvas.height,
0.1, 1000.0);
}
window.addEventListener('resize', onResize);
onResize();
// Simple flight controls
let pressedKeys = new Array(256);
let selectStarted = false;
let selectPending = false;
let lookYaw = 0;
let lookPitch = 0;
let lookPos = [0, 0, 0];
const lookSpeed = 0.0025;
const moveSpeed = 0.0025;
window.addEventListener('keydown', (ev) => pressedKeys[ev.keyCode] = true);
window.addEventListener('keyup', (ev) => pressedKeys[ev.keyCode] = false);
window.addEventListener('mousemove', (ev) => {
// Only rotate when the left button is pressed
if (ev.buttons && 1) {
lookYaw += ev.movementX * lookSpeed;
lookPitch += ev.movementY * lookSpeed;
if (lookPitch < -Math.PI*0.5)
lookPitch = -Math.PI*0.5;
if (lookPitch > Math.PI*0.5)
lookPitch = Math.PI*0.5;
}
});
function updateView(delta) {
if (pressedKeys[' '.charCodeAt(0)]) {
selectStarted = true;
} else if (selectStarted) {
selectStarted = false;
selectPending = true;
}
let moveDir = [0, 0, 0];
if(pressedKeys['W'.charCodeAt(0)]) {
moveDir[2] += 1;
}
if(pressedKeys['S'.charCodeAt(0)]) {
moveDir[2] -= 1;
}
if(pressedKeys['A'.charCodeAt(0)]) {
moveDir[0] += 1;
}
if(pressedKeys['D'.charCodeAt(0)]) {
moveDir[0] -= 1;
}
vec3.normalize(moveDir, moveDir);
vec3.scale(moveDir, moveDir, delta * moveSpeed);
mat4.identity(viewMat);
mat4.rotateY(viewMat, viewMat, -lookYaw);
mat4.rotateX(viewMat, viewMat, -lookPitch);
vec3.transformMat4(moveDir, moveDir, viewMat);
vec3.add(lookPos, lookPos, moveDir);
mat4.identity(viewMat);
mat4.rotateX(viewMat, viewMat, lookPitch);
mat4.rotateY(viewMat, viewMat, lookYaw);
mat4.translate(viewMat, viewMat, lookPos);
};
let selectedNode = null;
function checkRay(targetRay) {
if (selectedNode) {
//selectedNode.visible = true;
}
let hitResult = scene.hitTest(targetRay);
if (hitResult) {
selectedNode = hitResult.node;
//selectedNode.visible = false;
scene.inputRenderer.addCursor(hitResult.intersection);
} else {
selectedNode = null;
}
}
let targetRayMatrix = mat4.create();
function onGLFrame(t) {
window.requestAnimationFrame(onGLFrame);
if (!scene)
return;
let frameDelta = scene.startFrame();
updateView(frameDelta);
let cursorPos = vec3.fromValues(0, 0, -2.0);
mat4.invert(targetRayMatrix, viewMat);
vec3.transformMat4(cursorPos, cursorPos, targetRayMatrix);
scene.inputRenderer.addCursor(cursorPos);
let mat = mat4.create();
mat4.identity(mat);
mat4.translate(mat, mat, [Math.sin(t / 1000), 0, Math.cos(t / 1000)]);
mat4.rotateY(mat, mat, t / 1000);
for (let boxNode of boxNodes) {
boxNode.matrix = mat;
}
checkRay(targetRayMatrix);
if (selectPending) {
selectPending = false;
scene.handleSelectPointer(targetRayMatrix);
}
gl.clear(gl.DEPTH_BUFFER_BIT);
scene.draw(projectionMat, viewMat);
scene.endFrame();
}
window.requestAnimationFrame(onGLFrame);
let sceneSelect = document.getElementById('scene-select');
function onSceneSelected() {
let scene = new Scene();
switch(sceneSelect.value) {
case 'void':
break;
case 'cube-sea':
scene.addNode(new CubeSeaNode());
break;
default:
scene.addNode(new Gltf2Node({url: `media/gltf/${sceneSelect.value}/${sceneSelect.value}.gltf`}));
break;
}
setScene(scene);
}
sceneSelect.addEventListener('change', onSceneSelected);
onSceneSelected();
</script>
</body>
</html>