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input-selection.html
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<!doctype html>
<!--
Copyright 2018 The Immersive Web Community Group
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-->
<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 Selection</title>
</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 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 {Node} from './js/render/core/node.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 {vec3, mat4} from './js/render/math/gl-matrix.js';
import {InlineViewerHelper} from './js/util/inline-viewer-helper.js';
import {QueryArgs} from './js/util/query-args.js';
import {Ray} from './js/render/math/ray.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/cube-room/cube-room.gltf'}));
scene.standingStats(true);
let boxes = [];
let currently_selected_boxes = [null, null];
let currently_grabbed_boxes = [null, 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 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);
// 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],
scale: [1, 1, 1],
});
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() {
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);
session.addEventListener('selectstart', onSelectStart);
session.addEventListener('selectend', onSelectEnd);
// 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);
session.addEventListener('squeezestart', onSqueezeStart);
session.addEventListener('squeezeend', onSqueezeEnd);
session.addEventListener('squeeze', onSqueeze);
initGL();
// This and all future samples that visualize controllers will use this
// convenience method to listen for changes to the active XRInputSources
// and load the right meshes based on the profiles array.
scene.inputRenderer.useProfileControllerMeshes(session);
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 onSelectStart(ev) {
console.log("selectstart " + currently_selected_boxes);
let refSpace = ev.frame.session.isImmersive ?
xrImmersiveRefSpace :
inlineViewerHelper.referenceSpace;
let targetRayPose = ev.frame.getPose(ev.inputSource.targetRaySpace, refSpace);
if (!targetRayPose) {
return;
}
let hitResult = scene.hitTest(targetRayPose.transform);
if (hitResult) {
// Check to see if the hit result was one of our boxes.
for (let box of boxes) {
if (hitResult.node == box.node) {
let i = (ev.inputSource.handedness == "left") ? 0 : 1;
currently_selected_boxes[i] = box;
box.scale = [1.25, 1.25, 1.25];
box.selected = false;
}
}
}
}
function onSelectEnd(ev) {
let i = (ev.inputSource.handedness == "left") ? 0 : 1;
let currently_selected_box = currently_selected_boxes[i];
console.log("selectend " + currently_selected_box);
if (currently_selected_box != null) {
if (currently_selected_box.selected) {
// it is expected that the scale is 0.75 (see onSelectStart). This should make the scale 1.0
vec3.add(currently_selected_box.scale, currently_selected_box.scale, [0.25, 0.25, 0.25]);
currently_selected_box.selected = false;
} else {
// there was no 'select' event: final cube's size will be smaller.
currently_selected_box.scale = [0.75, 0.75, 0.75];
}
currently_selected_boxes[i] = null;
}
}
function onSelect(ev) {
let i = (ev.inputSource.handedness == "left") ? 0 : 1;
let currently_selected_box = currently_selected_boxes[i];
console.log("select " + currently_selected_box);
if (currently_selected_box != null) {
// Change the box color to something random.
let uniforms = currently_selected_box.renderPrimitive.uniforms;
uniforms.baseColorFactor.value = [Math.random(), Math.random(), Math.random(), 1.0];
// it is expected that the scale is 1.25 (see onSelectStart). This should make the scale 0.75
vec3.add(currently_selected_box.scale, currently_selected_box.scale, [-0.5, -0.5, -0.5]);
currently_selected_box.selected = true;
}
}
function onSqueezeStart(ev) {
console.log("squeezestart " + currently_grabbed_boxes);
let refSpace = ev.frame.session.isImmersive ?
xrImmersiveRefSpace :
inlineViewerHelper.referenceSpace;
let targetRayPose = ev.frame.getPose(ev.inputSource.targetRaySpace, refSpace);
if (!targetRayPose) {
return;
}
let hitResult = scene.hitTest(targetRayPose.transform);
if (hitResult) {
// Check to see if the hit result was one of our boxes.
for (let box of boxes) {
if (hitResult.node == box.node && !box.grabbed) {
let i = (ev.inputSource.handedness == "left") ? 0 : 1;
currently_grabbed_boxes[i] = box;
box.scale = [0.1, 0.1, 0.1];
box.originalPos = box.position;
box.grabbed = true;
}
}
}
}
function onSqueezeEnd(ev) {
let i = (ev.inputSource.handedness == "left") ? 0 : 1;
let currently_grabbed_box = currently_grabbed_boxes[i];
console.log("squeezeend " + currently_grabbed_box);
if (currently_grabbed_box != null && currently_grabbed_box.grabbed) {
// the scale of 'grabbed' box is 0.1. Restore the original scale.
vec3.add(currently_grabbed_box.scale, currently_grabbed_box.scale, [1, 1, 1]);
currently_grabbed_box.position = currently_grabbed_box.originalPos;
currently_grabbed_box.grabbed = false;
currently_grabbed_boxes[i] = null;
}
}
function onSqueeze(ev) {
let i = (ev.inputSource.handedness == "left") ? 0 : 1;
let currently_grabbed_box = currently_grabbed_boxes[i];
console.log("squeeze " + currently_grabbed_box);
if (currently_grabbed_box != null && currently_grabbed_box.grabbed) {
// Change the box color to something random, so we can see that 'squeeze' was invoked.
let uniforms = currently_grabbed_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.isImmersive) {
xrButton.setSession(null);
}
}
function onXRFrame(time, frame) {
let session = frame.session;
let refSpace = session.isImmersive ?
xrImmersiveRefSpace :
inlineViewerHelper.referenceSpace;
let pose = frame.getViewerPose(refSpace);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
// check if we can move grabbed objects
for (let inputSource of frame.session.inputSources) {
let targetRayPose = frame.getPose(inputSource.targetRaySpace, refSpace);
if (!targetRayPose) {
continue;
}
let i = (inputSource.handedness == "left") ? 0 : 1;
if (currently_grabbed_boxes[i] != null && currently_grabbed_boxes[i].grabbed) {
let targetRay = new Ray(targetRayPose.transform.matrix);
let grabDistance = 0.1; // 10 cm
let grabPos = vec3.fromValues(
targetRay.origin[0], //x
targetRay.origin[1], //y
targetRay.origin[2] //z
);
vec3.add(grabPos, grabPos, [
targetRay.direction[0] * grabDistance,
targetRay.direction[1] * grabDistance + 0.06, // 6 cm up to avoid collision with a ray
targetRay.direction[2] * grabDistance,
]);
currently_grabbed_boxes[i].position = grabPos;
}
}
// 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);
mat4.scale(node.matrix, node.matrix, box.scale);
}
// 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, refSpace);
scene.drawXRFrame(frame, pose);
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>