-
Notifications
You must be signed in to change notification settings - Fork 1
/
input-tracking.html
238 lines (199 loc) · 8.91 KB
/
input-tracking.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
<!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 Tracking</title>
</head>
<body>
<header>
<details open>
<summary>Input Tracking</summary>
<p>
This sample demonstrates basic tracking and rendering of
XRInputSources. It does not respond to button presses or other
controller interactions.
<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 {Gltf2Node} from './js/render/nodes/gltf2.js';
import {SkyboxNode} from './js/render/nodes/skybox.js';
import {vec3} from './js/render/math/gl-matrix.js';
import {Ray} from './js/render/math/ray.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/cave/cave.gltf'}));
scene.addNode(new SkyboxNode({url: 'media/textures/eilenriede-park-2k.png'}));
scene.standingStats(true);
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
});
// Note: If you don't want dragging on the canvas to do things like
// scroll or pull-to-refresh, you'll want to set touch-action: none;
// on the canvas' CSS style, which this page does in common.css
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);
// Loads a generic controller meshes.
scene.inputRenderer.setControllerMesh(new Gltf2Node({url: 'media/gltf/controller/controller.gltf'}), 'right');
scene.inputRenderer.setControllerMesh(new Gltf2Node({url: 'media/gltf/controller/controller-left.gltf'}), 'left');
}
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);
initGL();
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 onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.isImmersive) {
xrButton.setSession(null);
}
}
function updateInputSources(session, frame, refSpace) {
for (let inputSource of session.inputSources) {
let targetRayPose = frame.getPose(inputSource.targetRaySpace, refSpace);
// We may not get a pose back in cases where the input source has lost
// tracking or does not know where it is relative to the given frame
// of reference.
if (!targetRayPose) {
continue;
}
if (inputSource.targetRayMode == 'tracked-pointer') {
// If we have a pointer matrix and the pointer origin is the users
// hand (as opposed to their head or the screen) use it to render
// a ray coming out of the input device to indicate the pointer
// direction.
scene.inputRenderer.addLaserPointer(targetRayPose.transform);
}
// If we have a pointer matrix we can also use it to render a cursor
// for both handheld and gaze-based input sources.
// Statically render the cursor 2 meters down the ray since we're
// not calculating any intersections in this sample.
let targetRay = new Ray(targetRayPose.transform.matrix);
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,
]);
// vec3.transformMat4(cursorPos, cursorPos, inputPose.targetRay.transformMatrix);
scene.inputRenderer.addCursor(cursorPos);
if (inputSource.gripSpace) {
let gripPose = frame.getPose(inputSource.gripSpace, refSpace);
if (gripPose) {
// If we have a grip pose use it to render a mesh showing the
// position of the controller.
scene.inputRenderer.addController(gripPose.transform.matrix, inputSource.handedness);
}
console.log("linear velocity: " + gripPose.linearVelocity.x + " " + gripPose.linearVelocity.y + " " + gripPose.linearVelocity.z);
console.log("angular velocity: " + gripPose.angularVelocity.x + " " + gripPose.angularVelocity.y + " " + gripPose.angularVelocity.z);
}
}
}
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);
updateInputSources(session, frame, refSpace);
scene.drawXRFrame(frame, pose);
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>