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<!doctype html>
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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>
<div id="overlay">
<header>
<details>
<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>
<button id="xr-button" class="barebones-button" disabled>XR not found</button>
</header>
</div>
<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;
// XR globals.
let xrButton = document.getElementById('xr-button');
let xrSession = null;
let xrRefSpace = null;
// XR globals.
// let xrButton = null;
// let xrRefSpace = null;
let xrViewerSpace = null;
let xrHitTestSource = 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 checkSupportedState() {
navigator.xr.isSessionSupported('immersive-ar').then((supported) => {
if (supported) {
xrButton.innerHTML = 'Enter AR';
} else {
xrButton.innerHTML = 'AR not found';
}
xrButton.disabled = !supported;
});
}
function onButtonClicked() {
if (!xrSession) {
// Ask for an optional DOM Overlay, see https://immersive-web.github.io/dom-overlays/
navigator.xr.requestSession('immersive-ar', {
optionalFeatures: ['dom-overlay'],
domOverlay: {root: document.getElementById('overlay')}
}).then(onSessionStarted, onRequestSessionError);
} else {
xrSession.end();
}
}
function onRequestSessionError(ex) {
alert("Failed to start immersive AR session.");
console.error(ex.message);
}
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);
// }
if (!window.isSecureContext) {
let message = "WebXR unavailable due to insecure context";
document.getElementById("warning-zone").innerText = message;
}
if (navigator.xr) {
xrButton.addEventListener('click', onButtonClicked);
navigator.xr.addEventListener('devicechange', checkSupportedState);
checkSupportedState();
}
}
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, 0.6, -1.3, 1.0, 0.0, 0.0);
addBox(0.0, 0.7, -1.5, 0.0, 1.0, 0.0);
addBox(1.0, 0.6, -1.3, 0.0, 0.0, 1.0);
}
function onRequestSession() {
console.log(111)
if (!xrSession) {
console.log(222)
// Ask for an optional DOM Overlay, see https://immersive-web.github.io/dom-overlays/
navigator.xr.requestSession('immersive-ar', {
optionalFeatures: ['dom-overlay'],
domOverlay: {root: document.getElementById('overlay')}
}).then(onSessionStarted, onRequestSessionError);
} else {
console.log(333)
xrSession.end();
}
// return navigator.xr.requestSession('immersive-vr', {
// // requiredFeatures: ['local-floor']
// }).then((session) => {
// xrButton.setSession(session);
// session.isImmersive = true;
// onSessionStarted(session);
// });
}
function onSessionStarted(session) {
console.log(444)
xrSession = session;
xrButton.innerHTML = 'Exit AR';
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);
// });
// In this sample we want to cast a ray straight out from the viewer's
// position and render a reticle where it intersects with a real world
// surface. To do this we first get the viewer space, then create a
// hitTestSource that tracks it.
session.requestReferenceSpace('viewer').then((refSpace) => {
xrViewerSpace = refSpace;
session.requestHitTestSource({ space: xrViewerSpace }).then((hitTestSource) => {
xrHitTestSource = hitTestSource;
});
});
session.requestReferenceSpace('local').then((refSpace) => {
xrRefSpace = refSpace;
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);
let targetRayPose = ev.frame.getPose(ev.inputSource.targetRaySpace, xrRefSpace);
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;
console.log("bong!")
}
}
}
}
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);
let pose = frame.getViewerPose(xrRefSpace);
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);
let targetRayPose = frame.getPose(inputSource.targetRaySpace, xrRefSpace);
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>
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