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<!doctype html>
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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 (For Chrome M76+), origin = storage.googleapis.com, expires = 2019-07-24 -->
<meta http-equiv="origin-trial" data-feature="WebXR Device API (For Chrome M76+)" data-expires="2019-07-24" content="Ap6io/uhkGK7vXCD+golNnQfj8wJ4so790EzZoqb8YOljMXIBTvBEQFPTHYIz5d/BgtuwZTKOLrmHAOt30f38g8AAABxeyJvcmlnaW4iOiJodHRwczovL3N0b3JhZ2UuZ29vZ2xlYXBpcy5jb206NDQzIiwiZmVhdHVyZSI6IldlYlhSRGV2aWNlTTc2IiwiZXhwaXJ5IjoxNTY0MDA5MzU2LCJpc1N1YmRvbWFpbiI6dHJ1ZX0=">
<title>Gamepad</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/xrray-polyfill.js' type='module'></script>
<script src='js/webxr-polyfill.js'></script>
<script src='js/webxr-button.js'></script>
</head>
<body>
<header>
<details open>
<summary>Gamepad</summary>
<p>
This sample demonstrates XRInputSource Gamepad integration. It shows
one box per available button. Pressing the button toggles the associated
box's color. Use joystick/touchpad input to move boxes in 2 dimensions.
<a class="back" href="./index.html">Back</a>
</p>
</details>
</header>
<div id="gamepad-details">
<!-- Tables updated in real-time data from WebXR gamepads will be
displayed here if requested. -->
</div>
<script type="module">
import {Scene} from './js/cottontail/src/scenes/scene.js';
import {Renderer, createWebGLContext} from './js/cottontail/src/core/renderer.js';
import {Gltf2Node} from './js/cottontail/src/nodes/gltf2.js';
import {QueryArgs} from './js/cottontail/src/util/query-args.js';
import {FallbackHelper} from './js/cottontail/src/util/fallback-helper.js';
import {Node} from './js/cottontail/src/core/node.js';
import {PbrMaterial} from './js/cottontail/src/materials/pbr.js';
import {BoxBuilder} from './js/cottontail/src/geometry/box-builder.js';
import {mat4, vec3, quat} from './js/cottontail/src/math/gl-matrix.js';
import {GamepadTableManager} from './js/gamepad-data-tables.js';
// If requested, initialize the WebXR polyfill
if (QueryArgs.getBool('allowPolyfill', false)) {
var polyfill = new WebXRPolyfill();
}
// If requested, don't display the frame rate info.
let hideStats = QueryArgs.getBool('hideStats', false);
// Display HTML tables updated in real-time with gamepad data. Useful for
// testing + debugging.
let displayTables = QueryArgs.getBool('displayTables', false);
let tableManager = null;
if (displayTables) {
tableManager = new GamepadTableManager();
}
// XR globals.
let xrButton = null;
let xrRefSpace = 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 floorSize = 10;
let floorPosition = [0, -floorSize / 2 + 0.01, 0];
let floorNode = null;
let boxTable = {};
class GamepadBox {
constructor(position) {
this.position = position;
let boxBuilder = new BoxBuilder();
boxBuilder.pushCube([0, 0, 0], 0.4);
let boxPrimitive = boxBuilder.finishPrimitive(renderer);
let boxMaterial = new PbrMaterial();
boxMaterial.baseColorFactor.value = [1, 0, 0, 1]; // red
this.renderPrimitive = renderer.createRenderPrimitive(boxPrimitive, boxMaterial);
this.node = new Node();
this.node.addRenderPrimitive(this.renderPrimitive);
scene.addNode(this.node);
this.color_state = true;
this.is_button_pressed = false;
}
toggle_color() {
this.renderPrimitive.uniforms.baseColorFactor.value = this.color_state ?
[0, 1, 0, 1] : // green
[1, 0, 0, 1]; // red
this.color_state = !this.color_state;
}
// If this was something like a full-fledged game instead of just a
// sample, timestamps should be used when calculating how much to move
// on each frame. The way this code is right now, having a higher frame
// rate means the boxes move faster.
move(dx, dy) {
const inv_speed = 100;
let translation = [dx / inv_speed, dy / inv_speed, 0];
vec3.add(this.position, this.position, translation);
}
// Returns true iff button which was previously pressed is not pressed
// anymore. The WebXR + Gamepad APIs don't support button press events
// (yet) which is why keeping track of the state this way is necessary.
update_button_state(is_button_pressed) {
let did_button_fire = this.is_button_pressed && !is_button_pressed;
this.is_button_pressed = is_button_pressed;
return did_button_fire;
}
}
class GamepadBoxSet {
constructor(button_count, y) {
this.button_y = y;
this.ensure_gamepad_boxes(button_count);
}
ensure_gamepad_boxes(button_count) {
if (this.boxes && this.boxes.length == button_count) {
return;
}
// Place the boxes in a horizontal line 2 meters in front of the user.
this.boxes = [];
let x_shift = button_count / 2;
for (let x = 1; x <= button_count; ++x) {
this.boxes.push(new GamepadBox([x - x_shift, this.button_y, -2]));
}
}
update_state(gamepad) {
this.ensure_gamepad_boxes(gamepad.buttons.length);
// A button press (pressing and then releasing a button) will change
// the associated box's color from red to green (or from green to red
// if it's currently green).
for (let i = 0; i < gamepad.buttons.length; ++i) {
if (this.boxes[i].update_button_state(gamepad.buttons[i].pressed)) {
this.boxes[i].toggle_color();
}
}
if (gamepad.mapping == "xr-standard") {
if (gamepad.buttons.length >= 3 && gamepad.axes.length >= 2) {
// Handle touchpad movement.
// Invert the y axis because gamepads follow the convention that -1
// is up/forwards, but we want to have a forward joystick/touchpad
// input result in forward motion for the box.
let dx = gamepad.axes[0];
let dy = -gamepad.axes[1];
this.boxes[2].move(dx, dy);
}
if (gamepad.buttons.length >= 4 && gamepad.axes.length >= 4) {
// Handle thumbstick movement.
let dx = gamepad.axes[2];
let dy = -gamepad.axes[3];
this.boxes[3].move(dx, dy);
}
}
}
update() {
// Update the matrix for each box so that they are rendered in the
// correct positions.
for (let box of this.boxes) {
mat4.identity(box.node.matrix);
mat4.translate(box.node.matrix, box.node.matrix, box.position);
}
}
}
function ProcessInputSource(input_source) {
if (displayTables) {
tableManager.update(input_source);
}
let hand = input_source.handedness;
let gamepad = input_source.gamepad;
if (!(hand in boxTable)) {
const y_positions = {
"left" : 1,
"right" : 2,
"none" : 3,
};
boxTable[hand] = new GamepadBoxSet(gamepad.buttons.length, y_positions[hand]);
}
boxTable[hand].update_state(gamepad);
}
// Don't bother starting an inline session in this sample since WebXR
// gamepads are not available during inline sessions.
function initXR() {
xrButton = new XRDeviceButton({
onRequestSession: onRequestSession,
onEndSession: (session) => session.end(),
supportedSessionTypes: ['immersive-vr']
});
xrButton.addToHeader();
}
function initGL() {
if (gl)
return;
gl = createWebGLContext({
xrCompatible: true
});
document.body.appendChild(gl.canvas);
function onResize() {
gl.canvas.width = (gl.canvas.offsetWidth * window.devicePixelRatio);
gl.canvas.height = (gl.canvas.offsetHeight * window.devicePixelRatio);
}
window.addEventListener('resize', onResize);
onResize();
renderer = new Renderer(gl);
scene.setRenderer(renderer);
scene.inputRenderer.setControllerMesh(new Gltf2Node({url: '../media/gltf/controller/controller.gltf'}));
addFloorBox();
}
function addFloorBox() {
let boxBuilder = new BoxBuilder();
boxBuilder.pushCube([0, 0, 0], floorSize);
let boxPrimitive = boxBuilder.finishPrimitive(renderer);
let boxMaterial = new PbrMaterial();
boxMaterial.baseColorFactor.value = [0.3, 0.3, 0.3, 1.0];
let boxRenderPrimitive = renderer.createRenderPrimitive(boxPrimitive, boxMaterial);
floorNode = new Node();
floorNode.addRenderPrimitive(boxRenderPrimitive);
floorNode.selectable = true;
scene.addNode(floorNode);
mat4.identity(floorNode.matrix);
mat4.translate(floorNode.matrix, floorNode.matrix, floorPosition);
}
function onRequestSession() {
navigator.xr.requestSession('immersive-vr', {requiredFeatures: ['local-floor']}).then((session) => {
xrButton.setSession(session);
onSessionStarted(session);
});
}
function onSessionStarted(session) {
session.addEventListener('end', () => xrButton.setSession(null));
initGL();
session.updateRenderState({
baseLayer : new XRWebGLLayer(session, gl)
});
session.requestReferenceSpace('local-floor').then((refSpace) => {
// Save the session-specific reference space.
xrRefSpace = refSpace;
session.requestAnimationFrame(onXRFrame);
});
}
function onXRFrame(time, frame) {
let session = frame.session;
let pose = frame.getViewerPose(xrRefSpace);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
// Check for and respond to any gamepad state changes.
for (let source of session.inputSources) {
if (source.gamepad) {
ProcessInputSource(source);
}
}
if (displayTables) {
tableManager.nextFrame();
}
for (let hand in boxTable) {
boxTable[hand].update();
}
scene.updateInputSources(frame, xrRefSpace);
scene.drawXRFrame(frame, pose);
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>
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