File: input-tracking.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'>

    <!-- Origin Trial Token, feature = WebXR Device API, origin = https://immersive-web.github.io, expires = 2018-08-28 -->
<meta http-equiv="origin-trial" data-feature="WebXR Device API" data-expires="2018-08-28" content="AnNpu7ceXvLew05ccD8Zr1OZsdZiB2hLQKK82kTTMDwF7oRKtP3QEJ4RzkeHrmB8Sq0vSV6ZNmszpBCZ0I8p9gAAAABceyJvcmlnaW4iOiJodHRwczovL2ltbWVyc2l2ZS13ZWIuZ2l0aHViLmlvOjQ0MyIsImZlYXR1cmUiOiJXZWJYUkRldmljZSIsImV4cGlyeSI6MTUzNTQxNDQwMH0=">

    <title>Input Tracking</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>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="./index.html">Back</a>
        </p>
      </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 {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 {SkyboxNode} from './js/cottontail/src/nodes/skybox.js';
      import {vec3} from './js/cottontail/src/math/gl-matrix.js';

      // If requested, initialize the WebXR polyfill
      if (QueryArgs.getBool('allowPolyfill', false)) {
        var polyfill = new WebXRPolyfill();
      }

      // XR globals.
      let xrButton = null;
      let xrImmersiveRefSpace = null;
      let xrNonImmersiveRefSpace = 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 XRDeviceButton({
          onRequestSession: onRequestSession,
          onEndSession: onEndSession,
          supportedSessionTypes: ['immersive-vr']
        });
        document.querySelector('header').appendChild(xrButton.domElement);

        if (navigator.xr) {
          requestInlineSession()
          .then((session) => {
            gl.canvas.addEventListener('touchend', () => {
              session.end().then(() => {
                requestInlineSession({ optionalFeatures: ['local-floor'] });
              }, { once: true });
            })
          });
        } else {
          initFallback();
        }
      }

      function initFallback() {
        initGL();
        let fallbackHelper = new FallbackHelper(scene, gl);
        fallbackHelper.emulateStage = true;
      }

      function initGL() {
        if (gl)
          return;

        // 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
        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);

        // Loads a generic controller mesh.
        scene.inputRenderer.setControllerMesh(new Gltf2Node({url: '../media/gltf/controller/controller.gltf'}));
      }

      function onRequestSession() {
        navigator.xr.requestSession('immersive-vr', {requiredFeatures: ['local-floor']}).then((session) => {
          session.mode = 'immersive-vr';
          xrButton.setSession(session);
          onSessionStarted(session);
        });
      }

      function requestInlineSession(options) {
        return navigator.xr.requestSession('inline', options)
          .then((session) => {
            session.mode = 'inline';
            return onSessionStarted(session);
          });
      }

      function onSessionStarted(session) {
        session.addEventListener('end', onSessionEnded);

        initGL();

        session.updateRenderState({
            baseLayer: new XRWebGLLayer(session, gl)
        });

        session.requestReferenceSpace('local-floor').then((refSpace) => {
          return refSpace;
        }, (e) => {
          if (!session.mode.startsWith('immersive')) {
            // If we're in inline mode, our underlying platform may not support
            // the local-floor reference space, but a viewer space is guaranteed.
            return session.requestReferenceSpace('viewer').then((viewerRefSpace) => {
              // Adjust the viewer space for an estimated user height. Otherwise,
              // the poses queried with this space will originate from the floor.
              let xform = new XRRigidTransform({x: 0, y: -1.5, z: 0});
              return viewerRefSpace.getOffsetReferenceSpace(xform);
            });
          } else {
            throw e;
          }
        }).then((refSpace) => {
          if (session.mode.startsWith('immersive')) {
            xrImmersiveRefSpace = refSpace;
          } else {
            xrNonImmersiveRefSpace = refSpace;
          }

          session.requestAnimationFrame(onXRFrame);
        });

        return session;
      }

      function onEndSession(session) {
        session.end();
      }

      function onSessionEnded(event) {
        if (event.session.mode.startsWith('immersive')) {
          xrButton.setSession(null);
        }
      }

      function updateInputSources(session, frame, refSpace) {
        let inputSources = session.inputSources;

        for (let inputSource of inputSources) {
          // If we have a grip matrix use it to render a mesh showing the
          // position of the controller.
          // Based on https://github.com/immersive-web/webxr/blob/master/input-explainer.md#placing-renderable-models
          if (inputSource.gripSpace) {
            let pose = frame.getPose(inputSource.gripSpace, refSpace);
            if (pose) {
              scene.inputRenderer.addController(pose.transform.matrix);
            }
          }

          // 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.
          // Based on https://github.com/immersive-web/webxr/blob/master/input-explainer.md#targeting-ray-pose
          let pose = frame.getPose(inputSource.targetRaySpace, refSpace);
          if (pose) {
            let targetRay = new XRRay(pose.transform);
            if (inputSource.targetRayMode == 'tracked-pointer' &&
                !pose.emulatedPosition) {
              // 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.
              // Only show the laser when the position is not emulated, so that
              // it's easy to know that value while still in VR.
              scene.inputRenderer.addLaserPointer(targetRay);
            }

            // 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 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,
                ]);

            scene.inputRenderer.addCursor(cursorPos);
          }
        }
      }

      function onXRFrame(t, frame) {
        let session = frame.session;
        let refSpace = session.mode.startsWith('immersive') ?
                         xrImmersiveRefSpace :
                         xrNonImmersiveRefSpace;
        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>