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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297
|
<!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>Scene tester</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>
<style>
#scene-select {
position: absolute;
z-index: 2;
}
</style>
</head>
<body>
<header>
<details open>
<summary>Module Tester</summary>
<p>
Just a simple test page to allow developers to test sample scenes
without a headset.<br/>
WASD + Mouse Click/Drag to move.
</p>
<select id='scene-select'>
<option value='void' selected>Void</option>
<option value='cube-sea'>Cube Sea</option>
<option value='space'>Space (glTF)</option>
<option value='camp'>Camp (glTF)</option>
<option value='cave'>Cave (glTF)</option>
<option value='garage'>Garage (glTF)</option>
<option value='cube-room'>Cube Room (glTF)</option>
<option value='home-theater'>Home Theater (glTF)</option>
</select>
</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 {UrlTexture} from './js/cottontail/src/core/texture.js';
import {BoxBuilder} from './js/cottontail/src/geometry/box-builder.js';
import {PbrMaterial} from './js/cottontail/src/materials/pbr.js';
import {ButtonNode} from './js/cottontail/src/nodes/button.js';
import {CubeSeaNode} from './js/cottontail/src/nodes/cube-sea.js';
import {Gltf2Node} from './js/cottontail/src/nodes/gltf2.js';
import {mat4, vec3} from './js/cottontail/src/math/gl-matrix.js';
const IDENTITY_MATRIX = new Float32Array([1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 1.6, 0, 1]);
let projectionMat = mat4.create();
let viewMat = mat4.create();
let scene = null;
let gl = createWebGLContext({antialias: false});
document.body.appendChild(gl.canvas);
let renderer = new Renderer(gl);
let boxNodes = [];
function setScene(newScene) {
scene = newScene;
scene.standingStats(true);
scene.addNode(new SkyboxNode({url: '../media/textures/milky-way-4k.png'}));
let stereo = new Gltf2Node({url: '../media/gltf/stereo/stereo.gltf'});
stereo.selectable = true;
boxNodes.push(stereo);
scene.addNode(stereo);
scene.setRenderer(renderer);
let boxBuilder = new BoxBuilder();
function addBox(x, y, z) {
boxBuilder.pushCube([x, y, z], 0.3);
let boxPrimitve = boxBuilder.primitiveStream.finishPrimitive(renderer);
let boxMaterial = new PbrMaterial();
boxMaterial.baseColorFactor.value = [0.0, 0.3, 1.0, 1.0];
let node = renderer.createMesh(boxPrimitve, boxMaterial);
node.selectable = true;
scene.addNode(node);
boxNodes.push(node);
boxBuilder.clear();
}
/*addBox(0, 0, -1.0);
addBox(-0.7, 0, -1.0);
addBox(0.7, 0, -1.0);
addBox(0, -0.7, -1.0);
addBox(0, 0.7, -1.0);
addBox(-0.7, -0.7, -1.0);
addBox(0.7, -0.7, -1.0);
addBox(-0.7, 0.7, -1.0);
addBox(0.7, 0.7, -1.0);*/
let button = new ButtonNode(new UrlTexture('../media/textures/play-button.png'), () => {
// Do something?
button.iconTexture = new UrlTexture('../media/textures/pause-button.png');
console.log("Button clicked");
});
scene.addNode(button);
}
function onResize () {
gl.canvas.width = gl.canvas.offsetWidth * window.devicePixelRatio;
gl.canvas.height = gl.canvas.offsetHeight * window.devicePixelRatio;
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
mat4.perspective(projectionMat, Math.PI*0.4,
gl.canvas.width/gl.canvas.height,
0.1, 1000.0);
}
window.addEventListener('resize', onResize);
onResize();
// Simple flight controls
let pressedKeys = new Array(256);
let selectStarted = false;
let selectPending = false;
let lookYaw = 0;
let lookPitch = 0;
let lookPos = [0, 0, 0];
const lookSpeed = 0.0025;
const moveSpeed = 0.0025;
window.addEventListener('keydown', (ev) => pressedKeys[ev.keyCode] = true);
window.addEventListener('keyup', (ev) => pressedKeys[ev.keyCode] = false);
window.addEventListener('mousemove', (ev) => {
// Only rotate when the left button is pressed
if (ev.buttons && 1) {
lookYaw += ev.movementX * lookSpeed;
lookPitch += ev.movementY * lookSpeed;
if (lookPitch < -Math.PI*0.5)
lookPitch = -Math.PI*0.5;
if (lookPitch > Math.PI*0.5)
lookPitch = Math.PI*0.5;
}
});
function updateView(delta) {
if (pressedKeys[' '.charCodeAt(0)]) {
selectStarted = true;
} else if (selectStarted) {
selectStarted = false;
selectPending = true;
}
let moveDir = [0, 0, 0];
if(pressedKeys['W'.charCodeAt(0)]) {
moveDir[2] += 1;
}
if(pressedKeys['S'.charCodeAt(0)]) {
moveDir[2] -= 1;
}
if(pressedKeys['A'.charCodeAt(0)]) {
moveDir[0] += 1;
}
if(pressedKeys['D'.charCodeAt(0)]) {
moveDir[0] -= 1;
}
vec3.normalize(moveDir, moveDir);
vec3.scale(moveDir, moveDir, delta * moveSpeed);
mat4.identity(viewMat);
mat4.rotateY(viewMat, viewMat, -lookYaw);
mat4.rotateX(viewMat, viewMat, -lookPitch);
vec3.transformMat4(moveDir, moveDir, viewMat);
vec3.add(lookPos, lookPos, moveDir);
mat4.identity(viewMat);
mat4.rotateX(viewMat, viewMat, lookPitch);
mat4.rotateY(viewMat, viewMat, lookYaw);
mat4.translate(viewMat, viewMat, lookPos);
};
let selectedNode = null;
function checkRay(targetRay) {
if (selectedNode) {
//selectedNode.visible = true;
}
let hitResult = scene.hitTest(targetRay);
if (hitResult) {
selectedNode = hitResult.node;
//selectedNode.visible = false;
scene.inputRenderer.addCursor(hitResult.intersection);
} else {
selectedNode = null;
}
}
let targetRayMatrix = mat4.create();
function onGLFrame(t) {
window.requestAnimationFrame(onGLFrame);
if (!scene)
return;
let frameDelta = scene.startFrame();
updateView(frameDelta);
let cursorPos = vec3.fromValues(0, 0, -2.0);
mat4.invert(targetRayMatrix, viewMat);
vec3.transformMat4(cursorPos, cursorPos, targetRayMatrix);
scene.inputRenderer.addCursor(cursorPos);
let mat = mat4.create();
mat4.identity(mat);
mat4.translate(mat, mat, [Math.sin(t / 1000), 0, Math.cos(t / 1000)]);
mat4.rotateY(mat, mat, t / 1000);
for (let boxNode of boxNodes) {
boxNode.matrix = mat;
}
checkRay(targetRayMatrix);
if (selectPending) {
selectPending = false;
scene.handleSelectPointer(targetRayMatrix);
}
gl.clear(gl.DEPTH_BUFFER_BIT);
scene.draw(projectionMat, viewMat);
scene.endFrame();
}
window.requestAnimationFrame(onGLFrame);
let sceneSelect = document.getElementById('scene-select');
function onSceneSelected() {
let scene = new Scene();
switch(sceneSelect.value) {
case 'void':
break;
case 'cube-sea':
scene.addNode(new CubeSeaNode());
break;
default:
scene.addNode(new Gltf2Node({url: `../media/gltf/${sceneSelect.value}/${sceneSelect.value}.gltf`}));
break;
}
setScene(scene);
}
sceneSelect.addEventListener('change', onSceneSelected);
onSceneSelected();
</script>
</body>
</html>
|