File: room-scale.html

package info (click to toggle)
chromium 139.0.7258.127-1
  • links: PTS, VCS
  • area: main
  • in suites:
  • size: 6,122,068 kB
  • sloc: cpp: 35,100,771; ansic: 7,163,530; javascript: 4,103,002; python: 1,436,920; asm: 946,517; xml: 746,709; pascal: 187,653; perl: 88,691; sh: 88,436; objc: 79,953; sql: 51,488; cs: 44,583; fortran: 24,137; makefile: 22,147; tcl: 15,277; php: 13,980; yacc: 8,984; ruby: 7,485; awk: 3,720; lisp: 3,096; lex: 1,327; ada: 727; jsp: 228; sed: 36
file content (322 lines) | stat: -rw-r--r-- 12,930 bytes parent folder | download | duplicates (19)
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
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
<!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>Room Scale</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>Room Scale</summary>
        <p>
          This sample demonstrates using a 'stage' frame of reference to provide
          room scale tracking. If stage bounds are provided by the XRDevice, they
          will be represented as a red ground plane.
          <a class="back" href="./index.html">Back</a>
        </p>
      </summary>
    </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 {BoundsRenderer} from './js/cottontail/src/nodes/bounds-renderer.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 refSpaces = {};

      // WebGL scene globals.
      let gl = null;
      let renderer = null;
      let scene = new Scene();
      let boundsRenderer = null;
      scene.addNode(new Gltf2Node({url: '../media/gltf/camp/camp.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 onRequestSession() {
        navigator.xr.requestSession('immersive-vr', {optionalFeatures: ['bounded-floor'], 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 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);

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

      function updateBoundsRenderer(refSpace) {
        if (!boundsRenderer) {
          boundsRenderer = new BoundsRenderer(refSpace);
          scene.addNode(boundsRenderer);
        } else {
          boundsRenderer.boundedRefSpace = refSpace;
        }

        console.log(refSpace.boundsGeometry);

      }

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

        initGL();

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

        // Attempt to get a 'bounded' reference space, which will align the
        // user's physical floor with Y=0 and provide boundaries that indicate
        // where the user can safely walk.
        session.requestReferenceSpace('bounded-floor').then((refSpace) => {
          updateBoundsRenderer(refSpace);
          return refSpace;
        }).catch(() => {
          // If a bounded reference space isn't supported, fall back to a
          // stationary/floor-level reference space. This still provides a
          // floor-relative space and will always be supported for
          // immersive sessions if required. It will not, however, provide boundaries
          // and generally expects the user to stand in one place.
          // If the device doesn't have a way of determining the floor
          // level (for example, with a 3DoF device) then it will return
          // an emulated floor-level space, where the view is translated
          // up by a static height so that the scene still renders in
          // approximately the right place.
          console.log('Falling back to floor-level reference space');
          return session.requestReferenceSpace('local-floor').catch((e) => {
            if (!session.mode.startsWith('immersive')) {
              // If we're in inline mode, our underlying platform may not support
              // the stationary reference space, but an identity space is guaranteed.
              console.log('Falling back to identity reference space');
              return session.requestReferenceSpace('viewer').then((refSpace) => {
                // If we use an identity reference space we need to scoot the
                // origin down a bit to put the camera at approximately the
                // right level. (Here we're moving it 1.6 meters, which should
                // *very* roughly align us with the eye height of an "average"
                // adult human.)
                return refSpace.getOffsetReferenceSpace(new XRRigidTransform({y: -1.6}));
              });
            } else {
              throw e;
            }
          });
        }).then((refSpace) => {
          refSpaces[session.mode] = refSpace;
          session.requestAnimationFrame(onXRFrame);
          if (session.mode.startsWith('immersive') && !boundsRenderer) {
            pollBounds(session);
          }
        });

        return session;
      }

      function sleep(ms) {
        return new Promise(resolve => setTimeout(resolve, ms));
      }

      function pollBounds(session) {
        if (session.mode.startsWith('immersive') && !session.ended) {
          session.requestReferenceSpace('bounded-floor').then((space) => {
            updateBoundsRenderer(space);
            refSpaces[session.mode] = space;
            console.log(space.boundsGeometry);
          }).catch(() => {
            console.log("Failed to get bounded reference space. Trying again in 1 second.");
            sleep(1000).then(() => pollBounds(session));
          });
        }
      }

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

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

      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') {
              // 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(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 pose = frame.getViewerPose(refSpaces[session.mode]);

        scene.startFrame();

        session.requestAnimationFrame(onXRFrame);

        updateInputSources(session, frame, refSpaces[session.mode]);

        // Every XR frame uses basically the same render loop, so for the sake
        // of keeping the sample code focused on the interesting bits most
        // samples after this one will start using this helper function to hide
        // away the majority of the rendering logic.
        scene.drawXRFrame(frame, pose);

        scene.endFrame();
      }

      // Start the XR application.
      initXR();
    </script>
  </body>
</html>