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controller-state.html
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controller-state.html
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<!doctype html>
<!--
Copyright 2019 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'>
<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>Controller State</title>
</head>
<body>
<header>
<details open>
<summary>Controller State</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>
<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 {mat4, vec3, quat} from './js/render/math/gl-matrix.js';
import {InlineViewerHelper} from './js/util/inline-viewer-helper.js';
import {QueryArgs} from './js/util/query-args.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();
}
// If requested, don't display the frame rate info.
let hideStats = QueryArgs.getBool('hideStats', false);
// XR globals.
let xrButton = null;
let xrImmersiveRefSpace = null;
let inlineViewerHelper = 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 = {};
const BOX_SIZE = 0.03;
const BOX_MOTION_RANGE = 0.010;
const BOX_SEPARATION = 0.04;
const BOX_SET_HEIGHT = 0.03;
const BOX_SET_DEPTH = -0.06;
class GamepadBox extends Node {
constructor(position) {
super();
this.position = position;
let boxBuilder = new BoxBuilder();
boxBuilder.pushCube([0, 0, 0], BOX_SIZE);
let boxPrimitive = boxBuilder.finishPrimitive(renderer);
let boxMaterial = new PbrMaterial();
boxMaterial.baseColorFactor.value = [0.1, 0.1, 0.1, 1]; // grey
this.renderPrimitive = renderer.createRenderPrimitive(boxPrimitive, boxMaterial);
this.addRenderPrimitive(this.renderPrimitive);
mat4.identity(this.matrix);
mat4.translate(this.matrix, this.matrix, this.position);
this._value = 0.0;
this._pressed = false;
this._touched = false;
this._dx = 0.0;
this._dy = 0.0;
}
_updateTransform() {
mat4.identity(this.matrix);
mat4.translate(this.matrix, this.matrix, this.position);
mat4.translate(this.matrix, this.matrix, [
this._dx * BOX_MOTION_RANGE,
-this._value * BOX_SIZE * 0.5,
this._dy * BOX_MOTION_RANGE
]);
mat4.scale(this.matrix, this.matrix, [1.0, 1.05 - this._value, 1.0]);
}
_updateColor() {
let color = null;
if (this._pressed) {
color = [1, 0, 0, 1]; // Red
} else if (this._touched) {
color = [0.1, 0.5, 0.1, 1]; // Dark Green
} else {
color = [0.1, 0.1, 0.1, 1]; // Grey
}
this.renderPrimitive.uniforms.baseColorFactor.value = color;
}
set value(value) {
if (value != this._value) {
this._value = value;
this._updateTransform();
}
}
get value() {
return this._value;
}
set pressed(value) {
if (value != this._pressed) {
this._pressed = value;
this._updateColor();
}
}
get pressed() {
return this._pressed;
}
set touched(value) {
if (value != this._touched) {
this._touched = value;
this._updateColor();
}
}
get touched() {
return this._touched;
}
move(dx, dy) {
this._dx = dx;
this._dy = dy;
this._updateTransform();
}
}
class GamepadBoxSet extends Node {
constructor(buttonCount, axesCount) {
super();
let axesBoxCount = Math.ceil(axesCount / 2);
let rowLength = Math.max(buttonCount, axesBoxCount);
// Place the boxes in a horizontal line
this.buttonBoxes = [];
let hl = (rowLength - 1) * BOX_SEPARATION * 0.5;
for (let x = 0; x < buttonCount; ++x) {
let box = new GamepadBox([(x * BOX_SEPARATION) - hl, BOX_SET_HEIGHT, BOX_SET_DEPTH]);
this.buttonBoxes.push(box);
this.addNode(box);
}
this.axesBoxes = [];
for (let x = 0; x < axesBoxCount; ++x) {
let box = new GamepadBox([(x * BOX_SEPARATION) - hl, BOX_SET_HEIGHT, BOX_SET_DEPTH * 2]);
this.axesBoxes.push(box);
this.addNode(box);
}
}
update_state(gamepad) {
// The boxes associated with any given button will turn green if
// touched and red if pressed. The box height will also scale based
// on the button's value to make it appear like a button being pushed.
for (let i = 0; i < gamepad.buttons.length; ++i) {
this.buttonBoxes[i].pressed = gamepad.buttons[i].pressed;
this.buttonBoxes[i].value = gamepad.buttons[i].value;
this.buttonBoxes[i].touched = gamepad.buttons[i].touched;
}
// Axes are assumed to come in X/Y pairs and will wiggle the
// associated boxes around when moved.
for (let i = 0, j = 0; i < gamepad.axes.length; i+=2, ++j) {
this.axesBoxes[j].move(gamepad.axes[i], i + 1 < gamepad.axes.length ? gamepad.axes[i + 1] : 0);
}
}
}
function ProcessGamepad(gamepad, hand, pose) {
if (!(hand in boxTable)) {
boxTable[hand] = new GamepadBoxSet(gamepad.buttons.length, gamepad.axes.length);
scene.addNode(boxTable[hand]);
}
boxTable[hand].update_state(gamepad);
// Update the pose of the boxes to sync with the controller.
if (pose) {
boxTable[hand].matrix = pose.transform.matrix;
}
}
// Don't bother starting an inline session in this sample since WebXR
// gamepads are not available during inline sessions.
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);
}
}
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);
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() {
return navigator.xr.requestSession('immersive-vr', {
requiredFeatures: ['local-floor']
}).then((session) => {
xrButton.setSession(session);
session.isImmersive = true;
onSessionStarted(session);
});
}
function onSessionStarted(session) {
session.addEventListener('end', () => xrButton.setSession(null));
initGL();
scene.inputRenderer.useProfileControllerMeshes(session);
session.updateRenderState({
baseLayer : new XRWebGLLayer(session, gl)
});
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);
});
}
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);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
// Check for and respond to any gamepad state changes.
for (let source of session.inputSources) {
if (source.gamepad) {
let pose = frame.getPose(source.gripSpace, refSpace);
ProcessGamepad(source.gamepad, source.handedness, pose);
}
}
scene.updateInputSources(frame, refSpace);
scene.drawXRFrame(frame, pose);
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>