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immersive-hands.html
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<!doctype html>
<!--
Copyright 2020 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>Immersive Session with hands</title>
</head>
<body>
<header>
<details open>
<summary>Immersive VR Session with hands</summary>
<p>
This sample demonstrates a simple VR session that shows the user's hands.
If your device supports this feature, you will see your hands using a set
of cubes. Each cube represents a joint in your hand.
<a class="back" href="./">Back</a>
</p>
</details>
</header>
<main style='text-align: center;'>
<p>Click 'Enter XR' to see content</p>
</main>
<script type="module">
import { WebXRButton } from './js/util/webxr-button.js';
import { Scene } from './js/render/scenes/scene.js';
import { Node } from './js/render/core/node.js';
import { Renderer, createWebGLContext } from './js/render/core/renderer.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 { QueryArgs } from './js/util/query-args.js';
import {mat4} from './js/render/math/gl-matrix.js';
import {vec3} from './js/render/math/gl-matrix.js';
import {Ray} from './js/render/math/ray.js';
// This library matches XRInputSource profiles to available controller models for us.
import { fetchProfile } from 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/[email protected]/dist/motion-controllers.module.js';
// The path of the CDN the sample will fetch controller models from.
const DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/[email protected]/dist/profiles';
// XR globals.
let xrButton = null;
let xrRefSpace = null;
let isAR = false;
let radii = new Float32Array(25);
let positions = new Float32Array(16*25);
// Boxes
let boxes_left = [];
let boxes_right = [];
let boxes_none = [];
let tracked_boxes_left = [];
let tracked_boxes_right = [];
let tracked_boxes_none = [];
let boxes = { input_left: boxes_left, input_right: boxes_right, input_none: boxes_none, tracked_left: tracked_boxes_left, tracked_right: tracked_boxes_right, tracked_none: tracked_boxes_none };
let indexFingerBoxes = { input_left: null, input_right: null, tracked_left: null, tracked_right: null };
const defaultBoxColor = {r: 0.5, g: 0.5, b: 0.5};
const leftBoxColor = {r: 1, g: 0, b: 1};
const rightBoxColor = {r: 0, g: 1, b: 1};
let interactionBox = null;
let leftInteractionBox = null;
let rightInteractionBox = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
scene.addNode(new Gltf2Node({ url: './media/gltf/space/space.gltf' }));
scene.addNode(new SkyboxNode({ url: './media/textures/milky-way-4k.png' }));
function createBoxPrimitive(r, g, b) {
let boxBuilder = new BoxBuilder();
boxBuilder.pushCube([0, 0, 0], 1);
let boxPrimitive = boxBuilder.finishPrimitive(renderer);
let boxMaterial = new PbrMaterial();
boxMaterial.baseColorFactor.value = [r, g, b, 1];
return renderer.createRenderPrimitive(boxPrimitive, boxMaterial);
}
function addBox(x, y, z, r, g, b, offset) {
let boxRenderPrimitive = createBoxPrimitive(r, g, b);
let boxNode = new Node();
boxNode.addRenderPrimitive(boxRenderPrimitive);
// Marks the node as one that needs to be checked when hit testing.
boxNode.selectable = true;
return boxNode;
}
function initHands() {
for (const box of boxes_left) {
scene.removeNode(box);
}
for (const box of boxes_right) {
scene.removeNode(box);
}
boxes_left = [];
boxes_right = [];
boxes = { input_left: boxes_left, input_right: boxes_right, input_none: boxes_none, tracked_left: tracked_boxes_left, tracked_right: tracked_boxes_right, tracked_none: tracked_boxes_none };
if (typeof XRHand !== 'undefined') {
for (let i = 0; i <= 24; i++) {
const r = .6 + Math.random() * .4;
const g = .6 + Math.random() * .4;
const b = .6 + Math.random() * .4;
boxes_left.push(addBox(0, 0, 0, r, g, b));
boxes_right.push(addBox(0, 0, 0, r, g, b));
tracked_boxes_left.push(addBox(0, 0, 0, r, g, b));
tracked_boxes_right.push(addBox(0, 0, 0, r, g, b));
}
}
if (indexFingerBoxes.input_left) {
scene.removeNode(indexFingerBoxes.left);
}
if (indexFingerBoxes.input_right) {
scene.removeNode(indexFingerBoxes.input_right);
}
if (indexFingerBoxes.tracked_left) {
scene.removeNode(indexFingerBoxes.tracked_left);
}
if (indexFingerBoxes.tracked_right) {
scene.removeNode(indexFingerBoxes.tracked_right);
}
indexFingerBoxes.input_left = addBox(0, 0, 0, leftBoxColor.r, leftBoxColor.g, leftBoxColor.b);
indexFingerBoxes.input_right = addBox(0, 0, 0, rightBoxColor.r, rightBoxColor.g, rightBoxColor.b);
indexFingerBoxes.tracked_left = addBox(0, 0, 0, leftBoxColor.r, leftBoxColor.g, leftBoxColor.b);
indexFingerBoxes.tracked_right = addBox(0, 0, 0, rightBoxColor.r, rightBoxColor.g, rightBoxColor.b);
}
// Checks to see if WebXR is available and, if so, queries a list of
// XRDevices that are connected to the system.
function initXR() {
// Adds a helper button to the page that indicates if any XRDevices are
// available and let's the user pick between them if there's multiple.
xrButton = new WebXRButton({
onRequestSession: onRequestSession,
onEndSession: onEndSession
});
document.querySelector('header').appendChild(xrButton.domElement);
// Is WebXR available on this UA?
if (navigator.xr) {
// If the device allows creation of exclusive sessions set it as the
// target of the 'Enter XR' button.
navigator.xr.isSessionSupported('immersive-vr').then((supported) => {
if (supported)
xrButton.enabled = supported;
else
navigator.xr.isSessionSupported('immersive-ar').then((supported) => {
isAR = true;
xrButton.enabled = supported;
});
});
}
}
// Called when the user selects a device to present to. In response we
// will request an exclusive session from that device.
function onRequestSession() {
return navigator.xr.requestSession(isAR?'immersive-ar':'immersive-vr', { optionalFeatures: ['local-floor', 'bounded-floor', 'hand-tracking'] }).then(onSessionStarted);
}
// Called when we've successfully acquired a XRSession. In response we
// will set up the necessary session state and kick off the frame loop.
function onSessionStarted(session) {
// This informs the 'Enter XR' button that the session has started and
// that it should display 'Exit XR' instead.
xrButton.setSession(session);
// Listen for the sessions 'end' event so we can respond if the user
// or UA ends the session for any reason.
session.addEventListener('end', onSessionEnded);
session.addEventListener('inputsourceschange', onInputSourcesChange);
// trackedSources are still experimental. Don't rely on this feature yet.
session.addEventListener('trackedsourceschange', onInputSourcesChange);
session.addEventListener('visibilitychange', e => {
// remove hand controller while blurred
if(e.session.visibilityState === 'visible-blurred') {
for (const box of boxes['input_left']) {
scene.removeNode(box);
}
for (const box of boxes['input_right']) {
scene.removeNode(box);
}
for (const box of boxes['tracked_left']) {
scene.removeNode(box);
}
for (const box of boxes['tracked_right']) {
scene.removeNode(box);
}
}
});
// Create a WebGL context to render with, initialized to be compatible
// with the XRDisplay we're presenting to.
gl = createWebGLContext({
xrCompatible: true
});
// Create a renderer with that GL context (this is just for the samples
// framework and has nothing to do with WebXR specifically.)
renderer = new Renderer(gl);
initHands();
// Set the scene's renderer, which creates the necessary GPU resources.
scene.setRenderer(renderer);
// Use the new WebGL context to create a XRWebGLLayer and set it as the
// sessions baseLayer. This allows any content rendered to the layer to
// be displayed on the XRDevice.
session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) });
// Get a frame of reference, which is required for querying poses. In
// this case an 'local' frame of reference means that all poses will
// be relative to the location where the XRDevice was first detected.
session.requestReferenceSpace('local').then((refSpace) => {
xrRefSpace = refSpace.getOffsetReferenceSpace(new XRRigidTransform({ x: 0, y: 0, z: 0 }));
// Inform the session that we're ready to begin drawing.
session.requestAnimationFrame(onXRFrame);
});
}
// Called when the user clicks the 'Exit XR' button. In response we end
// the session.
function onEndSession(session) {
session.end();
}
// Called either when the user has explicitly ended the session (like in
// onEndSession()) or when the UA has ended the session for any reason.
// At this point the session object is no longer usable and should be
// discarded.
function onSessionEnded(event) {
xrButton.setSession(null);
// In this simple case discard the WebGL context too, since we're not
// rendering anything else to the screen with it.
renderer = null;
}
function onInputSourcesChange(event) {
onSourcesChange(event, "input_");
}
function onTrackedSourcesChange(event) {
onSourcesChange(event, "tracked_");
}
function onSourcesChange(event, type) {
// As input sources are connected if they are tracked-pointer devices
// look up which meshes should be associated with their profile and
// load as the controller model for that hand.
for (let inputSource of event.added) {
if (inputSource.targetRayMode == 'tracked-pointer') {
// Use the fetchProfile method from the motionControllers library
// to find the appropriate glTF mesh path for this controller.
fetchProfile(inputSource, DEFAULT_PROFILES_PATH).then(({profile, assetPath}) => {
// Typically if you wanted to animate the controllers in response
// to device inputs you'd create a new MotionController() instance
// here to handle the animation, but this sample will skip that
// and only display a static mesh for simplicity.
scene.inputRenderer.setControllerMesh(new Gltf2Node({url: assetPath}), inputSource.handedness, inputSource.profiles[0]);
});
}
}
}
function updateInputSources(session, frame, refSpace) {
updateSources(session, frame, refSpace, session.inputSources, "input_");
}
function updateTrackedSources(session, frame, refSpace) {
// session.trackedSources are still experimental. Don't rely on this feature yet.
if (session.trackedSources) {
updateSources(session, frame, refSpace, session.trackedSources, "tracked_");
}
}
function updateSources(session, frame, refSpace, sources, type) {
if(session.visibilityState === 'visible-blurred') {
return;
}
for (let inputSource of sources) {
let hand_type = type + inputSource.handedness;
if (type == "input_") {
let targetRayPose = frame.getPose(inputSource.targetRaySpace, refSpace);
if (targetRayPose) {
if (inputSource.targetRayMode == 'tracked-pointer') {
scene.inputRenderer.addLaserPointer(targetRayPose.transform);
}
let targetRay = new Ray(targetRayPose.transform);
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);
}
}
if (!inputSource.hand && inputSource.gripSpace) {
let gripPose = frame.getPose(inputSource.gripSpace, refSpace);
if (gripPose) {
scene.inputRenderer.addController(gripPose.transform.matrix, inputSource.handedness, inputSource.profiles[0]);
} else {
scene.inputRenderer.hideController(hand_type);
}
}
let offset = 0;
if (!inputSource.hand) {
for (const box of boxes[hand_type]) {
scene.removeNode(box);
}
scene.removeNode(indexFingerBoxes[hand_type]);
continue;
} else {
let pose = frame.getPose(inputSource.targetRaySpace, refSpace);
if (pose === undefined) {
console.log("no pose");
}
if (!frame.fillJointRadii(inputSource.hand.values(), radii)) {
console.log("no fillJointRadii");
continue;
}
if (!frame.fillPoses(inputSource.hand.values(), refSpace, positions)) {
console.log("no fillPoses");
continue;
}
for (const box of boxes[hand_type]) {
scene.addNode(box);
let matrix = positions.slice(offset * 16, (offset + 1) * 16);
let jointRadius = radii[offset];
offset++;
mat4.getTranslation(box.translation, matrix);
mat4.getRotation(box.rotation, matrix);
box.scale = [jointRadius, jointRadius, jointRadius];
}
// Render a special box for each index finger on each hand
const indexFingerBox = indexFingerBoxes[hand_type];
scene.addNode(indexFingerBox);
let joint = inputSource.hand.get('index-finger-tip');
let jointPose = frame.getJointPose(joint, xrRefSpace);
if (jointPose) {
let matrix = jointPose.transform.matrix;
mat4.getTranslation(indexFingerBox.translation, matrix);
mat4.getRotation(indexFingerBox.rotation, matrix);
indexFingerBox.scale = [0.02, 0.02, 0.02];
}
}
}
}
function UpdateInteractables(time) {
// Add scene objects if not present
if (!interactionBox) {
// Add box to demonstrate hand interaction
function AddInteractionBox(r, g, b) {
let box = new Node();
box.addRenderPrimitive(createBoxPrimitive(r, g, b));
box.translation = [0, 0, -0.65];
box.scale = [0.25, 0.25, 0.25];
return box;
}
interactionBox = AddInteractionBox(defaultBoxColor.r, defaultBoxColor.g, defaultBoxColor.b);
leftInteractionBox = AddInteractionBox(leftBoxColor.r, leftBoxColor.g, leftBoxColor.b);
rightInteractionBox = AddInteractionBox(rightBoxColor.r, rightBoxColor.g, rightBoxColor.b);
scene.addNode(interactionBox);
scene.addNode(leftInteractionBox);
scene.addNode(rightInteractionBox);
}
function Distance(nodeA, nodeB) {
return Math.sqrt(
Math.pow(nodeA.translation[0] - nodeB.translation[0], 2) +
Math.pow(nodeA.translation[1] - nodeB.translation[1], 2) +
Math.pow(nodeA.translation[2] - nodeB.translation[2], 2));
}
// Perform distance check on interactable elements
const interactionDistance = interactionBox.scale[0];
leftInteractionBox.visible = false;
rightInteractionBox.visible = false;
if (Distance(indexFingerBoxes.input_left, interactionBox) < interactionDistance) {
leftInteractionBox.visible = true;
} else if (Distance(indexFingerBoxes.input_right, interactionBox) < interactionDistance) {
rightInteractionBox.visible = true;
}
interactionBox.visible = !(leftInteractionBox.visible || rightInteractionBox.visible);
mat4.rotateX(interactionBox.matrix, interactionBox.matrix, time/1000);
mat4.rotateY(interactionBox.matrix, interactionBox.matrix, time/1500);
leftInteractionBox.matrix = interactionBox.matrix;
rightInteractionBox.matrix = interactionBox.matrix;
}
// Called every time the XRSession requests that a new frame be drawn.
function onXRFrame(t, frame) {
let session = frame.session;
// Per-frame scene setup. Nothing WebXR specific here.
scene.startFrame();
// Inform the session that we're ready for the next frame.
session.requestAnimationFrame(onXRFrame);
updateInputSources(session, frame, xrRefSpace);
updateTrackedSources(session, frame, xrRefSpace);
UpdateInteractables(t);
// Get the XRDevice pose relative to the Frame of Reference we created
// earlier.
let pose = frame.getViewerPose(xrRefSpace);
// Getting the pose may fail if, for example, tracking is lost. So we
// have to check to make sure that we got a valid pose before attempting
// to render with it. If not in this case we'll just leave the
// framebuffer cleared, so tracking loss means the scene will simply
// disappear.
if (pose) {
let glLayer = session.renderState.baseLayer;
// If we do have a valid pose, bind the WebGL layer's framebuffer,
// which is where any content to be displayed on the XRDevice must be
// rendered.
gl.bindFramebuffer(gl.FRAMEBUFFER, glLayer.framebuffer);
// Clear the framebuffer
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Loop through each of the views reported by the frame and draw them
// into the corresponding viewport.
for (let view of pose.views) {
let viewport = glLayer.getViewport(view);
gl.viewport(viewport.x, viewport.y,
viewport.width, viewport.height);
// Draw this view of the scene. What happens in this function really
// isn't all that important. What is important is that it renders
// into the XRWebGLLayer's framebuffer, using the viewport into that
// framebuffer reported by the current view, and using the
// projection matrix and view transform from the current view.
// We bound the framebuffer and viewport up above, and are passing
// in the appropriate matrices here to be used when rendering.
scene.draw(view.projectionMatrix, view.transform);
}
} else {
// There's several options for handling cases where no pose is given.
// The simplest, which these samples opt for, is to simply not draw
// anything. That way the device will continue to show the last frame
// drawn, possibly even with reprojection. Alternately you could
// re-draw the scene again with the last known good pose (which is now
// likely to be wrong), clear to black, or draw a head-locked message
// for the user indicating that they should try to get back to an area
// with better tracking. In all cases it's possible that the device
// may override what is drawn here to show the user it's own error
// message, so it should not be anything critical to the application's
// use.
}
// Per-frame scene teardown. Nothing WebXR specific here.
scene.endFrame();
}
// Start the XR application.
initXR();
</script>
</body>
</html>