-
Notifications
You must be signed in to change notification settings - Fork 489
/
room-scale.html
224 lines (191 loc) · 8.52 KB
/
room-scale.html
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
<!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'>
<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>Room Scale</title>
</head>
<body>
<header>
<details open>
<summary>Room Scale</summary>
<p>
This sample demonstrates using a 'local-floor' reference space to provide
room scale tracking.
<a class="back" href="./">Back</a>
</p>
</summary>
</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 {Gltf2Node} from './js/render/nodes/gltf2.js';
import {SkyboxNode} from './js/render/nodes/skybox.js';
import {BoundsRenderer} from './js/render/nodes/bounds-renderer.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();
}
// XR globals.
let xrButton = null;
let xrImmersiveRefSpace = null;
let inlineViewerHelper = null;
// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
scene.addNode(new Gltf2Node({url: 'media/gltf/camp/camp.gltf'}));
scene.addNode(new SkyboxNode({url: 'media/textures/eilenriede-park-2k.png'}));
scene.standingStats(true);
let boundsRenderer = null;
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 onRequestSession() {
return navigator.xr.requestSession('immersive-vr', {
// Our standing experience will require at least a local-floor
// reference space (which will be available even on 3DoF device)
// but can optionally make use of bounded-floor reference spaces
// when available.
requiredFeatures: ['local-floor'],
optionalFeatures: ['bounded-floor']
}).then((session) => {
xrButton.setSession(session);
session.isImmersive = true;
onSessionStarted(session);
});
}
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);
}
function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
initGL();
let glLayer = new XRWebGLLayer(session, gl);
session.updateRenderState({ baseLayer: glLayer });
function onRefSpaceCreated(refSpace) {
if (session.isImmersive) {
xrImmersiveRefSpace = refSpace;
} else {
// If we're using a viewer 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 is *very* roughly
// the eye height of an "average" adult human.)
inlineViewerHelper = new InlineViewerHelper(gl.canvas, refSpace);
inlineViewerHelper.setHeight(1.6);
// You can accomplish the same thing without the helper class by
// simply offseting the reference space with a negative y value:
// refSpace = refSpace.getOffsetReferenceSpace(new XRRigidTransform({y: -1.6}));
}
session.requestAnimationFrame(onXRFrame);
}
if (session.isImmersive) {
// Attempt to get a 'bounded-floor' 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) => {
onRefSpaceCreated(refSpace);
if (!boundsRenderer) {
boundsRenderer = new BoundsRenderer(refSpace);
scene.addNode(boundsRenderer);
} else {
boundsRenderer.boundedRefSpace = refSpace;
}
refSpace.onreset = (evt) => {
boundsRenderer.boundedRefSpace = evt.referenceSpace;
}
}).catch(() => {
// If a bounded reference space isn't supported, fall back to a
// local-floor reference space. This still provides a floor-relative
// space and will always be supported for immersive sessions. 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 local-floor 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 local-floor reference space');
session.requestReferenceSpace('local-floor').then(onRefSpaceCreated);
});
} else {
session.requestReferenceSpace('viewer').then(onRefSpaceCreated);
}
}
function onEndSession(session) {
session.end();
}
function onSessionEnded(event) {
if (event.session.isImmersive) {
xrButton.setSession(null);
}
}
function onXRFrame(t, frame) {
let session = frame.session;
let refSpace = session.isImmersive ?
xrImmersiveRefSpace :
inlineViewerHelper.referenceSpace;
let pose = frame.getViewerPose(refSpace);
scene.startFrame();
session.requestAnimationFrame(onXRFrame);
// 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>