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Add sample for requestHitTestSourceForTransientInput #126
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<!doctype html> | ||||||||
<!-- | ||||||||
Copyright 2021 The Immersive Web Community Group | ||||||||
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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: | ||||||||
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The above copyright notice and this permission notice shall be included in all | ||||||||
copies or substantial portions of the Software. | ||||||||
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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'> | ||||||||
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<title>Hit Test using transient input source</title> | ||||||||
</head> | ||||||||
<body> | ||||||||
<header> | ||||||||
<details open> | ||||||||
<summary>Hit Test using input source</summary> | ||||||||
<p> | ||||||||
This sample demonstrates use of hit testing using transient input source to place virtual objects on real-world surfaces. | ||||||||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more.
Suggested change
It would be good to have some additional text, like what I've suggested, to explain why a transient input source is treated differently. |
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<a class="back" href="./">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 {DropShadowNode} from './js/render/nodes/drop-shadow.js'; | ||||||||
import {vec3} from './js/render/math/gl-matrix.js'; | ||||||||
import {Ray} from './js/render/math/ray.js'; | ||||||||
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// XR globals. | ||||||||
let xrButton = null; | ||||||||
let xrRefSpace = null; | ||||||||
let xrViewerSpace = null; | ||||||||
let xrTransientInputHitTestSource = null; | ||||||||
let xrTransientInputHitTestSourceRequested = false; | ||||||||
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// WebGL scene globals. | ||||||||
let gl = null; | ||||||||
let renderer = null; | ||||||||
let scene = new Scene(); | ||||||||
scene.enableStats(false); | ||||||||
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let arObject = new Node(); | ||||||||
arObject.visible = false; | ||||||||
scene.addNode(arObject); | ||||||||
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let flower = new Gltf2Node({url: 'media/gltf/sunflower/sunflower.gltf'}); | ||||||||
arObject.addNode(flower); | ||||||||
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let reticleLeft = new Gltf2Node({url: 'media/gltf/reticle/reticle.gltf'}); | ||||||||
reticleLeft.visible = false; | ||||||||
scene.addNode(reticleLeft); | ||||||||
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let reticleRight = new Gltf2Node({url: 'media/gltf/reticle/reticle.gltf'}); | ||||||||
reticleRight.visible = false; | ||||||||
scene.addNode(reticleRight); | ||||||||
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// Having a really simple drop shadow underneath an object helps ground | ||||||||
// it in the world without adding much complexity. | ||||||||
let shadow = new DropShadowNode(); | ||||||||
vec3.set(shadow.scale, 0.15, 0.15, 0.15); | ||||||||
arObject.addNode(shadow); | ||||||||
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const MAX_FLOWERS = 30; | ||||||||
let flowers = []; | ||||||||
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// Ensure the background is transparent for AR. | ||||||||
scene.clear = false; | ||||||||
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function initXR() { | ||||||||
xrButton = new WebXRButton({ | ||||||||
onRequestSession: onRequestSession, | ||||||||
onEndSession: onEndSession, | ||||||||
textEnterXRTitle: "START AR", | ||||||||
textXRNotFoundTitle: "AR NOT FOUND", | ||||||||
textExitXRTitle: "EXIT AR", | ||||||||
}); | ||||||||
document.querySelector('header').appendChild(xrButton.domElement); | ||||||||
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if (navigator.xr) { | ||||||||
navigator.xr.isSessionSupported('immersive-ar') | ||||||||
.then((supported) => { | ||||||||
xrButton.enabled = supported; | ||||||||
}); | ||||||||
} | ||||||||
} | ||||||||
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function onRequestSession() { | ||||||||
return navigator.xr.requestSession('immersive-ar', {requiredFeatures: ['local', 'hit-test']}) | ||||||||
.then((session) => { | ||||||||
xrButton.setSession(session); | ||||||||
onSessionStarted(session); | ||||||||
}); | ||||||||
} | ||||||||
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function onSessionStarted(session) { | ||||||||
session.addEventListener('end', onSessionEnded); | ||||||||
session.addEventListener('select', onSelect); | ||||||||
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if (!gl) { | ||||||||
gl = createWebGLContext({ | ||||||||
xrCompatible: true | ||||||||
}); | ||||||||
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renderer = new Renderer(gl); | ||||||||
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scene.setRenderer(renderer); | ||||||||
} | ||||||||
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session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) }); | ||||||||
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session.requestReferenceSpace('local').then((refSpace) => { | ||||||||
xrRefSpace = refSpace; | ||||||||
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session.requestAnimationFrame(onXRFrame); | ||||||||
}); | ||||||||
} | ||||||||
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function onEndSession(session) { | ||||||||
xrTransientInputHitTestSource.cancel(); | ||||||||
xrTransientInputHitTestSource = null; | ||||||||
session.end(); | ||||||||
} | ||||||||
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function onSessionEnded(event) { | ||||||||
xrButton.setSession(null); | ||||||||
} | ||||||||
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// Adds a new object to the scene at the | ||||||||
// specified transform. | ||||||||
function addARObjectAt(matrix) { | ||||||||
let newFlower = arObject.clone(); | ||||||||
newFlower.visible = true; | ||||||||
newFlower.matrix = matrix; | ||||||||
scene.addNode(newFlower); | ||||||||
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flowers.push(newFlower); | ||||||||
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// For performance reasons if we add too many objects start | ||||||||
// removing the oldest ones to keep the scene complexity | ||||||||
// from growing too much. | ||||||||
if (flowers.length > MAX_FLOWERS) { | ||||||||
let oldFlower = flowers.shift(); | ||||||||
scene.removeNode(oldFlower); | ||||||||
} | ||||||||
} | ||||||||
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let rayOrigin = vec3.create(); | ||||||||
let rayDirection = vec3.create(); | ||||||||
function onSelect(event) { | ||||||||
if (event.inputSource.handedness == "left" && | ||||||||
reticleLeft.visible) { | ||||||||
// The reticle should already be positioned at the latest hit point, | ||||||||
// so we can just use it's matrix to save an unnecessary call to | ||||||||
// event.frame.getHitTestResults. | ||||||||
addARObjectAt(reticleLeft.matrix); | ||||||||
} else if (event.inputSource.handedness == "right" && | ||||||||
reticleRight.visible) { | ||||||||
addARObjectAt(reticleRight.matrix); | ||||||||
} | ||||||||
} | ||||||||
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// Called every time a XRSession requests that a new frame be drawn. | ||||||||
function onXRFrame(t, frame) { | ||||||||
let session = frame.session; | ||||||||
let pose = frame.getViewerPose(xrRefSpace); | ||||||||
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updateInputSources(session, frame, xrRefSpace); | ||||||||
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reticleLeft.visible = false; | ||||||||
reticleRight.visible = false; | ||||||||
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// If we have a hit test source, get its results for the frame | ||||||||
// and use the pose to display a reticle in the scene. | ||||||||
if (xrTransientInputHitTestSource && pose) { | ||||||||
let inputHitTestResults = frame.getHitTestResultsForTransientInput(xrTransientInputHitTestSource); | ||||||||
for (let inputHitTestResult of inputHitTestResults) { | ||||||||
if (inputHitTestResult.results.length > 0) { | ||||||||
let pose = inputHitTestResult.results[0].getPose(xrRefSpace); | ||||||||
if (inputHitTestResult.inputSource.handedness == "left") { | ||||||||
reticleLeft.visible = true; | ||||||||
reticleLeft.matrix = pose.transform.matrix; | ||||||||
} else { | ||||||||
reticleRight.visible = true; | ||||||||
reticleRight.matrix = pose.transform.matrix; | ||||||||
} | ||||||||
} | ||||||||
} | ||||||||
} | ||||||||
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scene.startFrame(); | ||||||||
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session.requestAnimationFrame(onXRFrame); | ||||||||
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scene.drawXRFrame(frame, pose); | ||||||||
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scene.endFrame(); | ||||||||
} | ||||||||
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function updateInputSources(session, frame, refSpace) { | ||||||||
for (let inputSource of session.inputSources) { | ||||||||
let targetRayPose = frame.getPose(inputSource.targetRaySpace, refSpace); | ||||||||
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// 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. | ||||||||
if (!targetRayPose) { | ||||||||
continue; | ||||||||
} | ||||||||
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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(targetRayPose.transform); | ||||||||
} | ||||||||
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if (!xrTransientInputHitTestSourceRequested) { | ||||||||
session.requestHitTestSourceForTransientInput({ profile: inputSource.profiles[0]}) | ||||||||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This isn't really in the spirit of how transient input hit tests are intended to be used. If you have an input source that you can get a profile from, you probably just want a regular hit test source, as it'll be easier to use and is likely to be cheaper on the implementation end. A transient input source is typically thought of as one that may only be observable during a select event. Because |
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.then((transientInputHitTestSource) => { | ||||||||
xrTransientInputHitTestSource = transientInputHitTestSource; | ||||||||
}); | ||||||||
xrTransientInputHitTestSourceRequested = true; | ||||||||
} | ||||||||
} | ||||||||
} | ||||||||
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// Start the XR application. | ||||||||
initXR(); | ||||||||
</script> | ||||||||
</body> | ||||||||
</html> |
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