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room-scale.html
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room-scale.html
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<!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;
}
}).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>