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Add sample for requestHitTestSourceForTransientInput #126

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257 changes: 257 additions & 0 deletions hit-test-transient-input.html
Original file line number Diff line number Diff line change
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<!doctype html>
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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.
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<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>Hit Test using transient input source</title>
</head>
<body>
<header>
<details open>
<summary>Hit Test using input source</summary>
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Suggested change
<summary>Hit Test using input source</summary>
<summary>Hit Test using transient input sources</summary>

<p>
This sample demonstrates use of hit testing using transient input source to place virtual objects on real-world surfaces.
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Suggested change
This sample demonstrates use of hit testing using transient input source to place virtual objects on real-world surfaces.
This sample demonstrates use of hit testing using transient input source to place virtual objects on real-world surfaces. Transient input sources are created to listen to inputs that may exist only for a brief period, such as screen taps, making them impractical to request a typical hit test source for.

It would be good to have some additional text, like what I've suggested, to explain why a transient input source is treated differently.

<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';

// XR globals.
let xrButton = null;
let xrRefSpace = null;
let xrViewerSpace = null;
let xrTransientInputHitTestSource = null;
let xrTransientInputHitTestSourceRequested = false;

// WebGL scene globals.
let gl = null;
let renderer = null;
let scene = new Scene();
scene.enableStats(false);

let arObject = new Node();
arObject.visible = false;
scene.addNode(arObject);

let flower = new Gltf2Node({url: 'media/gltf/sunflower/sunflower.gltf'});
arObject.addNode(flower);

let reticleLeft = new Gltf2Node({url: 'media/gltf/reticle/reticle.gltf'});
reticleLeft.visible = false;
scene.addNode(reticleLeft);

let reticleRight = new Gltf2Node({url: 'media/gltf/reticle/reticle.gltf'});
reticleRight.visible = false;
scene.addNode(reticleRight);

// 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);

const MAX_FLOWERS = 30;
let flowers = [];

// Ensure the background is transparent for AR.
scene.clear = false;

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);

if (navigator.xr) {
navigator.xr.isSessionSupported('immersive-ar')
.then((supported) => {
xrButton.enabled = supported;
});
}
}

function onRequestSession() {
return navigator.xr.requestSession('immersive-ar', {requiredFeatures: ['local', 'hit-test']})
.then((session) => {
xrButton.setSession(session);
onSessionStarted(session);
});
}

function onSessionStarted(session) {
session.addEventListener('end', onSessionEnded);
session.addEventListener('select', onSelect);

if (!gl) {
gl = createWebGLContext({
xrCompatible: true
});

renderer = new Renderer(gl);

scene.setRenderer(renderer);
}

session.updateRenderState({ baseLayer: new XRWebGLLayer(session, gl) });

session.requestReferenceSpace('local').then((refSpace) => {
xrRefSpace = refSpace;

session.requestAnimationFrame(onXRFrame);
});
}

function onEndSession(session) {
xrTransientInputHitTestSource.cancel();
xrTransientInputHitTestSource = null;
session.end();
}

function onSessionEnded(event) {
xrButton.setSession(null);
}

// 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);

flowers.push(newFlower);

// 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);
}
}

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);
}
}

// 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);

updateInputSources(session, frame, xrRefSpace);

reticleLeft.visible = false;
reticleRight.visible = false;

// 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;
}
}
}
}

scene.startFrame();

session.requestAnimationFrame(onXRFrame);

scene.drawXRFrame(frame, pose);

scene.endFrame();
}

function updateInputSources(session, frame, refSpace) {
for (let inputSource of session.inputSources) {
let targetRayPose = frame.getPose(inputSource.targetRaySpace, refSpace);

// 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;
}

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);
}

if (!xrTransientInputHitTestSourceRequested) {
session.requestHitTestSourceForTransientInput({ profile: inputSource.profiles[0]})
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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. generic-touchscreen is s good example here: We don't have a continuous input source that represents the touchscreen, but we may generate events that come from one. Since the select event may only persist for a single frame, and since requestHitTestSource() is asynchronous, the input source may disappear before the hit test source is fully created, and as a result you may never see hit test results from it.

Because requestHitTestSourceForTransientInput() takes a profile, you can do something like session.requestHitTestSourceForTransientInput('generic-touchscreen') to indicate to the system that you want to track hit tests for ANY source that includes the generic-touchscreen profile, even if it only persists for a frame. That way you can get the hit test results in the select events consistently.

.then((transientInputHitTestSource) => {
xrTransientInputHitTestSource = transientInputHitTestSource;
});
xrTransientInputHitTestSourceRequested = true;
}
}
}

// Start the XR application.
initXR();
</script>
</body>
</html>
4 changes: 4 additions & 0 deletions index.html
Original file line number Diff line number Diff line change
Expand Up @@ -229,6 +229,10 @@ <h2 class='tagline'>Sample Pages</h2>
path: 'hit-test.html',
description: 'Demonstrates using the Hit Test API to place virtual objects on real-world surfaces.'},

{ title: 'Hit Test with transient input source', category: 'AR Basics',
path: 'hit-test-transient-input.html',
description: 'Demonstrates using the Hit Test API with transient source to place virtual objects on real-world surfaces.'},

{ tag: 'hr' },
{ tag: 'br' },

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