You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

586 lines
15 KiB

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js vr - handinput - press button</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> vr - handinput - press button<br />
(Oculus Browser 15.1+)
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { VRButton } from 'three/addons/webxr/VRButton.js';
import { XRControllerModelFactory } from 'three/addons/webxr/XRControllerModelFactory.js';
import { OculusHandModel } from 'three/addons/webxr/OculusHandModel.js';
import { createText } from 'three/addons/webxr/Text2D.js';
import { World, System, Component, TagComponent, Types } from 'three/addons/libs/ecsy.module.js';
class Object3D extends Component { }
Object3D.schema = {
object: { type: Types.Ref }
};
class Button extends Component { }
Button.schema = {
// button states: [resting, pressed, fully_pressed, recovering]
currState: { type: Types.String, default: 'resting' },
prevState: { type: Types.String, default: 'resting' },
pressSound: { type: Types.Ref, default: null },
releaseSound: { type: Types.Ref, default: null },
restingY: { type: Types.Number, default: null },
surfaceY: { type: Types.Number, default: null },
recoverySpeed: { type: Types.Number, default: 0.4 },
fullPressDistance: { type: Types.Number, default: null },
action: { type: Types.Ref, default: () => { } }
};
class ButtonSystem extends System {
init( attributes ) {
this.renderer = attributes.renderer;
this.soundAdded = false;
}
execute( /*delta, time*/ ) {
let buttonPressSound, buttonReleaseSound;
if ( this.renderer.xr.getSession() && ! this.soundAdded ) {
const xrCamera = this.renderer.xr.getCamera();
const listener = new THREE.AudioListener();
xrCamera.add( listener );
// create a global audio source
buttonPressSound = new THREE.Audio( listener );
buttonReleaseSound = new THREE.Audio( listener );
// load a sound and set it as the Audio object's buffer
const audioLoader = new THREE.AudioLoader();
audioLoader.load( 'sounds/button-press.ogg', function ( buffer ) {
buttonPressSound.setBuffer( buffer );
} );
audioLoader.load( 'sounds/button-release.ogg', function ( buffer ) {
buttonReleaseSound.setBuffer( buffer );
} );
this.soundAdded = true;
}
this.queries.buttons.results.forEach( entity => {
const button = entity.getMutableComponent( Button );
const buttonMesh = entity.getComponent( Object3D ).object;
// populate restingY
if ( button.restingY == null ) {
button.restingY = buttonMesh.position.y;
}
if ( buttonPressSound ) {
button.pressSound = buttonPressSound;
}
if ( buttonReleaseSound ) {
button.releaseSound = buttonReleaseSound;
}
if ( button.currState == 'fully_pressed' && button.prevState != 'fully_pressed' ) {
button.pressSound?.play();
button.action();
}
if ( button.currState == 'recovering' && button.prevState != 'recovering' ) {
button.releaseSound?.play();
}
// preserve prevState, clear currState
// FingerInputSystem will update currState
button.prevState = button.currState;
button.currState = 'resting';
} );
}
}
ButtonSystem.queries = {
buttons: {
components: [ Button ]
}
};
class Pressable extends TagComponent { }
class FingerInputSystem extends System {
init( attributes ) {
this.hands = attributes.hands;
}
execute( delta/*, time*/ ) {
this.queries.pressable.results.forEach( entity => {
const button = entity.getMutableComponent( Button );
const object = entity.getComponent( Object3D ).object;
const pressingDistances = [];
this.hands.forEach( hand => {
if ( hand && hand.intersectBoxObject( object ) ) {
const pressingPosition = hand.getPointerPosition();
pressingDistances.push( button.surfaceY - object.worldToLocal( pressingPosition ).y );
}
} );
if ( pressingDistances.length == 0 ) { // not pressed this frame
if ( object.position.y < button.restingY ) {
object.position.y += button.recoverySpeed * delta;
button.currState = 'recovering';
} else {
object.position.y = button.restingY;
button.currState = 'resting';
}
} else {
button.currState = 'pressed';
const pressingDistance = Math.max( pressingDistances );
if ( pressingDistance > 0 ) {
object.position.y -= pressingDistance;
}
if ( object.position.y <= button.restingY - button.fullPressDistance ) {
button.currState = 'fully_pressed';
object.position.y = button.restingY - button.fullPressDistance;
}
}
} );
}
}
FingerInputSystem.queries = {
pressable: {
components: [ Pressable ]
}
};
class Rotating extends TagComponent { }
class RotatingSystem extends System {
execute( delta/*, time*/ ) {
this.queries.rotatingObjects.results.forEach( entity => {
const object = entity.getComponent( Object3D ).object;
object.rotation.x += 0.4 * delta;
object.rotation.y += 0.4 * delta;
} );
}
}
RotatingSystem.queries = {
rotatingObjects: {
components: [ Rotating ]
}
};
class HandsInstructionText extends TagComponent { }
class InstructionSystem extends System {
init( attributes ) {
this.controllers = attributes.controllers;
}
execute( /*delta, time*/ ) {
let visible = false;
this.controllers.forEach( controller => {
if ( controller.visible ) {
visible = true;
}
} );
this.queries.instructionTexts.results.forEach( entity => {
const object = entity.getComponent( Object3D ).object;
object.visible = visible;
} );
}
}
InstructionSystem.queries = {
instructionTexts: {
components: [ HandsInstructionText ]
}
};
class OffsetFromCamera extends Component { }
OffsetFromCamera.schema = {
x: { type: Types.Number, default: 0 },
y: { type: Types.Number, default: 0 },
z: { type: Types.Number, default: 0 },
};
class NeedCalibration extends TagComponent { }
class CalibrationSystem extends System {
init( attributes ) {
this.camera = attributes.camera;
this.renderer = attributes.renderer;
}
execute( /*delta, time*/ ) {
this.queries.needCalibration.results.forEach( entity => {
if ( this.renderer.xr.getSession() ) {
const offset = entity.getComponent( OffsetFromCamera );
const object = entity.getComponent( Object3D ).object;
const xrCamera = this.renderer.xr.getCamera();
object.position.x = xrCamera.position.x + offset.x;
object.position.y = xrCamera.position.y + offset.y;
object.position.z = xrCamera.position.z + offset.z;
entity.removeComponent( NeedCalibration );
}
} );
}
}
CalibrationSystem.queries = {
needCalibration: {
components: [ NeedCalibration ]
}
};
const world = new World();
const clock = new THREE.Clock();
let camera, scene, renderer;
init();
animate();
function makeButtonMesh( x, y, z, color ) {
const geometry = new THREE.BoxGeometry( x, y, z );
const material = new THREE.MeshPhongMaterial( { color: color } );
const buttonMesh = new THREE.Mesh( geometry, material );
buttonMesh.castShadow = true;
buttonMesh.receiveShadow = true;
return buttonMesh;
}
function init() {
const container = document.createElement( 'div' );
document.body.appendChild( container );
scene = new THREE.Scene();
scene.background = new THREE.Color( 0x444444 );
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 10 );
camera.position.set( 0, 1.2, 0.3 );
scene.add( new THREE.HemisphereLight( 0x808080, 0x606060 ) );
const light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 6, 0 );
light.castShadow = true;
light.shadow.camera.top = 2;
light.shadow.camera.bottom = - 2;
light.shadow.camera.right = 2;
light.shadow.camera.left = - 2;
light.shadow.mapSize.set( 4096, 4096 );
scene.add( light );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.shadowMap.enabled = true;
renderer.xr.enabled = true;
renderer.xr.cameraAutoUpdate = false;
container.appendChild( renderer.domElement );
document.body.appendChild( VRButton.createButton( renderer ) );
// controllers
const controller1 = renderer.xr.getController( 0 );
scene.add( controller1 );
const controller2 = renderer.xr.getController( 1 );
scene.add( controller2 );
const controllerModelFactory = new XRControllerModelFactory();
// Hand 1
const controllerGrip1 = renderer.xr.getControllerGrip( 0 );
controllerGrip1.add( controllerModelFactory.createControllerModel( controllerGrip1 ) );
scene.add( controllerGrip1 );
const hand1 = renderer.xr.getHand( 0 );
const handModel1 = new OculusHandModel( hand1 );
hand1.add( handModel1 );
scene.add( hand1 );
// Hand 2
const controllerGrip2 = renderer.xr.getControllerGrip( 1 );
controllerGrip2.add( controllerModelFactory.createControllerModel( controllerGrip2 ) );
scene.add( controllerGrip2 );
const hand2 = renderer.xr.getHand( 1 );
const handModel2 = new OculusHandModel( hand2 );
hand2.add( handModel2 );
scene.add( hand2 );
// buttons
const floorGeometry = new THREE.PlaneGeometry( 4, 4 );
const floorMaterial = new THREE.MeshPhongMaterial( { color: 0x222222 } );
const floor = new THREE.Mesh( floorGeometry, floorMaterial );
floor.rotation.x = - Math.PI / 2;
floor.receiveShadow = true;
scene.add( floor );
const consoleGeometry = new THREE.BoxGeometry( 0.5, 0.12, 0.15 );
const consoleMaterial = new THREE.MeshPhongMaterial( { color: 0x595959 } );
const consoleMesh = new THREE.Mesh( consoleGeometry, consoleMaterial );
consoleMesh.position.set( 0, 1, - 0.3 );
consoleMesh.castShadow = true;
consoleMesh.receiveShadow = true;
scene.add( consoleMesh );
const orangeButton = makeButtonMesh( 0.08, 0.1, 0.08, 0xffd3b5 );
orangeButton.position.set( - 0.15, 0.04, 0 );
consoleMesh.add( orangeButton );
const pinkButton = makeButtonMesh( 0.08, 0.1, 0.08, 0xe84a5f );
pinkButton.position.set( - 0.05, 0.04, 0 );
consoleMesh.add( pinkButton );
const resetButton = makeButtonMesh( 0.08, 0.1, 0.08, 0x355c7d );
const resetButtonText = createText( 'reset', 0.03 );
resetButton.add( resetButtonText );
resetButtonText.rotation.x = - Math.PI / 2;
resetButtonText.position.set( 0, 0.051, 0 );
resetButton.position.set( 0.05, 0.04, 0 );
consoleMesh.add( resetButton );
const exitButton = makeButtonMesh( 0.08, 0.1, 0.08, 0xff0000 );
const exitButtonText = createText( 'exit', 0.03 );
exitButton.add( exitButtonText );
exitButtonText.rotation.x = - Math.PI / 2;
exitButtonText.position.set( 0, 0.051, 0 );
exitButton.position.set( 0.15, 0.04, 0 );
consoleMesh.add( exitButton );
const tkGeometry = new THREE.TorusKnotGeometry( 0.5, 0.2, 200, 32 );
const tkMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff } );
tkMaterial.metalness = 0.8;
const torusKnot = new THREE.Mesh( tkGeometry, tkMaterial );
torusKnot.position.set( 0, 1, - 5 );
scene.add( torusKnot );
const instructionText = createText( 'This is a WebXR Hands demo, please explore with hands.', 0.04 );
instructionText.position.set( 0, 1.6, - 0.6 );
scene.add( instructionText );
const exitText = createText( 'Exiting session...', 0.04 );
exitText.position.set( 0, 1.5, - 0.6 );
exitText.visible = false;
scene.add( exitText );
world
.registerComponent( Object3D )
.registerComponent( Button )
.registerComponent( Pressable )
.registerComponent( Rotating )
.registerComponent( HandsInstructionText )
.registerComponent( OffsetFromCamera )
.registerComponent( NeedCalibration );
world
.registerSystem( RotatingSystem )
.registerSystem( InstructionSystem, { controllers: [ controllerGrip1, controllerGrip2 ] } )
.registerSystem( CalibrationSystem, { renderer: renderer, camera: camera } )
.registerSystem( ButtonSystem, { renderer: renderer, camera: camera } )
.registerSystem( FingerInputSystem, { hands: [ handModel1, handModel2 ] } );
const csEntity = world.createEntity();
csEntity.addComponent( OffsetFromCamera, { x: 0, y: - 0.4, z: - 0.3 } );
csEntity.addComponent( NeedCalibration );
csEntity.addComponent( Object3D, { object: consoleMesh } );
const obEntity = world.createEntity();
obEntity.addComponent( Pressable );
obEntity.addComponent( Object3D, { object: orangeButton } );
const obAction = function () {
torusKnot.material.color.setHex( 0xffd3b5 );
};
obEntity.addComponent( Button, { action: obAction, surfaceY: 0.05, fullPressDistance: 0.02 } );
const pbEntity = world.createEntity();
pbEntity.addComponent( Pressable );
pbEntity.addComponent( Object3D, { object: pinkButton } );
const pbAction = function () {
torusKnot.material.color.setHex( 0xe84a5f );
};
pbEntity.addComponent( Button, { action: pbAction, surfaceY: 0.05, fullPressDistance: 0.02 } );
const rbEntity = world.createEntity();
rbEntity.addComponent( Pressable );
rbEntity.addComponent( Object3D, { object: resetButton } );
const rbAction = function () {
torusKnot.material.color.setHex( 0xffffff );
};
rbEntity.addComponent( Button, { action: rbAction, surfaceY: 0.05, fullPressDistance: 0.02 } );
const ebEntity = world.createEntity();
ebEntity.addComponent( Pressable );
ebEntity.addComponent( Object3D, { object: exitButton } );
const ebAction = function () {
exitText.visible = true;
setTimeout( function () {
exitText.visible = false; renderer.xr.getSession().end();
}, 2000 );
};
ebEntity.addComponent( Button, { action: ebAction, surfaceY: 0.05, recoverySpeed: 0.2, fullPressDistance: 0.03 } );
const tkEntity = world.createEntity();
tkEntity.addComponent( Rotating );
tkEntity.addComponent( Object3D, { object: torusKnot } );
const itEntity = world.createEntity();
itEntity.addComponent( HandsInstructionText );
itEntity.addComponent( Object3D, { object: instructionText } );
window.addEventListener( 'resize', onWindowResize );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
renderer.setAnimationLoop( render );
}
function render() {
const delta = clock.getDelta();
const elapsedTime = clock.elapsedTime;
renderer.xr.updateCamera( camera );
world.execute( delta, elapsedTime );
renderer.render( scene, camera );
}
</script>
</body>
</html>