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Merge pull request #452 from Kitware/webvr_support
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feat(Rendering): Add initial support for WebVR
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martinken authored Dec 8, 2017
2 parents d4e30bc + 10f0c5b commit c237bd3
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1 change: 1 addition & 0 deletions .eslintrc.js
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Expand Up @@ -37,6 +37,7 @@ module.exports = {
// ],
globals: {
__BASE_PATH__: false,
VRFrameData: true,
},
'settings': {
'import/resolver': 'webpack'
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21 changes: 21 additions & 0 deletions Examples/Geometry/VR/controller.html
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<table>
<tr>
<td>
<button class='vrbutton' style="width: 100%">Send To VR</button>
</td>
</tr>
<tr>
<td>
<select class='representations' style="width: 100%">
<option value='0'>Points</option>
<option value='1'>Wireframe</option>
<option value='2' selected>Surface</option>
</select>
</td>
</tr>
<tr>
<td>
<input class='resolution' type='range' min='4' max='80' value='6' />
</td>
</tr>
</table>
101 changes: 101 additions & 0 deletions Examples/Geometry/VR/index.js
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import 'vtk.js/Sources/favicon';

import vtkActor from 'vtk.js/Sources/Rendering/Core/Actor';
import vtkCalculator from 'vtk.js/Sources/Filters/General/Calculator';
import vtkConeSource from 'vtk.js/Sources/Filters/Sources/ConeSource';
import vtkFullScreenRenderWindow from 'vtk.js/Sources/Rendering/Misc/FullScreenRenderWindow';
import vtkMapper from 'vtk.js/Sources/Rendering/Core/Mapper';
import { AttributeTypes } from 'vtk.js/Sources/Common/DataModel/DataSetAttributes/Constants';
import { FieldDataTypes } from 'vtk.js/Sources/Common/DataModel/DataSet/Constants';

import controlPanel from './controller.html';

// ----------------------------------------------------------------------------
// Standard rendering code setup
// ----------------------------------------------------------------------------

const fullScreenRenderer = vtkFullScreenRenderWindow.newInstance({ background: [0, 0, 0] });
const renderer = fullScreenRenderer.getRenderer();
const renderWindow = fullScreenRenderer.getRenderWindow();

// ----------------------------------------------------------------------------
// Example code
// ----------------------------------------------------------------------------
// create a filter on the fly, sort of cool, this is a random scalars
// filter we create inline, for a simple cone you would not need
// this
// ----------------------------------------------------------------------------

const coneSource = vtkConeSource.newInstance({ height: 100.0, radius: 50.0 });
// const coneSource = vtkConeSource.newInstance({ height: 1.0, radius: 0.5 });
const filter = vtkCalculator.newInstance();

filter.setInputConnection(coneSource.getOutputPort());
// filter.setFormulaSimple(FieldDataTypes.CELL, [], 'random', () => Math.random());
filter.setFormula({
getArrays: inputDataSets => ({
input: [],
output: [
{ location: FieldDataTypes.CELL, name: 'Random', dataType: 'Float32Array', attribute: AttributeTypes.SCALARS },
],
}),
evaluate: (arraysIn, arraysOut) => {
const [scalars] = arraysOut.map(d => d.getData());
for (let i = 0; i < scalars.length; i++) {
scalars[i] = Math.random();
}
},
});

const mapper = vtkMapper.newInstance();
mapper.setInputConnection(filter.getOutputPort());

const actor = vtkActor.newInstance();
actor.setMapper(mapper);
actor.setPosition(20.0, 0.0, 0.0);

renderer.addActor(actor);
renderer.resetCamera();
renderWindow.render();

// -----------------------------------------------------------
// UI control handling
// -----------------------------------------------------------

fullScreenRenderer.addController(controlPanel);
const representationSelector = document.querySelector('.representations');
const resolutionChange = document.querySelector('.resolution');
const vrbutton = document.querySelector('.vrbutton');

representationSelector.addEventListener('change', (e) => {
const newRepValue = Number(e.target.value);
actor.getProperty().setRepresentation(newRepValue);
renderWindow.render();
});

resolutionChange.addEventListener('input', (e) => {
const resolution = Number(e.target.value);
coneSource.setResolution(resolution);
renderWindow.render();
});

vrbutton.addEventListener('click', (e) => {
if (vrbutton.textContent === 'Send To VR') {
fullScreenRenderer.getOpenGLRenderWindow().startVR();
vrbutton.textContent = 'Return From VR';
} else {
fullScreenRenderer.getOpenGLRenderWindow().stopVR();
vrbutton.textContent = 'Send To VR';
}
});

// -----------------------------------------------------------
// Make some variables global so that you can inspect and
// modify objects in your browser's developer console:
// -----------------------------------------------------------

global.source = coneSource;
global.mapper = mapper;
global.actor = actor;
global.renderer = renderer;
global.renderWindow = renderWindow;
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@@ -1,7 +1,9 @@
import macro from 'vtk.js/Sources/macro';
import vtkInteractorStyle from 'vtk.js/Sources/Rendering/Core/InteractorStyle';
import vtkMath from 'vtk.js/Sources/Common/Core/Math';
import { States } from 'vtk.js/Sources/Rendering/Core/InteractorStyle/Constants';
import { Device, Input } from 'vtk.js/Sources/Rendering/Core/RenderWindowInteractor/Constants';

const { States } = vtkInteractorStyle;

/* eslint-disable no-lonely-if */

Expand Down Expand Up @@ -47,6 +49,61 @@ function vtkInteractorStyleTrackballCamera(publicAPI, model) {
}
};

publicAPI.handleButton3D = (arg) => {
const ed = arg.calldata;
publicAPI.findPokedRenderer(0, 0);
if (model.currentRenderer === null) {
return;
}

if (ed && ed.pressed &&
ed.device === Device.RightController &&
ed.input === Input.TrackPad) {
publicAPI.startCameraPose();
publicAPI.setAnimationStateOn();
return;
}
if (ed && !ed.pressed &&
ed.device === Device.RightController &&
ed.input === Input.TrackPad &&
model.state === States.IS_CAMERA_POSE) {
publicAPI.endCameraPose();
publicAPI.setAnimationStateOff();
// return;
}
};

publicAPI.handleMove3D = (arg) => {
const ed = arg.calldata;
switch (model.state) {
case States.IS_CAMERA_POSE:
publicAPI.updateCameraPose(ed);
break;
default:
}
};

publicAPI.updateCameraPose = (ed) => {
// move the world in the direction of the
// controller
const camera = model.currentRenderer.getActiveCamera();
const oldTrans = camera.getPhysicalTranslation();

// look at the y axis to determine how fast / what direction to move
const speed = ed.gamepad.axes[1];

// 0.05 meters / frame movement
const pscale = speed * 0.05 / camera.getPhysicalScale();

// convert orientation to world coordinate direction
const dir = camera.physicalOrientationToWorldDirection(ed.orientation);

camera.setPhysicalTranslation(
oldTrans[0] + (dir[0] * pscale),
oldTrans[1] + (dir[1] * pscale),
oldTrans[2] + (dir[2] * pscale));
};

//----------------------------------------------------------------------------
publicAPI.handleLeftButtonPress = () => {
const pos = model.interactor.getEventPosition(model.interactor.getPointerIndex());
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