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23 changes: 8 additions & 15 deletions immersive-hands.html
Original file line number Diff line number Diff line change
Expand Up @@ -78,8 +78,6 @@
const leftBoxColor = {r: 1, g: 0, b: 1};
const rightBoxColor = {r: 0, g: 1, b: 1};
let interactionBox = null;
let leftInteractionBox = null;
let rightInteractionBox = null;

// WebGL scene globals.
let gl = null;
Expand Down Expand Up @@ -238,6 +236,7 @@
// In this simple case discard the WebGL context too, since we're not
// rendering anything else to the screen with it.
renderer = null;
interactionBox = null;
}

function updateInputSources(session, frame, refSpace) {
Expand Down Expand Up @@ -325,11 +324,7 @@
return box;
}
interactionBox = AddInteractionBox(defaultBoxColor.r, defaultBoxColor.g, defaultBoxColor.b);
leftInteractionBox = AddInteractionBox(leftBoxColor.r, leftBoxColor.g, leftBoxColor.b);
rightInteractionBox = AddInteractionBox(rightBoxColor.r, rightBoxColor.g, rightBoxColor.b);
scene.addNode(interactionBox);
scene.addNode(leftInteractionBox);
scene.addNode(rightInteractionBox);
}

function Distance(nodeA, nodeB) {
Expand All @@ -341,19 +336,17 @@

// Perform distance check on interactable elements
const interactionDistance = interactionBox.scale[0];
leftInteractionBox.visible = false;
rightInteractionBox.visible = false;
let color = defaultBoxColor;
if (Distance(indexFingerBoxes.left, interactionBox) < interactionDistance) {
leftInteractionBox.visible = true;
color = leftBoxColor;
} else if (Distance(indexFingerBoxes.right, interactionBox) < interactionDistance) {
rightInteractionBox.visible = true;
}
interactionBox.visible = !(leftInteractionBox.visible || rightInteractionBox.visible);

color = rightBoxColor;
}
const uniforms = interactionBox.renderPrimitives[0].uniforms;
uniforms.baseColorFactor.value = [color.r, color.g, color.b, 1];

mat4.rotateX(interactionBox.matrix, interactionBox.matrix, time/1000);
mat4.rotateY(interactionBox.matrix, interactionBox.matrix, time/1500);
leftInteractionBox.matrix = interactionBox.matrix;
rightInteractionBox.matrix = interactionBox.matrix;
}

// Called every time the XRSession requests that a new frame be drawn.
Expand Down