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[Feature Request] WebXR hands #17
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@yuripourre hmm, i think locally i have updated version of latest WebXR specs ... i have to check it and push. Very impressive, can you share a demo ? Maybe you can show your work to the community ? Each Thuesday we do a publics calls on twitch so feel free to join (check gitter gwtproject or vertispan/j2cl channels) libgdx is based on gwt2 ? right ? i totally moved to j2cl and i do new version of three4g with focus on j2cl as well |
I would really really appreciate!
Yeah, I can share it there. I tried gitter but is so confusing :)
Yes, I had to downgrade a few classes to gwt2 but I am using a also using a mix of elemental2 and gwt classes. Took me a few months but surprisingly it works. |
@yuripourre are you talking about this apis ? https://www.w3.org/TR/webxr-hand-input-1/ |
@treblereel yes, precisely. Please tell me if there is something I can do to help. |
I had trouble defining this sequence of XRJointSpaces, I tried JsArray and XRJointSpaces[] (and a lot of combinations) but no matter what I tried they were always null. The hard part is creating a code that tries to populate them and run on a device with hand-tracking capabilities. Because GWT obfuscates the code is really hard to understand what is wrong, too. |
@yuripourre are you sure it supported ? maybe it's too new ? what is your current setup ? |
@treblereel yes it is new but it is supported by Oculus Quest 2 (the device I am using for the experiments). |
@yuripourre ok, looks like i am good to go! ps: the demo is using three.js, so ... how do you running your demo it at your Oculus Quest ? |
@treblereel I wish it was simpler. Right now, I have a libGDX example project with a modified version of your WebXR library that I can compile and serve locally (using my notebook). Then I use ngrok to enable https and redirect to my localhost. Also, I use shorturl.at to shorten the URL so I don't need to type the full ngrok address. |
@treblereel it looks good and that was fast! It is very similar to what I did on my experiments, but I believe yours will generate the right types. How can I generate the java classes from it? |
run build.sh from the root and install webxr and webxr-hand-input from the maven folder. i have no ar/vr devs so i can't test it ... sorry |
@treblereel ok! I will try to test until next Sunday. Don't worry I can't thank you enough for making libGDX + webXR a reality. Your code was the ground work I needed to make my libGDX apps run into Oculus Quest! |
@treblereel I think I will need some assistance with the build, I am close but some jars are missing.
Seems that the only jar available is the audio. I am trying to understand what is missing, I will update here if I have any progress. EDIT: I commented all the modules but webxr-hand-input and the jars were generated. I am going to test it now. |
@treblereel I just hit the first blocker. I am trying to port this example:
I will keep trying and update here if I had some progress. |
@treblereel awesome news, it's working!!! I had to update XRHand and XRFrame (I also moved the code from WebXRHandInputXRFrame to XRFrame). I believe you know a more elegant way to update them. The code I mentioned now looks like this:
XRHand.java
XRFrame
Thank you so much for your help and for your effort. I am planning to post something in gitter soon. |
@yuripourre always welcome ! join me in getter and follow our channels https://gitter.im/gwtproject/gwt and https://gitter.im/vertispan/j2cl |
Hello @treblereel do you have any plans to add hand tracking to the WebXR classes?
How the JavaScript specification can be generated? By using WebIDL files?
I tried to add the classes manually but something is not mapped correctly so there are no hands available.
Thank you so much for your efforts! Thanks to you I could successfully make libgdx run into Oculus Quest.
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