To create a reference space which can be used to place an object at eye level (assuming eye level is 1.5 meters):
function onSessionStarted(xrSession) {
xrSession.addEventListener("end", onSessionEnded);
gl = initGraphics(xrSession);
const glLayer = new XRWebGLLayer(xrSession, gl);
xrSession.updateRenderState({ baseLayer: glLayer });
if (immersiveSession) {
xrSession
.requestReferenceSpace("bounded-floor")
.then((refSpace) => {
refSpaceCreated(refSpace);
})
.catch(() => {
session.requestReferenceSpace("local-floor").then(refSpaceCreated);
});
} else {
session.requestReferenceSpace("viewer").then(refSpaceCreated);
}
}
function refSpaceCreated(refSpace) {
xrReferenceSpace = immersiveSession
? refSpace
: refSpace.getOffsetReferenceSpace(new XRRigidTransform({ y: -1.5 }));
xrSession.requestAnimationFrame(onFrame);
}
After setting up the graphics context for WebXR use, this begins by looking to see if a variable immersiveSession
is true
; if so, we first request a bounded-floor
reference space. If that fails (probably because bounded-floor
isn't supported), we try requesting a local-floor
reference space.
If we're not in an immersive session, we instead request a viewer
reference space.
In all cases, once the space has been obtained, it gets passed into the refSpaceCreated()
function. For immersive spaces, the specified space is saved for future use. However, for inline sessions, we know we're in a space not automatically adjusted for floor level, so we request an offset reference space to shift the viewer's height to 1.5 meters above the presumed floor level of 0 meters. That new reference space is used instead of the one initially received.
Finally, an animation frame request is submitted.
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