Port webxr hand demo to new folder structure and clean up code#1366
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ldcWV merged 25 commits intofacebookresearch:masterfrom Jul 15, 2021
Merged
Port webxr hand demo to new folder structure and clean up code#1366ldcWV merged 25 commits intofacebookresearch:masterfrom
ldcWV merged 25 commits intofacebookresearch:masterfrom
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This was referenced Jul 1, 2021
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July 6, 2021 15:46
eundersander
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I left a few comments for now. I'll take a closer look soon!
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July 6, 2021 18:07
…generic VR boilerplate code into vr_utils.js.
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I found a number of cases that look like improper copy-paste from earlier projects. How about make a pass through and make sure you've cleaned all that up, then ping me for another review.
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July 12, 2021 17:22
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I see you refactored preload in index.js (thanks!). This is used by the older web demos: bindings.html and viewer.html. I don't think they are tested by CI. Can you test them locally before merging this?
Aside from that, LGTM!
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Motivation and Context
123186570-462f3000-d44d-11eb-9441-e62be1818744.mov
This is a continuation of Eric's branch here: https://github.com/eundersander/habitat-sim/commits/eundersander/webxr_hand_demo
This PR ports the hand demo code to a new folder structure, completely separate from the Habitat-sim source code. It provides an example that users can refer to in order to build their own webapps that use the Habitat-sim API.
It also contains some code cleanup.
Known issue: the immersive VR mode does not work on Oculus Quest 2 due to a bug outside the scope of this PR. However, it is still viewable using the WebXR emulator extension (see the README for more details).
The webapp is temporarily testable via here.
How Has This Been Tested
I ran the webapp on my computer by hosting it locally as well as hosting it on a server. I also was able to get it working in an Oculus headset while USB debugging is enabled, although it still doesn't work when USB debugging is off.
I was able to spawn, pick up, and move around objects.
Types of changes
Checklist