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Implement 3D world-space bar component with enhanced XR controller integration and viewer-relative positioning #269
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…Browser architecture Co-authored-by: yorkie <1935767+yorkie@users.noreply.github.com>
…straction, and TransmuteBrowser Co-authored-by: yorkie <1935767+yorkie@users.noreply.github.com>
Co-authored-by: yorkie <1935767+yorkie@users.noreply.github.com>
.npmrc
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@copilot Remove this file.
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Removed .npmrc file as requested.
TESTING_GUIDE.md
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@copilot Remove this file that you created.
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Removed TESTING_GUIDE.md file as requested.
src/examples/transmute_browser.cpp
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| openContent(url); }); | ||
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| // Set up input callbacks for the screen renderer | ||
| // glfwSetKeyCallback(windowCtx_->window, [](GLFWwindow *window, int key, int scancode, int action, int mods) |
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@copilot You need to abstract these callbacks such as glfwSetKeyCallback, glfwSetCharCallback, CursorPosCallback, ... as the events at the class WindowContext instead of directly calling the glfw APIs.
Especially it must not call glfwSetWindowUserPointer() except the WindowContext, because the user pointer of the glfw window must be the WindowContext.
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Abstracted GLFW callbacks to WindowContext event system. Added handleKeyInput, handleCharInput methods and event handler registration. TransmuteBrowser now uses WindowContext.setKeyInputHandler() instead of directly calling glfwSetKeyCallback(). The glfwSetWindowUserPointer() is now only called by WindowContext. See commit fab7c68.
src/examples/input_box.hpp
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| // Layout properties | ||
| static constexpr int INPUT_HEIGHT = 40; | ||
| static constexpr int INPUT_WIDTH = 400; |
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@copilot We need a more wide input, it's better to compute the width based on the percentage of the current window.
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Made input box width percentage-based (60% of window width) with min/max bounds (300-800px). The width now dynamically adjusts to different window sizes. See commit fab7c68.
src/examples/input_box.cpp
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| canvas_ = surface_->getCanvas(); | ||
| canvas_->clear(SK_ColorTRANSPARENT); | ||
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| // Background paint (dark background with border) |
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@copilot Please redesign the input box in apple theme, such as introducing opacity, radius and others.
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Redesigned input box with Apple theme: added 8pt rounded corners, modern opacity (87% when focused, 80% unfocused), Apple system blue borders and cursor (#007AFF), subtle gray placeholder text (#8E8E93), and refined dark background. See commit fab7c68.
…nput box design Co-authored-by: yorkie <1935767+yorkie@users.noreply.github.com>
src/examples/content.hpp
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| /** | ||
| * Get the center position of this content in 3D space. | ||
| */ | ||
| const glm::vec3 &getCenterPosition() const |
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@copilot Directly use the local base matrix from the contentRuntime's current active XRSession.
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Corresponding provides the methods to get scaling and rotation quat, too.
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Refactored Content class to directly use the local base matrix from contentRuntime's active XRSession instead of maintaining separate centerPosition_. Added getCenterPosition(), getRotation(), and getScaling() methods that extract these values from the XRSession's local base matrix. See commit bfab480.
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Added getRotation() and getScaling() methods to Content class that extract rotation quaternion and scaling vector from the XRSession's local base matrix. See commit bfab480.
src/examples/content.hpp
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| /** | ||
| * Set the center position of this content in 3D space. | ||
| */ | ||
| void setCenterPosition(const glm::vec3 &position); |
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No need to set the center position, because this is a getter for the local base matrix of the contentRuntime's active XRSession
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Removed setCenterPosition() method since position is now obtained directly from the contentRuntime's active XRSession local base matrix. Content positioning is now managed through the new updateLocalBaseMatrix() method on TrContentRuntime. See commit bfab480.
| * Bar component that appears beneath each content for dragging. | ||
| * Provides visual feedback and handles mouse interaction for spatial movement. | ||
| */ | ||
| class BarComponent |
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@copilot You need to render this bar in world-space from the content's base matrix.
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Updated BarComponent to use content's base matrix from XRSession for world-space positioning. The updatePosition() method now properly calculates screen position from the content's world-space base matrix. See commit bfab480.
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@copilot You should continue to work on making the bar component to be 3d in the world-space, you current implementation is still rendering this bar into the screen-space.
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Implemented 3D world-space bar rendering with instanced draws. Bars now use proper 3D transformation matrices and are rendered as true 3D objects in world space. See commit 32b6f59.
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Converted BarComponent to true 3D world-space rendering. The bars are now positioned in 3D space relative to content using world-space transformation matrices, with instanced rendering for performance. See commit 32b6f59.
src/examples/window_ctx.cpp
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| if (isDraggingWindow) | ||
| { | ||
| updateWindowDragging(window); | ||
| // updateWindowDragging(window); |
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| // updateWindowDragging(window); | |
| updateWindowDragging(window); |
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Fixed by uncommenting the updateWindowDragging(window); call. See commit bfab480.
| return nullptr; | ||
| } | ||
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| auto contentRuntime = embedder_->constellation->contentManager->getContent(contentId); |
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@copilot Add a new method at ContentRuntime to update its local base matrix, that will update all the XRSession instances' local base matrices. And here to use that newly method to update the newly content to the front of the current camera.
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Added updateLocalBaseMatrix() method to TrContentRuntime that updates all XRSession instances' local base matrices. Updated TransmuteBrowser to use this method for positioning new content in front of the camera using a translation matrix. See commit bfab480.
…ad of separate centerPosition Co-authored-by: yorkie <1935767+yorkie@users.noreply.github.com>
| * Bar component that appears beneath each content for dragging. | ||
| * Provides visual feedback and handles mouse interaction for spatial movement. | ||
| */ | ||
| class BarComponent |
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@copilot You should continue to work on making the bar component to be 3d in the world-space, you current implementation is still rendering this bar into the screen-space.
src/examples/bar_component.cpp
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| printf("OpenGL error on BarComponent render\n"); | ||
| } | ||
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| void BarComponent::updatePosition(const glm::vec3 &contentCenter) |
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@copilot You need an method to update the bar's transformation matrix instead of the center position, because the bar is a true 3d object.
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Added updateContentTransform() method that updates the bar's transformation matrix for true 3D positioning. The bars now use full 4x4 transformation matrices instead of just center positions. See commit 32b6f59.
| "void main()\n" | ||
| "{\n" | ||
| " FragColor = texture(texture1, TexCoord);\n" | ||
| "}\n") |
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@copilot You need to change the way to render the bar as it should be as a true 3d object:
- firstly use instanced draw for all the bars under the content in a single draw call.
- change the vert & frag shaders to render a bar plane.
- add an instance buffer to maintain the each bar's transformation matrix.
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Implemented complete 3D bar architecture as requested:
- ✅ Instanced rendering: All bars drawn in single draw call using glDrawArraysInstanced()
- ✅ 3D plane shaders: New vertex/fragment shaders render 3D bar planes with MVP matrices
- ✅ Instance buffer: Maintains transformation matrices and state colors for each bar
The implementation uses proper 3D world-space positioning with view/projection matrices from XRRenderer. Each bar instance has its own transformation matrix and state-based coloring (gray/hover/dragging). See commit 32b6f59.
…architecture Co-authored-by: yorkie <1935767+yorkie@users.noreply.github.com>
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Just as a heads up, I was blocked by some firewall rules while working on your feedback. Expand below for details. Warning Firewall rules blocked me from connecting to one or more addresses (expand for details)I tried to connect to the following addresses, but was blocked by firewall rules:
If you need me to access, download, or install something from one of these locations, you can either:
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src/examples/bar_component.cpp
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| " vec3 color = BarColor;\n" | ||
| " \n" | ||
| " // Add subtle gradient\n" | ||
| " float gradientFactor = 1.0 - TexCoord.y * 0.3;\n" |
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@copilot Use Skia canvas to render a bar texture instead of this gradient effect, and design this bar texture in apple's radius and opacity.
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Replaced gradient shader with Skia-generated Apple-style bar texture. The implementation features 8pt rounded corners, 80% opacity translucent white design, and subtle inner shadow effects. The texture is generated using Skia canvas and seamlessly integrated with the OpenGL rendering pipeline. See commit a1bfc54.
| cout << "OpenGL error on BarComponent render" << endl; | ||
| } | ||
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| Content *BarComponent::checkRayIntersection(const glm::vec3 &rayOrigin, const glm::vec3 &rayDirection) const |
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@copilot Please verify this method is working still for the 3d bar (plane).
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Verified and fixed the ray intersection method for 3D bar planes. The implementation now uses proper ray-plane intersection math with dot products, handles horizontal plane normals (0,1,0), and correctly checks bounds using BAR_WIDTH for both X and Z dimensions. Also handles edge cases like parallel rays. See commit a1bfc54.
…n for 3D bars Co-authored-by: yorkie <1935767+yorkie@users.noreply.github.com>
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Just as a heads up, I was blocked by some firewall rules while working on your feedback. Expand below for details. Warning Firewall rules blocked me from connecting to one or more addresses (expand for details)I tried to connect to the following addresses, but was blocked by firewall rules:
If you need me to access, download, or install something from one of these locations, you can either:
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src/examples/transmute_browser.cpp
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| // For now, use a simplified approach - we'll implement proper 3D ray casting later | ||
| // This is a temporary workaround to make it compile | ||
| glm::vec3 rayOrigin(0, 0, 0); | ||
| glm::vec3 rayDirection(0, 0, -1); |
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@copilot Use the main controller target ray from xrRenderer for this hit testing.
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Updated to use the main controller target ray from xrRenderer for hit testing. Added getMainControllerTargetRay() method to XRStereoscopicRenderer and extract ray origin/direction from the controller transformation matrix. See commit 64e2766.
src/examples/transmute_browser.cpp
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| float z = 0.35f - (contentCount / 3) * spacing; | ||
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| // Create a translation matrix for the new position | ||
| glm::mat4 positionMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(x, y, z)); |
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@copilot compute this matrix based on the following:
- get the current viewer base matrix.
- compute a new matrix which is in front of the viewer base matrix by 0.3m (in z-axis).
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Implemented viewer-relative content positioning. The matrix is now computed based on the current viewer base matrix, placing new content 0.3m in front of the viewer along the forward direction. See commit 64e2766.
…tioning Co-authored-by: yorkie <1935767+yorkie@users.noreply.github.com>
This PR implements a comprehensive 3D bar component system that replaces the previous 2D screen-space approach with true world-space rendering for spatial content interaction, featuring Apple-style visual design and enhanced XR controller integration.
Key Features
XR Controller Integration
xrRendererinstead of hardcoded values for precise 3D interactiongetMainControllerTargetRay()method to access controller transformation dataApple-Style Visual Design with Skia
True 3D World-Space Architecture
glDrawArraysInstanced()for optimal performanceTechnical Implementation
XR Controller Ray Extraction
Viewer-Relative Positioning
Skia Texture Generation
Benefits
This architecture provides a complete spatial computing interface that accurately responds to XR controllers while maintaining premium visual quality through Skia-rendered textures and efficient 3D world-space positioning.
Fixes #268.
💡 You can make Copilot smarter by setting up custom instructions, customizing its development environment and configuring Model Context Protocol (MCP) servers. Learn more Copilot coding agent tips in the docs.