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- /**
- * @webxr-input-profiles/motion-controllers 1.0.0 https://github.com/immersive-web/webxr-input-profiles
- */
- const Constants = {
- Handedness: Object.freeze({
- NONE: 'none',
- LEFT: 'left',
- RIGHT: 'right'
- }),
- ComponentState: Object.freeze({
- DEFAULT: 'default',
- TOUCHED: 'touched',
- PRESSED: 'pressed'
- }),
- ComponentProperty: Object.freeze({
- BUTTON: 'button',
- X_AXIS: 'xAxis',
- Y_AXIS: 'yAxis',
- STATE: 'state'
- }),
- ComponentType: Object.freeze({
- TRIGGER: 'trigger',
- SQUEEZE: 'squeeze',
- TOUCHPAD: 'touchpad',
- THUMBSTICK: 'thumbstick',
- BUTTON: 'button'
- }),
- ButtonTouchThreshold: 0.05,
- AxisTouchThreshold: 0.1,
- VisualResponseProperty: Object.freeze({
- TRANSFORM: 'transform',
- VISIBILITY: 'visibility'
- })
- };
- /**
- * @description Static helper function to fetch a JSON file and turn it into a JS object
- * @param {string} path - Path to JSON file to be fetched
- */
- async function fetchJsonFile(path) {
- const response = await fetch(path);
- if (!response.ok) {
- throw new Error(response.statusText);
- } else {
- return response.json();
- }
- }
- async function fetchProfilesList(basePath) {
- if (!basePath) {
- throw new Error('No basePath supplied');
- }
- const profileListFileName = 'profilesList.json';
- const profilesList = await fetchJsonFile(`${basePath}/${profileListFileName}`);
- return profilesList;
- }
- async function fetchProfile(xrInputSource, basePath, defaultProfile = null, getAssetPath = true) {
- if (!xrInputSource) {
- throw new Error('No xrInputSource supplied');
- }
- if (!basePath) {
- throw new Error('No basePath supplied');
- }
- // Get the list of profiles
- const supportedProfilesList = await fetchProfilesList(basePath);
- // Find the relative path to the first requested profile that is recognized
- let match;
- xrInputSource.profiles.some((profileId) => {
- const supportedProfile = supportedProfilesList[profileId];
- if (supportedProfile) {
- match = {
- profileId,
- profilePath: `${basePath}/${supportedProfile.path}`,
- deprecated: !!supportedProfile.deprecated
- };
- }
- return !!match;
- });
- if (!match) {
- if (!defaultProfile) {
- throw new Error('No matching profile name found');
- }
- const supportedProfile = supportedProfilesList[defaultProfile];
- if (!supportedProfile) {
- throw new Error(`No matching profile name found and default profile "${defaultProfile}" missing.`);
- }
- match = {
- profileId: defaultProfile,
- profilePath: `${basePath}/${supportedProfile.path}`,
- deprecated: !!supportedProfile.deprecated
- };
- }
- const profile = await fetchJsonFile(match.profilePath);
- let assetPath;
- if (getAssetPath) {
- let layout;
- if (xrInputSource.handedness === 'any') {
- layout = profile.layouts[Object.keys(profile.layouts)[0]];
- } else {
- layout = profile.layouts[xrInputSource.handedness];
- }
- if (!layout) {
- throw new Error(
- `No matching handedness, ${xrInputSource.handedness}, in profile ${match.profileId}`
- );
- }
- if (layout.assetPath) {
- assetPath = match.profilePath.replace('profile.json', layout.assetPath);
- }
- }
- return { profile, assetPath };
- }
- /** @constant {Object} */
- const defaultComponentValues = {
- xAxis: 0,
- yAxis: 0,
- button: 0,
- state: Constants.ComponentState.DEFAULT
- };
- /**
- * @description Converts an X, Y coordinate from the range -1 to 1 (as reported by the Gamepad
- * API) to the range 0 to 1 (for interpolation). Also caps the X, Y values to be bounded within
- * a circle. This ensures that thumbsticks are not animated outside the bounds of their physical
- * range of motion and touchpads do not report touch locations off their physical bounds.
- * @param {number} x The original x coordinate in the range -1 to 1
- * @param {number} y The original y coordinate in the range -1 to 1
- */
- function normalizeAxes(x = 0, y = 0) {
- let xAxis = x;
- let yAxis = y;
- // Determine if the point is outside the bounds of the circle
- // and, if so, place it on the edge of the circle
- const hypotenuse = Math.sqrt((x * x) + (y * y));
- if (hypotenuse > 1) {
- const theta = Math.atan2(y, x);
- xAxis = Math.cos(theta);
- yAxis = Math.sin(theta);
- }
- // Scale and move the circle so values are in the interpolation range. The circle's origin moves
- // from (0, 0) to (0.5, 0.5). The circle's radius scales from 1 to be 0.5.
- const result = {
- normalizedXAxis: (xAxis * 0.5) + 0.5,
- normalizedYAxis: (yAxis * 0.5) + 0.5
- };
- return result;
- }
- /**
- * Contains the description of how the 3D model should visually respond to a specific user input.
- * This is accomplished by initializing the object with the name of a node in the 3D model and
- * property that need to be modified in response to user input, the name of the nodes representing
- * the allowable range of motion, and the name of the input which triggers the change. In response
- * to the named input changing, this object computes the appropriate weighting to use for
- * interpolating between the range of motion nodes.
- */
- class VisualResponse {
- constructor(visualResponseDescription) {
- this.componentProperty = visualResponseDescription.componentProperty;
- this.states = visualResponseDescription.states;
- this.valueNodeName = visualResponseDescription.valueNodeName;
- this.valueNodeProperty = visualResponseDescription.valueNodeProperty;
- if (this.valueNodeProperty === Constants.VisualResponseProperty.TRANSFORM) {
- this.minNodeName = visualResponseDescription.minNodeName;
- this.maxNodeName = visualResponseDescription.maxNodeName;
- }
- // Initializes the response's current value based on default data
- this.value = 0;
- this.updateFromComponent(defaultComponentValues);
- }
- /**
- * Computes the visual response's interpolation weight based on component state
- * @param {Object} componentValues - The component from which to update
- * @param {number} xAxis - The reported X axis value of the component
- * @param {number} yAxis - The reported Y axis value of the component
- * @param {number} button - The reported value of the component's button
- * @param {string} state - The component's active state
- */
- updateFromComponent({
- xAxis, yAxis, button, state
- }) {
- const { normalizedXAxis, normalizedYAxis } = normalizeAxes(xAxis, yAxis);
- switch (this.componentProperty) {
- case Constants.ComponentProperty.X_AXIS:
- this.value = (this.states.includes(state)) ? normalizedXAxis : 0.5;
- break;
- case Constants.ComponentProperty.Y_AXIS:
- this.value = (this.states.includes(state)) ? normalizedYAxis : 0.5;
- break;
- case Constants.ComponentProperty.BUTTON:
- this.value = (this.states.includes(state)) ? button : 0;
- break;
- case Constants.ComponentProperty.STATE:
- if (this.valueNodeProperty === Constants.VisualResponseProperty.VISIBILITY) {
- this.value = (this.states.includes(state));
- } else {
- this.value = this.states.includes(state) ? 1.0 : 0.0;
- }
- break;
- default:
- throw new Error(`Unexpected visualResponse componentProperty ${this.componentProperty}`);
- }
- }
- }
- class Component {
- /**
- * @param {Object} componentId - Id of the component
- * @param {Object} componentDescription - Description of the component to be created
- */
- constructor(componentId, componentDescription) {
- if (!componentId
- || !componentDescription
- || !componentDescription.visualResponses
- || !componentDescription.gamepadIndices
- || Object.keys(componentDescription.gamepadIndices).length === 0) {
- throw new Error('Invalid arguments supplied');
- }
- this.id = componentId;
- this.type = componentDescription.type;
- this.rootNodeName = componentDescription.rootNodeName;
- this.touchPointNodeName = componentDescription.touchPointNodeName;
- // Build all the visual responses for this component
- this.visualResponses = {};
- Object.keys(componentDescription.visualResponses).forEach((responseName) => {
- const visualResponse = new VisualResponse(componentDescription.visualResponses[responseName]);
- this.visualResponses[responseName] = visualResponse;
- });
- // Set default values
- this.gamepadIndices = Object.assign({}, componentDescription.gamepadIndices);
- this.values = {
- state: Constants.ComponentState.DEFAULT,
- button: (this.gamepadIndices.button !== undefined) ? 0 : undefined,
- xAxis: (this.gamepadIndices.xAxis !== undefined) ? 0 : undefined,
- yAxis: (this.gamepadIndices.yAxis !== undefined) ? 0 : undefined
- };
- }
- get data() {
- const data = { id: this.id, ...this.values };
- return data;
- }
- /**
- * @description Poll for updated data based on current gamepad state
- * @param {Object} gamepad - The gamepad object from which the component data should be polled
- */
- updateFromGamepad(gamepad) {
- // Set the state to default before processing other data sources
- this.values.state = Constants.ComponentState.DEFAULT;
- // Get and normalize button
- if (this.gamepadIndices.button !== undefined
- && gamepad.buttons.length > this.gamepadIndices.button) {
- const gamepadButton = gamepad.buttons[this.gamepadIndices.button];
- this.values.button = gamepadButton.value;
- this.values.button = (this.values.button < 0) ? 0 : this.values.button;
- this.values.button = (this.values.button > 1) ? 1 : this.values.button;
- // Set the state based on the button
- if (gamepadButton.pressed || this.values.button === 1) {
- this.values.state = Constants.ComponentState.PRESSED;
- } else if (gamepadButton.touched || this.values.button > Constants.ButtonTouchThreshold) {
- this.values.state = Constants.ComponentState.TOUCHED;
- }
- }
- // Get and normalize x axis value
- if (this.gamepadIndices.xAxis !== undefined
- && gamepad.axes.length > this.gamepadIndices.xAxis) {
- this.values.xAxis = gamepad.axes[this.gamepadIndices.xAxis];
- this.values.xAxis = (this.values.xAxis < -1) ? -1 : this.values.xAxis;
- this.values.xAxis = (this.values.xAxis > 1) ? 1 : this.values.xAxis;
- // If the state is still default, check if the xAxis makes it touched
- if (this.values.state === Constants.ComponentState.DEFAULT
- && Math.abs(this.values.xAxis) > Constants.AxisTouchThreshold) {
- this.values.state = Constants.ComponentState.TOUCHED;
- }
- }
- // Get and normalize Y axis value
- if (this.gamepadIndices.yAxis !== undefined
- && gamepad.axes.length > this.gamepadIndices.yAxis) {
- this.values.yAxis = gamepad.axes[this.gamepadIndices.yAxis];
- this.values.yAxis = (this.values.yAxis < -1) ? -1 : this.values.yAxis;
- this.values.yAxis = (this.values.yAxis > 1) ? 1 : this.values.yAxis;
- // If the state is still default, check if the yAxis makes it touched
- if (this.values.state === Constants.ComponentState.DEFAULT
- && Math.abs(this.values.yAxis) > Constants.AxisTouchThreshold) {
- this.values.state = Constants.ComponentState.TOUCHED;
- }
- }
- // Update the visual response weights based on the current component data
- Object.values(this.visualResponses).forEach((visualResponse) => {
- visualResponse.updateFromComponent(this.values);
- });
- }
- }
- /**
- * @description Builds a motion controller with components and visual responses based on the
- * supplied profile description. Data is polled from the xrInputSource's gamepad.
- * @author Nell Waliczek / https://github.com/NellWaliczek
- */
- class MotionController {
- /**
- * @param {Object} xrInputSource - The XRInputSource to build the MotionController around
- * @param {Object} profile - The best matched profile description for the supplied xrInputSource
- * @param {Object} assetUrl
- */
- constructor(xrInputSource, profile, assetUrl) {
- if (!xrInputSource) {
- throw new Error('No xrInputSource supplied');
- }
- if (!profile) {
- throw new Error('No profile supplied');
- }
- this.xrInputSource = xrInputSource;
- this.assetUrl = assetUrl;
- this.id = profile.profileId;
- // Build child components as described in the profile description
- this.layoutDescription = profile.layouts[xrInputSource.handedness];
- this.components = {};
- Object.keys(this.layoutDescription.components).forEach((componentId) => {
- const componentDescription = this.layoutDescription.components[componentId];
- this.components[componentId] = new Component(componentId, componentDescription);
- });
- // Initialize components based on current gamepad state
- this.updateFromGamepad();
- }
- get gripSpace() {
- return this.xrInputSource.gripSpace;
- }
- get targetRaySpace() {
- return this.xrInputSource.targetRaySpace;
- }
- /**
- * @description Returns a subset of component data for simplified debugging
- */
- get data() {
- const data = [];
- Object.values(this.components).forEach((component) => {
- data.push(component.data);
- });
- return data;
- }
- /**
- * @description Poll for updated data based on current gamepad state
- */
- updateFromGamepad() {
- Object.values(this.components).forEach((component) => {
- component.updateFromGamepad(this.xrInputSource.gamepad);
- });
- }
- }
- export { Constants, MotionController, fetchProfile, fetchProfilesList };
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