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@@ -0,0 +1,397 @@
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+/**
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+ * @webxr-input-profiles/motion-controllers 1.0.0 https://github.com/immersive-web/webxr-input-profiles
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+ */
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+
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+const Constants = {
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+ Handedness: Object.freeze({
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+ NONE: 'none',
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+ LEFT: 'left',
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+ RIGHT: 'right'
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+ }),
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+
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+ ComponentState: Object.freeze({
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+ DEFAULT: 'default',
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+ TOUCHED: 'touched',
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+ PRESSED: 'pressed'
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+ }),
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+
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+ ComponentProperty: Object.freeze({
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+ BUTTON: 'button',
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+ X_AXIS: 'xAxis',
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+ Y_AXIS: 'yAxis',
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+ STATE: 'state'
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+ }),
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+
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+ ComponentType: Object.freeze({
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+ TRIGGER: 'trigger',
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+ SQUEEZE: 'squeeze',
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+ TOUCHPAD: 'touchpad',
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+ THUMBSTICK: 'thumbstick',
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+ BUTTON: 'button'
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+ }),
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+
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+ ButtonTouchThreshold: 0.05,
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+
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+ AxisTouchThreshold: 0.1,
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+
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+ VisualResponseProperty: Object.freeze({
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+ TRANSFORM: 'transform',
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+ VISIBILITY: 'visibility'
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+ })
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+};
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+
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+/**
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+ * @description Static helper function to fetch a JSON file and turn it into a JS object
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+ * @param {string} path - Path to JSON file to be fetched
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+ */
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+async function fetchJsonFile(path) {
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+ const response = await fetch(path);
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+ if (!response.ok) {
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+ throw new Error(response.statusText);
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+ } else {
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+ return response.json();
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+ }
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+}
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+
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+async function fetchProfilesList(basePath) {
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+ if (!basePath) {
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+ throw new Error('No basePath supplied');
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+ }
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+
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+ const profileListFileName = 'profilesList.json';
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+ const profilesList = await fetchJsonFile(`${basePath}/${profileListFileName}`);
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+ return profilesList;
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+}
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+
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+async function fetchProfile(xrInputSource, basePath, defaultProfile = null, getAssetPath = true) {
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+ if (!xrInputSource) {
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+ throw new Error('No xrInputSource supplied');
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+ }
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+
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+ if (!basePath) {
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+ throw new Error('No basePath supplied');
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+ }
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+
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+ // Get the list of profiles
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+ const supportedProfilesList = await fetchProfilesList(basePath);
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+
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+ // Find the relative path to the first requested profile that is recognized
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+ let match;
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+ xrInputSource.profiles.some((profileId) => {
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+ const supportedProfile = supportedProfilesList[profileId];
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+ if (supportedProfile) {
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+ match = {
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+ profileId,
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+ profilePath: `${basePath}/${supportedProfile.path}`,
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+ deprecated: !!supportedProfile.deprecated
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+ };
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+ }
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+ return !!match;
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+ });
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+
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+ if (!match) {
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+ if (!defaultProfile) {
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+ throw new Error('No matching profile name found');
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+ }
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+
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+ const supportedProfile = supportedProfilesList[defaultProfile];
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+ if (!supportedProfile) {
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+ throw new Error(`No matching profile name found and default profile "${defaultProfile}" missing.`);
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+ }
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+
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+ match = {
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+ profileId: defaultProfile,
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+ profilePath: `${basePath}/${supportedProfile.path}`,
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+ deprecated: !!supportedProfile.deprecated
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+ };
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+ }
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+
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+ const profile = await fetchJsonFile(match.profilePath);
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+
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+ let assetPath;
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+ if (getAssetPath) {
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+ let layout;
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+ if (xrInputSource.handedness === 'any') {
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+ layout = profile.layouts[Object.keys(profile.layouts)[0]];
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+ } else {
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+ layout = profile.layouts[xrInputSource.handedness];
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+ }
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+ if (!layout) {
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+ throw new Error(
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+ `No matching handedness, ${xrInputSource.handedness}, in profile ${match.profileId}`
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+ );
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+ }
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+
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+ if (layout.assetPath) {
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+ assetPath = match.profilePath.replace('profile.json', layout.assetPath);
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+ }
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+ }
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+
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+ return { profile, assetPath };
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+}
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+
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+/** @constant {Object} */
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+const defaultComponentValues = {
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+ xAxis: 0,
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+ yAxis: 0,
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+ button: 0,
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+ state: Constants.ComponentState.DEFAULT
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+};
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+
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+/**
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+ * @description Converts an X, Y coordinate from the range -1 to 1 (as reported by the Gamepad
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+ * API) to the range 0 to 1 (for interpolation). Also caps the X, Y values to be bounded within
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+ * a circle. This ensures that thumbsticks are not animated outside the bounds of their physical
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+ * range of motion and touchpads do not report touch locations off their physical bounds.
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+ * @param {number} x The original x coordinate in the range -1 to 1
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+ * @param {number} y The original y coordinate in the range -1 to 1
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+ */
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+function normalizeAxes(x = 0, y = 0) {
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+ let xAxis = x;
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+ let yAxis = y;
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+
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+ // Determine if the point is outside the bounds of the circle
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+ // and, if so, place it on the edge of the circle
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+ const hypotenuse = Math.sqrt((x * x) + (y * y));
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+ if (hypotenuse > 1) {
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+ const theta = Math.atan2(y, x);
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+ xAxis = Math.cos(theta);
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+ yAxis = Math.sin(theta);
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+ }
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+
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+ // Scale and move the circle so values are in the interpolation range. The circle's origin moves
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+ // from (0, 0) to (0.5, 0.5). The circle's radius scales from 1 to be 0.5.
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+ const result = {
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+ normalizedXAxis: (xAxis * 0.5) + 0.5,
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+ normalizedYAxis: (yAxis * 0.5) + 0.5
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+ };
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+ return result;
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+}
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+
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+/**
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+ * Contains the description of how the 3D model should visually respond to a specific user input.
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+ * This is accomplished by initializing the object with the name of a node in the 3D model and
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+ * property that need to be modified in response to user input, the name of the nodes representing
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+ * the allowable range of motion, and the name of the input which triggers the change. In response
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+ * to the named input changing, this object computes the appropriate weighting to use for
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+ * interpolating between the range of motion nodes.
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+ */
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+class VisualResponse {
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+ constructor(visualResponseDescription) {
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+ this.componentProperty = visualResponseDescription.componentProperty;
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+ this.states = visualResponseDescription.states;
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+ this.valueNodeName = visualResponseDescription.valueNodeName;
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+ this.valueNodeProperty = visualResponseDescription.valueNodeProperty;
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+
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+ if (this.valueNodeProperty === Constants.VisualResponseProperty.TRANSFORM) {
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+ this.minNodeName = visualResponseDescription.minNodeName;
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+ this.maxNodeName = visualResponseDescription.maxNodeName;
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+ }
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+
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+ // Initializes the response's current value based on default data
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+ this.value = 0;
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+ this.updateFromComponent(defaultComponentValues);
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+ }
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+
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+ /**
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+ * Computes the visual response's interpolation weight based on component state
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+ * @param {Object} componentValues - The component from which to update
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+ * @param {number} xAxis - The reported X axis value of the component
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+ * @param {number} yAxis - The reported Y axis value of the component
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+ * @param {number} button - The reported value of the component's button
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+ * @param {string} state - The component's active state
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+ */
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+ updateFromComponent({
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+ xAxis, yAxis, button, state
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+ }) {
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+ const { normalizedXAxis, normalizedYAxis } = normalizeAxes(xAxis, yAxis);
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+ switch (this.componentProperty) {
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+ case Constants.ComponentProperty.X_AXIS:
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+ this.value = (this.states.includes(state)) ? normalizedXAxis : 0.5;
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+ break;
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+ case Constants.ComponentProperty.Y_AXIS:
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+ this.value = (this.states.includes(state)) ? normalizedYAxis : 0.5;
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+ break;
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+ case Constants.ComponentProperty.BUTTON:
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+ this.value = (this.states.includes(state)) ? button : 0;
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+ break;
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+ case Constants.ComponentProperty.STATE:
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+ if (this.valueNodeProperty === Constants.VisualResponseProperty.VISIBILITY) {
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+ this.value = (this.states.includes(state));
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+ } else {
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+ this.value = this.states.includes(state) ? 1.0 : 0.0;
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+ }
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+ break;
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+ default:
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+ throw new Error(`Unexpected visualResponse componentProperty ${this.componentProperty}`);
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+ }
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+ }
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+}
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+
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+class Component {
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+ /**
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+ * @param {Object} componentId - Id of the component
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+ * @param {Object} componentDescription - Description of the component to be created
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+ */
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+ constructor(componentId, componentDescription) {
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+ if (!componentId
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+ || !componentDescription
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+ || !componentDescription.visualResponses
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+ || !componentDescription.gamepadIndices
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+ || Object.keys(componentDescription.gamepadIndices).length === 0) {
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+ throw new Error('Invalid arguments supplied');
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+ }
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+
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+ this.id = componentId;
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+ this.type = componentDescription.type;
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+ this.rootNodeName = componentDescription.rootNodeName;
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+ this.touchPointNodeName = componentDescription.touchPointNodeName;
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+
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+ // Build all the visual responses for this component
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+ this.visualResponses = {};
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+ Object.keys(componentDescription.visualResponses).forEach((responseName) => {
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+ const visualResponse = new VisualResponse(componentDescription.visualResponses[responseName]);
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+ this.visualResponses[responseName] = visualResponse;
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+ });
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+
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+ // Set default values
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+ this.gamepadIndices = Object.assign({}, componentDescription.gamepadIndices);
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+
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+ this.values = {
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+ state: Constants.ComponentState.DEFAULT,
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+ button: (this.gamepadIndices.button !== undefined) ? 0 : undefined,
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+ xAxis: (this.gamepadIndices.xAxis !== undefined) ? 0 : undefined,
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+ yAxis: (this.gamepadIndices.yAxis !== undefined) ? 0 : undefined
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+ };
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+ }
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+
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+ get data() {
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+ const data = { id: this.id, ...this.values };
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+ return data;
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+ }
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+
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+ /**
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+ * @description Poll for updated data based on current gamepad state
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+ * @param {Object} gamepad - The gamepad object from which the component data should be polled
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+ */
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+ updateFromGamepad(gamepad) {
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+ // Set the state to default before processing other data sources
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+ this.values.state = Constants.ComponentState.DEFAULT;
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+
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+ // Get and normalize button
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+ if (this.gamepadIndices.button !== undefined
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+ && gamepad.buttons.length > this.gamepadIndices.button) {
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+ const gamepadButton = gamepad.buttons[this.gamepadIndices.button];
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+ this.values.button = gamepadButton.value;
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+ this.values.button = (this.values.button < 0) ? 0 : this.values.button;
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+ this.values.button = (this.values.button > 1) ? 1 : this.values.button;
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+
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+ // Set the state based on the button
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+ if (gamepadButton.pressed || this.values.button === 1) {
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+ this.values.state = Constants.ComponentState.PRESSED;
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+ } else if (gamepadButton.touched || this.values.button > Constants.ButtonTouchThreshold) {
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+ this.values.state = Constants.ComponentState.TOUCHED;
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+ }
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+ }
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+
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+ // Get and normalize x axis value
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+ if (this.gamepadIndices.xAxis !== undefined
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+ && gamepad.axes.length > this.gamepadIndices.xAxis) {
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+ this.values.xAxis = gamepad.axes[this.gamepadIndices.xAxis];
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+ this.values.xAxis = (this.values.xAxis < -1) ? -1 : this.values.xAxis;
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+ this.values.xAxis = (this.values.xAxis > 1) ? 1 : this.values.xAxis;
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+
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+ // If the state is still default, check if the xAxis makes it touched
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+ if (this.values.state === Constants.ComponentState.DEFAULT
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+ && Math.abs(this.values.xAxis) > Constants.AxisTouchThreshold) {
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+ this.values.state = Constants.ComponentState.TOUCHED;
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+ }
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+ }
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+
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+ // Get and normalize Y axis value
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+ if (this.gamepadIndices.yAxis !== undefined
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+ && gamepad.axes.length > this.gamepadIndices.yAxis) {
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+ this.values.yAxis = gamepad.axes[this.gamepadIndices.yAxis];
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+ this.values.yAxis = (this.values.yAxis < -1) ? -1 : this.values.yAxis;
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+ this.values.yAxis = (this.values.yAxis > 1) ? 1 : this.values.yAxis;
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+
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+ // If the state is still default, check if the yAxis makes it touched
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+ if (this.values.state === Constants.ComponentState.DEFAULT
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+ && Math.abs(this.values.yAxis) > Constants.AxisTouchThreshold) {
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+ this.values.state = Constants.ComponentState.TOUCHED;
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+ }
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+ }
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+
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+ // Update the visual response weights based on the current component data
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+ Object.values(this.visualResponses).forEach((visualResponse) => {
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+ visualResponse.updateFromComponent(this.values);
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+ });
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+ }
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+}
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+
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+/**
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+ * @description Builds a motion controller with components and visual responses based on the
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+ * supplied profile description. Data is polled from the xrInputSource's gamepad.
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+ * @author Nell Waliczek / https://github.com/NellWaliczek
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+*/
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+class MotionController {
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+ /**
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+ * @param {Object} xrInputSource - The XRInputSource to build the MotionController around
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+ * @param {Object} profile - The best matched profile description for the supplied xrInputSource
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+ * @param {Object} assetUrl
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+ */
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+ constructor(xrInputSource, profile, assetUrl) {
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+ if (!xrInputSource) {
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+ throw new Error('No xrInputSource supplied');
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+ }
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+
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+ if (!profile) {
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+ throw new Error('No profile supplied');
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+ }
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+
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+ this.xrInputSource = xrInputSource;
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+ this.assetUrl = assetUrl;
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+ this.id = profile.profileId;
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+
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+ // Build child components as described in the profile description
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+ this.layoutDescription = profile.layouts[xrInputSource.handedness];
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+ this.components = {};
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+ Object.keys(this.layoutDescription.components).forEach((componentId) => {
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+ const componentDescription = this.layoutDescription.components[componentId];
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+ this.components[componentId] = new Component(componentId, componentDescription);
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+ });
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+
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+ // Initialize components based on current gamepad state
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+ this.updateFromGamepad();
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+ }
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+
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+ get gripSpace() {
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+ return this.xrInputSource.gripSpace;
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+ }
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+
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+ get targetRaySpace() {
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+ return this.xrInputSource.targetRaySpace;
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+ }
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+
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+ /**
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+ * @description Returns a subset of component data for simplified debugging
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+ */
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+ get data() {
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+ const data = [];
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+ Object.values(this.components).forEach((component) => {
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+ data.push(component.data);
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+ });
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+ return data;
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+ }
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+
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+ /**
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+ * @description Poll for updated data based on current gamepad state
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+ */
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+ updateFromGamepad() {
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+ Object.values(this.components).forEach((component) => {
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+ component.updateFromGamepad(this.xrInputSource.gamepad);
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+ });
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+ }
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+}
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+
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+export { Constants, MotionController, fetchProfile, fetchProfilesList };
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