398 lines
13 KiB
JavaScript
398 lines
13 KiB
JavaScript
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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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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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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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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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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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ButtonTouchThreshold: 0.05,
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AxisTouchThreshold: 0.1,
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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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* @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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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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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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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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if (!basePath) {
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throw new Error('No basePath supplied');
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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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// 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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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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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 "${defaultProfile}" missing.`);
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}
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match = {
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profileId: defaultProfile,
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profilePath: `${basePath}/${supportedProfile.path}`,
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deprecated: !!supportedProfile.deprecated
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};
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}
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const profile = await fetchJsonFile(match.profilePath);
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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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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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return { profile, assetPath };
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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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* @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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// 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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// 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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* 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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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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// 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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* 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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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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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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// 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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// Set default values
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this.gamepadIndices = Object.assign({}, componentDescription.gamepadIndices);
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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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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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* @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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// 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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// 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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// 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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// 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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// 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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// 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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// 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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* @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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if (!profile) {
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throw new Error('No profile supplied');
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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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// 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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// Initialize components based on current gamepad state
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this.updateFromGamepad();
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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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get targetRaySpace() {
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return this.xrInputSource.targetRaySpace;
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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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* @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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export { Constants, MotionController, fetchProfile, fetchProfilesList };
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