添加关照、全局等高线、修改图层问题
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								static/sdk/three/jsm/libs/motion-controllers.module.js
									
									
									
									
									
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								static/sdk/three/jsm/libs/motion-controllers.module.js
									
									
									
									
									
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							| @ -0,0 +1,397 @@ | ||||
| /** | ||||
|  * @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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