398 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			398 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | /** | ||
|  |  * @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 }; |