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 };
							 | 
						||
| 
								 | 
							
								    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 };
							 |