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								public/sdk/three/jsm/webxr/XRControllerModelFactory.js
									
									
									
									
									
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								public/sdk/three/jsm/webxr/XRControllerModelFactory.js
									
									
									
									
									
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							| @ -0,0 +1,312 @@ | ||||
| import { | ||||
| 	Mesh, | ||||
| 	MeshBasicMaterial, | ||||
| 	Object3D, | ||||
| 	SphereGeometry, | ||||
| } from 'three'; | ||||
|  | ||||
| import { GLTFLoader } from '../loaders/GLTFLoader.js'; | ||||
|  | ||||
| import { | ||||
| 	Constants as MotionControllerConstants, | ||||
| 	fetchProfile, | ||||
| 	MotionController | ||||
| } from '../libs/motion-controllers.module.js'; | ||||
|  | ||||
| const DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles'; | ||||
| const DEFAULT_PROFILE = 'generic-trigger'; | ||||
|  | ||||
| class XRControllerModel extends Object3D { | ||||
|  | ||||
| 	constructor() { | ||||
|  | ||||
| 		super(); | ||||
|  | ||||
| 		this.motionController = null; | ||||
| 		this.envMap = null; | ||||
|  | ||||
| 	} | ||||
|  | ||||
| 	setEnvironmentMap( envMap ) { | ||||
|  | ||||
| 		if ( this.envMap == envMap ) { | ||||
|  | ||||
| 			return this; | ||||
|  | ||||
| 		} | ||||
|  | ||||
| 		this.envMap = envMap; | ||||
| 		this.traverse( ( child ) => { | ||||
|  | ||||
| 			if ( child.isMesh ) { | ||||
|  | ||||
| 				child.material.envMap = this.envMap; | ||||
| 				child.material.needsUpdate = true; | ||||
|  | ||||
| 			} | ||||
|  | ||||
| 		} ); | ||||
|  | ||||
| 		return this; | ||||
|  | ||||
| 	} | ||||
|  | ||||
| 	/** | ||||
| 	 * Polls data from the XRInputSource and updates the model's components to match | ||||
| 	 * the real world data | ||||
| 	 */ | ||||
| 	updateMatrixWorld( force ) { | ||||
|  | ||||
| 		super.updateMatrixWorld( force ); | ||||
|  | ||||
| 		if ( ! this.motionController ) return; | ||||
|  | ||||
| 		// Cause the MotionController to poll the Gamepad for data | ||||
| 		this.motionController.updateFromGamepad(); | ||||
|  | ||||
| 		// Update the 3D model to reflect the button, thumbstick, and touchpad state | ||||
| 		Object.values( this.motionController.components ).forEach( ( component ) => { | ||||
|  | ||||
| 			// Update node data based on the visual responses' current states | ||||
| 			Object.values( component.visualResponses ).forEach( ( visualResponse ) => { | ||||
|  | ||||
| 				const { valueNode, minNode, maxNode, value, valueNodeProperty } = visualResponse; | ||||
|  | ||||
| 				// Skip if the visual response node is not found. No error is needed, | ||||
| 				// because it will have been reported at load time. | ||||
| 				if ( ! valueNode ) return; | ||||
|  | ||||
| 				// Calculate the new properties based on the weight supplied | ||||
| 				if ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.VISIBILITY ) { | ||||
|  | ||||
| 					valueNode.visible = value; | ||||
|  | ||||
| 				} else if ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.TRANSFORM ) { | ||||
|  | ||||
| 					valueNode.quaternion.slerpQuaternions( | ||||
| 						minNode.quaternion, | ||||
| 						maxNode.quaternion, | ||||
| 						value | ||||
| 					); | ||||
|  | ||||
| 					valueNode.position.lerpVectors( | ||||
| 						minNode.position, | ||||
| 						maxNode.position, | ||||
| 						value | ||||
| 					); | ||||
|  | ||||
| 				} | ||||
|  | ||||
| 			} ); | ||||
|  | ||||
| 		} ); | ||||
|  | ||||
| 	} | ||||
|  | ||||
| } | ||||
|  | ||||
| /** | ||||
|  * Walks the model's tree to find the nodes needed to animate the components and | ||||
|  * saves them to the motionContoller components for use in the frame loop. When | ||||
|  * touchpads are found, attaches a touch dot to them. | ||||
|  */ | ||||
| function findNodes( motionController, scene ) { | ||||
|  | ||||
| 	// Loop through the components and find the nodes needed for each components' visual responses | ||||
| 	Object.values( motionController.components ).forEach( ( component ) => { | ||||
|  | ||||
| 		const { type, touchPointNodeName, visualResponses } = component; | ||||
|  | ||||
| 		if ( type === MotionControllerConstants.ComponentType.TOUCHPAD ) { | ||||
|  | ||||
| 			component.touchPointNode = scene.getObjectByName( touchPointNodeName ); | ||||
| 			if ( component.touchPointNode ) { | ||||
|  | ||||
| 				// Attach a touch dot to the touchpad. | ||||
| 				const sphereGeometry = new SphereGeometry( 0.001 ); | ||||
| 				const material = new MeshBasicMaterial( { color: 0x0000FF } ); | ||||
| 				const sphere = new Mesh( sphereGeometry, material ); | ||||
| 				component.touchPointNode.add( sphere ); | ||||
|  | ||||
| 			} else { | ||||
|  | ||||
| 				console.warn( `Could not find touch dot, ${component.touchPointNodeName}, in touchpad component ${component.id}` ); | ||||
|  | ||||
| 			} | ||||
|  | ||||
| 		} | ||||
|  | ||||
| 		// Loop through all the visual responses to be applied to this component | ||||
| 		Object.values( visualResponses ).forEach( ( visualResponse ) => { | ||||
|  | ||||
| 			const { valueNodeName, minNodeName, maxNodeName, valueNodeProperty } = visualResponse; | ||||
|  | ||||
| 			// If animating a transform, find the two nodes to be interpolated between. | ||||
| 			if ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.TRANSFORM ) { | ||||
|  | ||||
| 				visualResponse.minNode = scene.getObjectByName( minNodeName ); | ||||
| 				visualResponse.maxNode = scene.getObjectByName( maxNodeName ); | ||||
|  | ||||
| 				// If the extents cannot be found, skip this animation | ||||
| 				if ( ! visualResponse.minNode ) { | ||||
|  | ||||
| 					console.warn( `Could not find ${minNodeName} in the model` ); | ||||
| 					return; | ||||
|  | ||||
| 				} | ||||
|  | ||||
| 				if ( ! visualResponse.maxNode ) { | ||||
|  | ||||
| 					console.warn( `Could not find ${maxNodeName} in the model` ); | ||||
| 					return; | ||||
|  | ||||
| 				} | ||||
|  | ||||
| 			} | ||||
|  | ||||
| 			// If the target node cannot be found, skip this animation | ||||
| 			visualResponse.valueNode = scene.getObjectByName( valueNodeName ); | ||||
| 			if ( ! visualResponse.valueNode ) { | ||||
|  | ||||
| 				console.warn( `Could not find ${valueNodeName} in the model` ); | ||||
|  | ||||
| 			} | ||||
|  | ||||
| 		} ); | ||||
|  | ||||
| 	} ); | ||||
|  | ||||
| } | ||||
|  | ||||
| function addAssetSceneToControllerModel( controllerModel, scene ) { | ||||
|  | ||||
| 	// Find the nodes needed for animation and cache them on the motionController. | ||||
| 	findNodes( controllerModel.motionController, scene ); | ||||
|  | ||||
| 	// Apply any environment map that the mesh already has set. | ||||
| 	if ( controllerModel.envMap ) { | ||||
|  | ||||
| 		scene.traverse( ( child ) => { | ||||
|  | ||||
| 			if ( child.isMesh ) { | ||||
|  | ||||
| 				child.material.envMap = controllerModel.envMap; | ||||
| 				child.material.needsUpdate = true; | ||||
|  | ||||
| 			} | ||||
|  | ||||
| 		} ); | ||||
|  | ||||
| 	} | ||||
|  | ||||
| 	// Add the glTF scene to the controllerModel. | ||||
| 	controllerModel.add( scene ); | ||||
|  | ||||
| } | ||||
|  | ||||
| class XRControllerModelFactory { | ||||
|  | ||||
| 	constructor( gltfLoader = null, onLoad = null ) { | ||||
|  | ||||
| 		this.gltfLoader = gltfLoader; | ||||
| 		this.path = DEFAULT_PROFILES_PATH; | ||||
| 		this._assetCache = {}; | ||||
| 		this.onLoad = onLoad; | ||||
|  | ||||
| 		// If a GLTFLoader wasn't supplied to the constructor create a new one. | ||||
| 		if ( ! this.gltfLoader ) { | ||||
|  | ||||
| 			this.gltfLoader = new GLTFLoader(); | ||||
|  | ||||
| 		} | ||||
|  | ||||
| 	} | ||||
|  | ||||
| 	setPath( path ) { | ||||
|  | ||||
| 		this.path = path; | ||||
|  | ||||
| 		return this; | ||||
|  | ||||
| 	} | ||||
|  | ||||
| 	createControllerModel( controller ) { | ||||
|  | ||||
| 		const controllerModel = new XRControllerModel(); | ||||
| 		let scene = null; | ||||
|  | ||||
| 		controller.addEventListener( 'connected', ( event ) => { | ||||
|  | ||||
| 			const xrInputSource = event.data; | ||||
|  | ||||
| 			if ( xrInputSource.targetRayMode !== 'tracked-pointer' || ! xrInputSource.gamepad ) return; | ||||
|  | ||||
| 			fetchProfile( xrInputSource, this.path, DEFAULT_PROFILE ).then( ( { profile, assetPath } ) => { | ||||
|  | ||||
| 				controllerModel.motionController = new MotionController( | ||||
| 					xrInputSource, | ||||
| 					profile, | ||||
| 					assetPath | ||||
| 				); | ||||
|  | ||||
| 				const cachedAsset = this._assetCache[ controllerModel.motionController.assetUrl ]; | ||||
| 				if ( cachedAsset ) { | ||||
|  | ||||
| 					scene = cachedAsset.scene.clone(); | ||||
|  | ||||
| 					addAssetSceneToControllerModel( controllerModel, scene ); | ||||
|  | ||||
| 					if ( this.onLoad ) this.onLoad( scene ); | ||||
|  | ||||
| 				} else { | ||||
|  | ||||
| 					if ( ! this.gltfLoader ) { | ||||
|  | ||||
| 						throw new Error( 'GLTFLoader not set.' ); | ||||
|  | ||||
| 					} | ||||
|  | ||||
| 					this.gltfLoader.setPath( '' ); | ||||
| 					this.gltfLoader.load( controllerModel.motionController.assetUrl, ( asset ) => { | ||||
|  | ||||
| 						this._assetCache[ controllerModel.motionController.assetUrl ] = asset; | ||||
|  | ||||
| 						scene = asset.scene.clone(); | ||||
|  | ||||
| 						addAssetSceneToControllerModel( controllerModel, scene ); | ||||
|  | ||||
| 						if ( this.onLoad ) this.onLoad( scene ); | ||||
|  | ||||
| 					}, | ||||
| 					null, | ||||
| 					() => { | ||||
|  | ||||
| 						throw new Error( `Asset ${controllerModel.motionController.assetUrl} missing or malformed.` ); | ||||
|  | ||||
| 					} ); | ||||
|  | ||||
| 				} | ||||
|  | ||||
| 			} ).catch( ( err ) => { | ||||
|  | ||||
| 				console.warn( err ); | ||||
|  | ||||
| 			} ); | ||||
|  | ||||
| 		} ); | ||||
|  | ||||
| 		controller.addEventListener( 'disconnected', () => { | ||||
|  | ||||
| 			controllerModel.motionController = null; | ||||
| 			controllerModel.remove( scene ); | ||||
| 			scene = null; | ||||
|  | ||||
| 		} ); | ||||
|  | ||||
| 		return controllerModel; | ||||
|  | ||||
| 	} | ||||
|  | ||||
| } | ||||
|  | ||||
| export { XRControllerModelFactory }; | ||||
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