| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397 | /** * @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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