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ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /libs /motion-controllers.module.js
| /** | |
| * @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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