/** * @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 };