Newer
Older
HuangJiPC / public / static / three / examples / jsm / libs / motion-controllers.module.js
@zhangdeliang zhangdeliang on 21 Jun 13 KB update
/**
 * @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 };