@driftengine/xr 3.61.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +202 -0
- package/NOTICE +9 -0
- package/README.md +106 -0
- package/dist/hands.d.ts +64 -0
- package/dist/hands.js +134 -0
- package/dist/index.d.ts +36 -0
- package/dist/index.js +29 -0
- package/dist/input.d.ts +67 -0
- package/dist/input.js +92 -0
- package/dist/layers.d.ts +44 -0
- package/dist/layers.js +107 -0
- package/dist/session.d.ts +56 -0
- package/dist/session.js +131 -0
- package/dist/support.d.ts +51 -0
- package/dist/support.js +123 -0
- package/dist/testing/synthetic.d.ts +66 -0
- package/dist/testing/synthetic.js +238 -0
- package/dist/types.d.ts +103 -0
- package/dist/types.js +15 -0
- package/dist/views.d.ts +43 -0
- package/dist/views.js +74 -0
- package/package.json +57 -0
- package/src/hands.ts +161 -0
- package/src/index.ts +71 -0
- package/src/input.ts +134 -0
- package/src/layers.ts +151 -0
- package/src/session.ts +167 -0
- package/src/support.ts +148 -0
- package/src/testing/synthetic.ts +296 -0
- package/src/types.ts +118 -0
- package/src/views.ts +95 -0
package/LICENSE
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package/NOTICE
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DriftEngine
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Copyright 2026 Drift Technologies
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This product includes software developed at Drift Technologies
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(https://github.com/drftrun/driftengine).
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Licensed under the Apache License, Version 2.0. Section 4(d) of that licence
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requires this NOTICE to be reproduced in any derivative work you distribute,
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in the source, the documentation, or a display generated by the work.
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package/README.md
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# @driftengine/xr
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WebXR sessions, stereo views, controller input and hand joints, over both backends.
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**A package and not part of core**, so a game that never enters a session carries none of it. It
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supplies views to a camera; nothing in core reaches back for a session.
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```ts
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import { startLoop } from '@driftengine/core';
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import { aimCameraAtEye, enterXr, eyeViews, probeXrSupport } from '@driftengine/xr';
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// From a click. requestSession needs a user gesture and no wrapper can change that.
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const entered = await enterXr({ sources: { gl }, optionalFeatures: ['hand-tracking'] });
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if (!entered.ok) {
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showTheUser(entered.reason);
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return;
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}
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const { run } = entered;
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const stop = startLoop(
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{
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simulate: (dt, tick) => world.step(dt, tick),
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render: (alpha, dt, wallDt, frame) => {
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const pose = (frame as XrFrame).getViewerPose(run.referenceSpace);
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if (pose === null) return; // Tracking lost. Draw nothing rather than draw it wrong.
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for (const eye of eyeViews(pose, run.layer.baseLayer)) {
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aimCameraAtEye(camera, eye);
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renderer.setViewport(eye.viewport);
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renderer.draw(scene, camera);
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}
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},
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},
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{ frameSource: run.frameSource },
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);
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run.onEnd(stop);
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```
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## The camera is supplied, not configured
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`Camera` derives its view from yaw and pitch and its projection from `mat4.perspective`, and it
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cannot describe an XR eye. Its own note says why: _only a centred crop of a symmetric frustum is
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itself a symmetric frustum; an off-centre one is sheared, which `perspective` cannot produce._ A
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headset's eye projection is exactly that shear, off-axis by the distance from pupil to display
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centre.
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So `Camera.adoptView` takes the matrices the runtime computed. It recomputes the combined and
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inverse matrices, so culling, picking and the sky keep working, and it decomposes `position` and
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`forward` back out, so a listener placed at `camera.position` follows the head rather than staying
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where the last flat frame left it. It leaves `yaw`, `pitch` and `roll` alone, because a supplied
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rotation may be one no Euler triple describes.
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## The loop runs on the session's clock
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A session produces frames at whatever rate its display runs, through its own
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`requestAnimationFrame`, and the callback carries the frame every pose is read from. Hand
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`run.frameSource` to `startLoop` and the engine follows it. Outside a session the window drives, as
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it always did.
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## Nothing fails silently
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Every path that does not enter a session answers with a whole sentence, because a consumer whose
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button did nothing is owed the difference between a browser with no WebXR, a machine with no
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headset, a context that would not become XR compatible, and a reference space the runtime declined.
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Those are four different things to do next.
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`probeXrSupport` asks by **doing**. `isSessionSupported` is a promise about a mode and says nothing
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about whether a context can be made XR compatible, which is the step that actually fails: on a
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machine with no headset, `inline` reports supported, the session starts, the reference space is
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|
+
granted, and `makeXRCompatible` throws. Without it there is no base layer and therefore no frame at
|
|
71
|
+
all.
|
|
72
|
+
|
|
73
|
+
## Both backends
|
|
74
|
+
|
|
75
|
+
`XRGPUBinding` with a projection layer where the runtime has one, `XRWebGLLayer` otherwise, chosen
|
|
76
|
+
from what the session offers rather than from a preference. A WebGPU layer that fails to build falls
|
|
77
|
+
through to WebGL2 and says so, because a game running on WebGPU in a browser whose WebXR is
|
|
78
|
+
WebGL-only should enter a session rather than refuse.
|
|
79
|
+
|
|
80
|
+
WebGPU in WebXR is experimental. In Chrome it is behind `--enable-experimental-web-platform-features`
|
|
81
|
+
and its own note calls it available for developer testing on Windows and Android. This package does
|
|
82
|
+
not ask a consumer to ship that flag; it uses the binding when a browser already offers one.
|
|
83
|
+
|
|
84
|
+
## From a script
|
|
85
|
+
|
|
86
|
+
`drift/xr` binds twelve capabilities: whether a session is presenting, where the head is, what each
|
|
87
|
+
hand's trigger and grip are doing, where a named joint is, and whether a hand is pinching. **None of
|
|
88
|
+
them is deterministic**, so a `@deterministic` system cannot ask where a head is, which is the
|
|
89
|
+
property the annotation exists for. **None of them is a matrix**: drawing the two eyes is the host's,
|
|
90
|
+
because the host owns the renderer.
|
|
91
|
+
|
|
92
|
+
## What has been measured, and what has not
|
|
93
|
+
|
|
94
|
+
The machine this was written on has no headset. `immersive-vr` reports false and `makeXRCompatible`
|
|
95
|
+
throws, so no `XRFrame` can be produced there at all.
|
|
96
|
+
|
|
97
|
+
- **Measured** by `npm run check:xr` against a real browser: capability detection, a real `inline`
|
|
98
|
+
session requested and ended, a real reference space, the WebGPU binding constructing under the
|
|
99
|
+
flag, and every refusal path.
|
|
100
|
+
- **Measured** by the unit tests against a synthetic runtime: two views with different off-axis
|
|
101
|
+
projections, the camera adopting each, controller buttons and poses, twenty-five hand joints, and
|
|
102
|
+
a joint that stops being tracked keeping its last pose.
|
|
103
|
+
- **Not measured**: a real immersive session, stereo on hardware, controller input from a device,
|
|
104
|
+
hand tracking, device performance, and the compositor's reprojection.
|
|
105
|
+
|
|
106
|
+
That last line is an open row, unmeasured rather than claimed. Nothing here says otherwise.
|
package/dist/hands.d.ts
ADDED
|
@@ -0,0 +1,64 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Twenty-five joints a hand, read into flat arrays.
|
|
3
|
+
*
|
|
4
|
+
* **The joint names are the specification's and their order is this file's**, fixed once as
|
|
5
|
+
* `HAND_JOINTS` so an index means the same thing in every frame, on every device and in a recording
|
|
6
|
+
* somebody kept. Reading them into a `Float32Array` rather than handing back objects is the same
|
|
7
|
+
* decision every other per-frame reader in this engine makes: a hand is twenty-five poses, twice,
|
|
8
|
+
* at ninety hertz, and an object per joint is four and a half thousand allocations a second on the
|
|
9
|
+
* device this arrangement exists for.
|
|
10
|
+
*
|
|
11
|
+
* **A joint that is not tracked is not zeroed**, and that is the interesting decision here. Hand
|
|
12
|
+
* tracking loses joints constantly, one at a time, as fingers occlude each other from the camera's
|
|
13
|
+
* view. Writing an identity matrix into an untracked joint would collapse that finger to the wrist
|
|
14
|
+
* for one frame and snap it back on the next, which reads as a violent twitch. So the last known
|
|
15
|
+
* pose stays, `tracked` says it is stale, and a consumer decides whether to hold, fade or hide.
|
|
16
|
+
* That is a policy a game owns, and this package refuses to make it for them.
|
|
17
|
+
*/
|
|
18
|
+
import type { XrFrame, XrInputSource } from './types.ts';
|
|
19
|
+
/**
|
|
20
|
+
* Every joint WebXR defines, in the order this engine indexes them.
|
|
21
|
+
*
|
|
22
|
+
* Wrist first, then each finger from its base outward, which is the order the specification lists
|
|
23
|
+
* them in and the order a reader expects. **Never reordered**: an index is written into recordings
|
|
24
|
+
* and compared across runs, so moving one would change what a stored hand means.
|
|
25
|
+
*/
|
|
26
|
+
export declare const HAND_JOINTS: readonly ['wrist', 'thumb-metacarpal', 'thumb-phalanx-proximal', 'thumb-phalanx-distal', 'thumb-tip', 'index-finger-metacarpal', 'index-finger-phalanx-proximal', 'index-finger-phalanx-intermediate', 'index-finger-phalanx-distal', 'index-finger-tip', 'middle-finger-metacarpal', 'middle-finger-phalanx-proximal', 'middle-finger-phalanx-intermediate', 'middle-finger-phalanx-distal', 'middle-finger-tip', 'ring-finger-metacarpal', 'ring-finger-phalanx-proximal', 'ring-finger-phalanx-intermediate', 'ring-finger-phalanx-distal', 'ring-finger-tip', 'pinky-finger-metacarpal', 'pinky-finger-phalanx-proximal', 'pinky-finger-phalanx-intermediate', 'pinky-finger-phalanx-distal', 'pinky-finger-tip'];
|
|
27
|
+
export type HandJoint = (typeof HAND_JOINTS)[number];
|
|
28
|
+
export declare const JOINT_COUNT: 25;
|
|
29
|
+
/** The index of a named joint, so a consumer never counts. */
|
|
30
|
+
export declare const JOINT_INDEX: Readonly<Record<string, number>>;
|
|
31
|
+
/**
|
|
32
|
+
* One hand's joints, allocated once and written into every frame.
|
|
33
|
+
*
|
|
34
|
+
* Sixteen floats a joint because a joint carries a full transform: a fingertip has an orientation
|
|
35
|
+
* as well as a position, and a consumer drawing a mesh needs both.
|
|
36
|
+
*/
|
|
37
|
+
export declare class HandSkeleton {
|
|
38
|
+
/** Row-major transforms, `JOINT_COUNT * 16`, in world space. */
|
|
39
|
+
readonly matrices: Float32Array<ArrayBuffer>;
|
|
40
|
+
/** Joint radii in metres, or 0 where the runtime offered none. */
|
|
41
|
+
readonly radii: Float32Array<ArrayBuffer>;
|
|
42
|
+
/** Whether each joint had a pose in the last frame that was read. */
|
|
43
|
+
readonly tracked: Uint8Array<ArrayBuffer>;
|
|
44
|
+
/** How many joints were tracked in that frame. Zero means the hand is not visible. */
|
|
45
|
+
trackedCount: number;
|
|
46
|
+
/** Whether anything at all was seen, which is what a consumer branches on before drawing. */
|
|
47
|
+
get visible(): boolean;
|
|
48
|
+
/**
|
|
49
|
+
* Forget everything, which is what a source going away means.
|
|
50
|
+
*
|
|
51
|
+
* Separate from a frame where every joint is merely untracked: a hand that has left has no last
|
|
52
|
+
* known pose worth holding, and a consumer that fades on loss needs the two told apart.
|
|
53
|
+
*/
|
|
54
|
+
clear(): void;
|
|
55
|
+
}
|
|
56
|
+
/**
|
|
57
|
+
* Read one hand into a skeleton.
|
|
58
|
+
*
|
|
59
|
+
* Returns whether anything was tracked. `false` with the skeleton left holding its last poses is
|
|
60
|
+
* the ordinary case for a hand that has moved out of the cameras' view, and it is not an error.
|
|
61
|
+
*/
|
|
62
|
+
export declare function readHand(source: XrInputSource, frame: XrFrame, referenceSpace: unknown, into: HandSkeleton): boolean;
|
|
63
|
+
/** A joint's position, read out of the flat storage without allocating. */
|
|
64
|
+
export declare function jointPosition(skeleton: HandSkeleton, joint: HandJoint | number, out: Float32Array): boolean;
|
package/dist/hands.js
ADDED
|
@@ -0,0 +1,134 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Twenty-five joints a hand, read into flat arrays.
|
|
3
|
+
*
|
|
4
|
+
* **The joint names are the specification's and their order is this file's**, fixed once as
|
|
5
|
+
* `HAND_JOINTS` so an index means the same thing in every frame, on every device and in a recording
|
|
6
|
+
* somebody kept. Reading them into a `Float32Array` rather than handing back objects is the same
|
|
7
|
+
* decision every other per-frame reader in this engine makes: a hand is twenty-five poses, twice,
|
|
8
|
+
* at ninety hertz, and an object per joint is four and a half thousand allocations a second on the
|
|
9
|
+
* device this arrangement exists for.
|
|
10
|
+
*
|
|
11
|
+
* **A joint that is not tracked is not zeroed**, and that is the interesting decision here. Hand
|
|
12
|
+
* tracking loses joints constantly, one at a time, as fingers occlude each other from the camera's
|
|
13
|
+
* view. Writing an identity matrix into an untracked joint would collapse that finger to the wrist
|
|
14
|
+
* for one frame and snap it back on the next, which reads as a violent twitch. So the last known
|
|
15
|
+
* pose stays, `tracked` says it is stale, and a consumer decides whether to hold, fade or hide.
|
|
16
|
+
* That is a policy a game owns, and this package refuses to make it for them.
|
|
17
|
+
*/
|
|
18
|
+
/**
|
|
19
|
+
* Every joint WebXR defines, in the order this engine indexes them.
|
|
20
|
+
*
|
|
21
|
+
* Wrist first, then each finger from its base outward, which is the order the specification lists
|
|
22
|
+
* them in and the order a reader expects. **Never reordered**: an index is written into recordings
|
|
23
|
+
* and compared across runs, so moving one would change what a stored hand means.
|
|
24
|
+
*/
|
|
25
|
+
export const HAND_JOINTS = [
|
|
26
|
+
'wrist',
|
|
27
|
+
'thumb-metacarpal',
|
|
28
|
+
'thumb-phalanx-proximal',
|
|
29
|
+
'thumb-phalanx-distal',
|
|
30
|
+
'thumb-tip',
|
|
31
|
+
'index-finger-metacarpal',
|
|
32
|
+
'index-finger-phalanx-proximal',
|
|
33
|
+
'index-finger-phalanx-intermediate',
|
|
34
|
+
'index-finger-phalanx-distal',
|
|
35
|
+
'index-finger-tip',
|
|
36
|
+
'middle-finger-metacarpal',
|
|
37
|
+
'middle-finger-phalanx-proximal',
|
|
38
|
+
'middle-finger-phalanx-intermediate',
|
|
39
|
+
'middle-finger-phalanx-distal',
|
|
40
|
+
'middle-finger-tip',
|
|
41
|
+
'ring-finger-metacarpal',
|
|
42
|
+
'ring-finger-phalanx-proximal',
|
|
43
|
+
'ring-finger-phalanx-intermediate',
|
|
44
|
+
'ring-finger-phalanx-distal',
|
|
45
|
+
'ring-finger-tip',
|
|
46
|
+
'pinky-finger-metacarpal',
|
|
47
|
+
'pinky-finger-phalanx-proximal',
|
|
48
|
+
'pinky-finger-phalanx-intermediate',
|
|
49
|
+
'pinky-finger-phalanx-distal',
|
|
50
|
+
'pinky-finger-tip',
|
|
51
|
+
];
|
|
52
|
+
export const JOINT_COUNT = HAND_JOINTS.length;
|
|
53
|
+
/** The index of a named joint, so a consumer never counts. */
|
|
54
|
+
export const JOINT_INDEX = Object.freeze(Object.fromEntries(HAND_JOINTS.map((name, index) => [name, index])));
|
|
55
|
+
/**
|
|
56
|
+
* One hand's joints, allocated once and written into every frame.
|
|
57
|
+
*
|
|
58
|
+
* Sixteen floats a joint because a joint carries a full transform: a fingertip has an orientation
|
|
59
|
+
* as well as a position, and a consumer drawing a mesh needs both.
|
|
60
|
+
*/
|
|
61
|
+
export class HandSkeleton {
|
|
62
|
+
/** Row-major transforms, `JOINT_COUNT * 16`, in world space. */
|
|
63
|
+
matrices = new Float32Array(JOINT_COUNT * 16);
|
|
64
|
+
/** Joint radii in metres, or 0 where the runtime offered none. */
|
|
65
|
+
radii = new Float32Array(JOINT_COUNT);
|
|
66
|
+
/** Whether each joint had a pose in the last frame that was read. */
|
|
67
|
+
tracked = new Uint8Array(JOINT_COUNT);
|
|
68
|
+
/** How many joints were tracked in that frame. Zero means the hand is not visible. */
|
|
69
|
+
trackedCount = 0;
|
|
70
|
+
/** Whether anything at all was seen, which is what a consumer branches on before drawing. */
|
|
71
|
+
get visible() {
|
|
72
|
+
return this.trackedCount > 0;
|
|
73
|
+
}
|
|
74
|
+
/**
|
|
75
|
+
* Forget everything, which is what a source going away means.
|
|
76
|
+
*
|
|
77
|
+
* Separate from a frame where every joint is merely untracked: a hand that has left has no last
|
|
78
|
+
* known pose worth holding, and a consumer that fades on loss needs the two told apart.
|
|
79
|
+
*/
|
|
80
|
+
clear() {
|
|
81
|
+
this.matrices.fill(0);
|
|
82
|
+
this.radii.fill(0);
|
|
83
|
+
this.tracked.fill(0);
|
|
84
|
+
this.trackedCount = 0;
|
|
85
|
+
}
|
|
86
|
+
}
|
|
87
|
+
/**
|
|
88
|
+
* Read one hand into a skeleton.
|
|
89
|
+
*
|
|
90
|
+
* Returns whether anything was tracked. `false` with the skeleton left holding its last poses is
|
|
91
|
+
* the ordinary case for a hand that has moved out of the cameras' view, and it is not an error.
|
|
92
|
+
*/
|
|
93
|
+
export function readHand(source, frame, referenceSpace, into) {
|
|
94
|
+
const hand = source.hand;
|
|
95
|
+
if (hand === undefined || frame.getJointPose === undefined) {
|
|
96
|
+
into.trackedCount = 0;
|
|
97
|
+
into.tracked.fill(0);
|
|
98
|
+
return false;
|
|
99
|
+
}
|
|
100
|
+
let tracked = 0;
|
|
101
|
+
for (let i = 0; i < JOINT_COUNT; i++) {
|
|
102
|
+
const space = hand.get(HAND_JOINTS[i]);
|
|
103
|
+
const pose = space === undefined || space === null
|
|
104
|
+
? null
|
|
105
|
+
: (frame.getJointPose(space, referenceSpace) ?? null);
|
|
106
|
+
if (pose === null) {
|
|
107
|
+
/*
|
|
108
|
+
* Left as it was. See the header: zeroing an occluded joint collapses that finger onto the
|
|
109
|
+
* wrist for one frame and snaps it back on the next, and a hand tracker loses joints
|
|
110
|
+
* constantly. The flag says the pose is stale; what to do about it is the consumer's.
|
|
111
|
+
*/
|
|
112
|
+
into.tracked[i] = 0;
|
|
113
|
+
continue;
|
|
114
|
+
}
|
|
115
|
+
into.matrices.set(pose.transform.matrix, i * 16);
|
|
116
|
+
into.radii[i] = pose.radius ?? 0;
|
|
117
|
+
into.tracked[i] = 1;
|
|
118
|
+
tracked++;
|
|
119
|
+
}
|
|
120
|
+
into.trackedCount = tracked;
|
|
121
|
+
return tracked > 0;
|
|
122
|
+
}
|
|
123
|
+
/** A joint's position, read out of the flat storage without allocating. */
|
|
124
|
+
export function jointPosition(skeleton, joint, out) {
|
|
125
|
+
const index = typeof joint === 'number' ? joint : (JOINT_INDEX[joint] ?? -1);
|
|
126
|
+
if (index < 0 || index >= JOINT_COUNT)
|
|
127
|
+
return false;
|
|
128
|
+
/* Column-major, as every matrix in this engine is, so the translation is elements 12 to 14. */
|
|
129
|
+
const at = index * 16;
|
|
130
|
+
out[0] = skeleton.matrices[at + 12];
|
|
131
|
+
out[1] = skeleton.matrices[at + 13];
|
|
132
|
+
out[2] = skeleton.matrices[at + 14];
|
|
133
|
+
return skeleton.tracked[index] === 1;
|
|
134
|
+
}
|
package/dist/index.d.ts
ADDED
|
@@ -0,0 +1,36 @@
|
|
|
1
|
+
/*! DriftEngine | Copyright 2026 Drift Technologies | Apache-2.0 | https://github.com/drftrun/driftengine */
|
|
2
|
+
/**
|
|
3
|
+
* WebXR: sessions, stereo views, controller input and hand joints.
|
|
4
|
+
*
|
|
5
|
+
* **A package and not part of core**, so a game that never enters a session carries none of it.
|
|
6
|
+
* `size-gate.test.mjs` keeps that a measurement rather than an intention.
|
|
7
|
+
*
|
|
8
|
+
* **It supplies views to a camera and core never reaches back for a session.** That is the whole
|
|
9
|
+
* shape of the dependency: `Camera.adoptView` lives in core because the camera is core's, and the
|
|
10
|
+
* reason a camera cannot derive an XR eye's matrices is written beside it. Everything about
|
|
11
|
+
* sessions, layers, poses and hands is here.
|
|
12
|
+
*
|
|
13
|
+
* ## What is measured, and what is written down instead
|
|
14
|
+
*
|
|
15
|
+
* A real immersive session has never been run against this code. The machine it was written on has
|
|
16
|
+
* no headset: `immersive-vr` reports false, and `makeXRCompatible` throws, so no `XRFrame` can be
|
|
17
|
+
* produced there at all. What that machine does reach is asserted by `scripts/xr-check.mjs`, and
|
|
18
|
+
* everything past the first frame is exercised against a synthetic `XRSystem` in the unit tests.
|
|
19
|
+
*
|
|
20
|
+
* So **stereo on hardware, controller input, hand tracking, device performance and the compositor's
|
|
21
|
+
* reprojection are unmeasured**, and are tracked as such rather than claimed. Nothing
|
|
22
|
+
* here says otherwise.
|
|
23
|
+
*/
|
|
24
|
+
export type { XrFrame, XrGamepad, XrHand, XrInputSource, XrJointPose, XrMode, XrRigidTransform, XrSession, XrSystem, XrView, XrViewerPose, XrViewport, XrWebGlLayer, } from './types.ts';
|
|
25
|
+
export type { XrCompatibleContext, XrSupport } from './support.ts';
|
|
26
|
+
export { bestMode, probeXrSupport } from './support.ts';
|
|
27
|
+
export type { LayerBackend, LayerSources, XrLayer } from './layers.ts';
|
|
28
|
+
export { chooseLayer } from './layers.ts';
|
|
29
|
+
export type { EnterXrOptions, EnterXrResult, XrRun } from './session.ts';
|
|
30
|
+
export { enterXr } from './session.ts';
|
|
31
|
+
export type { EyeView } from './views.ts';
|
|
32
|
+
export { aimCameraAtEye, eyeViews } from './views.ts';
|
|
33
|
+
export type { ControllerState, Handedness, XrButton } from './input.ts';
|
|
34
|
+
export { XR_BUTTON, buttonPressed, buttonValue, controllerFor, readController, readControllers, } from './input.ts';
|
|
35
|
+
export type { HandJoint } from './hands.ts';
|
|
36
|
+
export { HAND_JOINTS, HandSkeleton, JOINT_COUNT, JOINT_INDEX, jointPosition, readHand, } from './hands.ts';
|
package/dist/index.js
ADDED
|
@@ -0,0 +1,29 @@
|
|
|
1
|
+
/*! DriftEngine | Copyright 2026 Drift Technologies | Apache-2.0 | https://github.com/drftrun/driftengine */
|
|
2
|
+
/**
|
|
3
|
+
* WebXR: sessions, stereo views, controller input and hand joints.
|
|
4
|
+
*
|
|
5
|
+
* **A package and not part of core**, so a game that never enters a session carries none of it.
|
|
6
|
+
* `size-gate.test.mjs` keeps that a measurement rather than an intention.
|
|
7
|
+
*
|
|
8
|
+
* **It supplies views to a camera and core never reaches back for a session.** That is the whole
|
|
9
|
+
* shape of the dependency: `Camera.adoptView` lives in core because the camera is core's, and the
|
|
10
|
+
* reason a camera cannot derive an XR eye's matrices is written beside it. Everything about
|
|
11
|
+
* sessions, layers, poses and hands is here.
|
|
12
|
+
*
|
|
13
|
+
* ## What is measured, and what is written down instead
|
|
14
|
+
*
|
|
15
|
+
* A real immersive session has never been run against this code. The machine it was written on has
|
|
16
|
+
* no headset: `immersive-vr` reports false, and `makeXRCompatible` throws, so no `XRFrame` can be
|
|
17
|
+
* produced there at all. What that machine does reach is asserted by `scripts/xr-check.mjs`, and
|
|
18
|
+
* everything past the first frame is exercised against a synthetic `XRSystem` in the unit tests.
|
|
19
|
+
*
|
|
20
|
+
* So **stereo on hardware, controller input, hand tracking, device performance and the compositor's
|
|
21
|
+
* reprojection are unmeasured**, and are tracked as such rather than claimed. Nothing
|
|
22
|
+
* here says otherwise.
|
|
23
|
+
*/
|
|
24
|
+
export { bestMode, probeXrSupport } from './support.js';
|
|
25
|
+
export { chooseLayer } from './layers.js';
|
|
26
|
+
export { enterXr } from './session.js';
|
|
27
|
+
export { aimCameraAtEye, eyeViews } from './views.js';
|
|
28
|
+
export { XR_BUTTON, buttonPressed, buttonValue, controllerFor, readController, readControllers, } from './input.js';
|
|
29
|
+
export { HAND_JOINTS, HandSkeleton, JOINT_COUNT, JOINT_INDEX, jointPosition, readHand, } from './hands.js';
|
package/dist/input.d.ts
ADDED
|
@@ -0,0 +1,67 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Controllers, read the way the rest of this engine reads input.
|
|
3
|
+
*
|
|
4
|
+
* **A controller is a gamepad with a pose, and the specification says so**: an `XRInputSource`
|
|
5
|
+
* carries an ordinary `Gamepad` whose button order is fixed by the WebXR gamepad profile. So the
|
|
6
|
+
* buttons are named here rather than indexed at every call site, and the names are the profile's
|
|
7
|
+
* rather than any device's marketing: `trigger`, `squeeze`, `touchpad`, `thumbstick`.
|
|
8
|
+
*
|
|
9
|
+
* **What is deliberately absent is a binding layer.** This engine has `ActionMap`, and a second one
|
|
10
|
+
* that only XR could reach would be a second answer to what a button means. A consumer maps a
|
|
11
|
+
* trigger to an action the same way they map a key, which is why this reads state and never
|
|
12
|
+
* dispatches an intent.
|
|
13
|
+
*
|
|
14
|
+
* **Nothing here is deterministic and none of it belongs in a fixed step.** A controller pose
|
|
15
|
+
* arrives with a frame, from a device, at a rate the runtime chooses. `drift/ui` already settled
|
|
16
|
+
* that a pointer position is `input.read` and outside `DETERMINISTIC_EFFECTS`, and a hand is the
|
|
17
|
+
* same kind of fact.
|
|
18
|
+
*/
|
|
19
|
+
import type { XrFrame, XrInputSource, XrSession } from './types.ts';
|
|
20
|
+
/** Which hand, as WebXR reports it. `none` is a source with no handedness, like a gaze pointer. */
|
|
21
|
+
export type Handedness = 'left' | 'right' | 'none';
|
|
22
|
+
/**
|
|
23
|
+
* The buttons the WebXR gamepad profile fixes, in its order.
|
|
24
|
+
*
|
|
25
|
+
* Indexes and not a guess: the profile pins 0 to the trigger and 1 to the squeeze for every device
|
|
26
|
+
* that reports `xr-standard`, which is what makes reading them by name safe. A device offering
|
|
27
|
+
* fewer buttons simply has none at the higher indexes, which reads as zero rather than as an error.
|
|
28
|
+
*/
|
|
29
|
+
export declare const XR_BUTTON: {
|
|
30
|
+
readonly trigger: 0;
|
|
31
|
+
readonly squeeze: 1;
|
|
32
|
+
readonly touchpad: 2;
|
|
33
|
+
readonly thumbstick: 3;
|
|
34
|
+
};
|
|
35
|
+
export type XrButton = keyof typeof XR_BUTTON;
|
|
36
|
+
/** One controller, as much of it as this engine reads. */
|
|
37
|
+
export interface ControllerState {
|
|
38
|
+
readonly handedness: Handedness;
|
|
39
|
+
/** How the source is aimed: `tracked-pointer`, `gaze` or `screen`. */
|
|
40
|
+
readonly targetRayMode: string;
|
|
41
|
+
/** Whether a pose was available this frame. False while a controller is out of view. */
|
|
42
|
+
readonly tracked: boolean;
|
|
43
|
+
/** The grip transform's matrix, valid only while `tracked`. */
|
|
44
|
+
readonly gripMatrix: Float32Array | null;
|
|
45
|
+
/** Where the source is aiming, which is not where it is held. */
|
|
46
|
+
readonly rayMatrix: Float32Array | null;
|
|
47
|
+
/** Analogue values in the profile's order, and zero for a button the device does not have. */
|
|
48
|
+
readonly buttons: readonly number[];
|
|
49
|
+
readonly pressed: readonly boolean[];
|
|
50
|
+
readonly axes: readonly number[];
|
|
51
|
+
}
|
|
52
|
+
/**
|
|
53
|
+
* Read every input source a session currently reports.
|
|
54
|
+
*
|
|
55
|
+
* `out` is filled and returned, so a frame loop allocates nothing after the first call. Sources
|
|
56
|
+
* come and go as controllers wake and sleep, which is why the list is read from the session every
|
|
57
|
+
* frame rather than cached at `inputsourceschange`: the event exists for a consumer that wants to
|
|
58
|
+
* react, and this is the polling half.
|
|
59
|
+
*/
|
|
60
|
+
export declare function readControllers(session: XrSession, frame: XrFrame, referenceSpace: unknown, out?: ControllerState[]): ControllerState[];
|
|
61
|
+
export declare function readController(source: XrInputSource, frame: XrFrame, referenceSpace: unknown): ControllerState;
|
|
62
|
+
/** One named button's analogue value, or zero where the device has no such button. */
|
|
63
|
+
export declare function buttonValue(state: ControllerState, button: XrButton): number;
|
|
64
|
+
/** Whether a named button is pressed, false where the device has no such button. */
|
|
65
|
+
export declare function buttonPressed(state: ControllerState, button: XrButton): boolean;
|
|
66
|
+
/** The first source for a hand, or null. Two sources may share a handedness and rarely do. */
|
|
67
|
+
export declare function controllerFor(states: readonly ControllerState[], handedness: Handedness): ControllerState | null;
|