@needle-tools/engine 4.11.5-next.f5ee735 → 4.11.6

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.
Files changed (1116) hide show
  1. package/CHANGELOG.md +3958 -3958
  2. package/LICENSE.md +10 -10
  3. package/README.md +84 -84
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-DwpFkqPR.js +21 -0
  6. package/dist/{gltf-progressive-DZrY8VT6.min.js → gltf-progressive-BmSygnAC.min.js} +2 -2
  7. package/dist/{gltf-progressive-DgYz5BYa.js → gltf-progressive-DnLBuGK5.js} +24 -24
  8. package/dist/{gltf-progressive-DWcmTMCh.umd.cjs → gltf-progressive-Rs-ojtXy.umd.cjs} +1 -1
  9. package/dist/{loader.worker-Dip-PthR.js → loader.worker-DWzfDpAl.js} +4 -4
  10. package/dist/{needle-engine.bundle-CpC_7cRL.umd.cjs → needle-engine.bundle-B8HwiMM3.umd.cjs} +125 -133
  11. package/dist/{needle-engine.bundle-DtudWpG2.js → needle-engine.bundle-Cxvg_Ilj.js} +3622 -3735
  12. package/dist/{needle-engine.bundle-DvGMCIAT.min.js → needle-engine.bundle-PcoEsc5V.min.js} +113 -121
  13. package/dist/needle-engine.d.ts +176 -179
  14. package/dist/needle-engine.js +343 -344
  15. package/dist/needle-engine.min.js +1 -1
  16. package/dist/needle-engine.umd.cjs +1 -1
  17. package/dist/{postprocessing-Dzq4RXcy.min.js → postprocessing-B5ksn9-G.min.js} +223 -147
  18. package/dist/{postprocessing-DEkzT9iD.umd.cjs → postprocessing-DZtb9Nnn.umd.cjs} +222 -146
  19. package/dist/{postprocessing-DqdcvaFn.js → postprocessing-__7s9wON.js} +1656 -1542
  20. package/dist/{three-DfMvBzXi.js → three-BCCkyCA5.js} +1 -7
  21. package/dist/{three-qj71I7J3.umd.cjs → three-Bf2NBxAw.umd.cjs} +2 -2
  22. package/dist/{three-B7CT31Bt.min.js → three-W7zWTcfP.min.js} +1 -1
  23. package/dist/{three-examples-CsW4_6LI.umd.cjs → three-examples-Dho7cuu4.umd.cjs} +4 -4
  24. package/dist/{three-examples-D1P7eEhn.min.js → three-examples-MsJjauyk.min.js} +10 -10
  25. package/dist/{three-examples-D1SK93ek.js → three-examples-y2GeYlze.js} +2 -20
  26. package/dist/{three-mesh-ui-C_uSB5dD.js → three-mesh-ui-3nSSizT4.js} +1 -1
  27. package/dist/{three-mesh-ui-LQ44s0AL.min.js → three-mesh-ui-CIez6qJQ.min.js} +1 -1
  28. package/dist/{three-mesh-ui-DpATDXwU.umd.cjs → three-mesh-ui-zsOOA5Pq.umd.cjs} +1 -1
  29. package/dist/{vendor-DhTcel4c.umd.cjs → vendor-BrxSfR_8.umd.cjs} +38 -38
  30. package/dist/{vendor-DtTGRuXh.min.js → vendor-C0rT6Ytq.min.js} +45 -45
  31. package/dist/{vendor-Dkpn1a8s.js → vendor-CoLbzydV.js} +3068 -3134
  32. package/lib/asap/needle-asap.d.ts +1 -1
  33. package/lib/asap/needle-asap.js +95 -95
  34. package/lib/asap/sessiongranted.d.ts +3 -3
  35. package/lib/asap/sessiongranted.js +65 -65
  36. package/lib/asap/utils.d.ts +1 -1
  37. package/lib/asap/utils.js +3 -3
  38. package/lib/engine/analytics/index.d.ts +6 -6
  39. package/lib/engine/analytics/index.js +12 -12
  40. package/lib/engine/analytics/lcp.d.ts +3 -3
  41. package/lib/engine/analytics/lcp.js +34 -34
  42. package/lib/engine/api.d.ts +86 -86
  43. package/lib/engine/api.js +85 -85
  44. package/lib/engine/assets/index.d.ts +11 -11
  45. package/lib/engine/assets/index.js +47 -47
  46. package/lib/engine/assets/static.d.ts +1 -1
  47. package/lib/engine/assets/static.js +4 -4
  48. package/lib/engine/codegen/register_types.d.ts +1 -1
  49. package/lib/engine/codegen/register_types.js +320 -320
  50. package/lib/engine/debug/debug.d.ts +15 -15
  51. package/lib/engine/debug/debug.js +44 -44
  52. package/lib/engine/debug/debug_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_console.js +277 -277
  54. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  55. package/lib/engine/debug/debug_overlay.js +316 -316
  56. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  57. package/lib/engine/debug/debug_spatial_console.js +390 -390
  58. package/lib/engine/debug/debug_spector.d.ts +16 -16
  59. package/lib/engine/debug/debug_spector.js +27 -27
  60. package/lib/engine/debug/index.d.ts +2 -2
  61. package/lib/engine/debug/index.js +2 -2
  62. package/lib/engine/engine_addressables.d.ts +232 -232
  63. package/lib/engine/engine_addressables.js +684 -684
  64. package/lib/engine/engine_animation.d.ts +61 -61
  65. package/lib/engine/engine_animation.js +170 -170
  66. package/lib/engine/engine_application.d.ts +45 -52
  67. package/lib/engine/engine_application.js +104 -111
  68. package/lib/engine/engine_application.js.map +1 -1
  69. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  70. package/lib/engine/engine_assetdatabase.js +352 -352
  71. package/lib/engine/engine_audio.d.ts +4 -4
  72. package/lib/engine/engine_audio.js +23 -23
  73. package/lib/engine/engine_camera.d.ts +39 -39
  74. package/lib/engine/engine_camera.fit.d.ts +113 -113
  75. package/lib/engine/engine_camera.fit.js +194 -194
  76. package/lib/engine/engine_camera.js +102 -102
  77. package/lib/engine/engine_components.d.ts +110 -110
  78. package/lib/engine/engine_components.js +374 -374
  79. package/lib/engine/engine_components_internal.d.ts +9 -9
  80. package/lib/engine/engine_components_internal.js +36 -36
  81. package/lib/engine/engine_constants.d.ts +10 -10
  82. package/lib/engine/engine_constants.js +41 -41
  83. package/lib/engine/engine_context.d.ts +523 -523
  84. package/lib/engine/engine_context.js +1781 -1784
  85. package/lib/engine/engine_context.js.map +1 -1
  86. package/lib/engine/engine_context_registry.d.ts +71 -71
  87. package/lib/engine/engine_context_registry.js +117 -117
  88. package/lib/engine/engine_coroutine.d.ts +35 -35
  89. package/lib/engine/engine_coroutine.js +52 -52
  90. package/lib/engine/engine_create_objects.d.ts +119 -119
  91. package/lib/engine/engine_create_objects.js +344 -344
  92. package/lib/engine/engine_default_parameters.d.ts +2 -2
  93. package/lib/engine/engine_default_parameters.js +3 -3
  94. package/lib/engine/engine_editor-sync.d.ts +21 -21
  95. package/lib/engine/engine_editor-sync.js +4 -4
  96. package/lib/engine/engine_feature_flags.d.ts +3 -3
  97. package/lib/engine/engine_feature_flags.js +5 -5
  98. package/lib/engine/engine_fileloader.d.ts +2 -2
  99. package/lib/engine/engine_fileloader.js +8 -8
  100. package/lib/engine/engine_gameobject.d.ts +68 -68
  101. package/lib/engine/engine_gameobject.js +676 -676
  102. package/lib/engine/engine_generic_utils.d.ts +1 -1
  103. package/lib/engine/engine_generic_utils.js +13 -13
  104. package/lib/engine/engine_gizmos.d.ts +151 -151
  105. package/lib/engine/engine_gizmos.js +549 -549
  106. package/lib/engine/engine_gltf.d.ts +12 -12
  107. package/lib/engine/engine_gltf.js +15 -15
  108. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  109. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  110. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  111. package/lib/engine/engine_hot_reload.d.ts +8 -8
  112. package/lib/engine/engine_hot_reload.js +197 -197
  113. package/lib/engine/engine_input.d.ts +362 -362
  114. package/lib/engine/engine_input.js +1297 -1297
  115. package/lib/engine/engine_input_utils.d.ts +2 -2
  116. package/lib/engine/engine_input_utils.js +22 -22
  117. package/lib/engine/engine_instancing.d.ts +19 -19
  118. package/lib/engine/engine_instancing.js +39 -39
  119. package/lib/engine/engine_license.d.ts +11 -11
  120. package/lib/engine/engine_license.js +369 -369
  121. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  122. package/lib/engine/engine_lifecycle_api.js +106 -106
  123. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  124. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  125. package/lib/engine/engine_lightdata.d.ts +23 -23
  126. package/lib/engine/engine_lightdata.js +103 -103
  127. package/lib/engine/engine_loaders.callbacks.d.ts +98 -98
  128. package/lib/engine/engine_loaders.callbacks.js +87 -87
  129. package/lib/engine/engine_loaders.d.ts +42 -42
  130. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  131. package/lib/engine/engine_loaders.gltf.js +62 -62
  132. package/lib/engine/engine_loaders.js +341 -341
  133. package/lib/engine/engine_lods.d.ts +37 -37
  134. package/lib/engine/engine_lods.js +162 -162
  135. package/lib/engine/engine_mainloop_utils.d.ts +33 -33
  136. package/lib/engine/engine_mainloop_utils.js +478 -478
  137. package/lib/engine/engine_math.d.ts +114 -114
  138. package/lib/engine/engine_math.js +247 -247
  139. package/lib/engine/engine_modules.d.ts +36 -36
  140. package/lib/engine/engine_modules.js +85 -85
  141. package/lib/engine/engine_networking.d.ts +260 -260
  142. package/lib/engine/engine_networking.js +764 -764
  143. package/lib/engine/engine_networking_auto.d.ts +24 -24
  144. package/lib/engine/engine_networking_auto.js +310 -310
  145. package/lib/engine/engine_networking_blob.d.ts +48 -48
  146. package/lib/engine/engine_networking_blob.js +228 -228
  147. package/lib/engine/engine_networking_files.d.ts +35 -35
  148. package/lib/engine/engine_networking_files.js +172 -172
  149. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  150. package/lib/engine/engine_networking_files_default_components.js +42 -42
  151. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  152. package/lib/engine/engine_networking_instantiate.js +362 -362
  153. package/lib/engine/engine_networking_peer.d.ts +15 -15
  154. package/lib/engine/engine_networking_peer.js +132 -132
  155. package/lib/engine/engine_networking_streams.d.ts +123 -123
  156. package/lib/engine/engine_networking_streams.js +656 -656
  157. package/lib/engine/engine_networking_types.d.ts +22 -22
  158. package/lib/engine/engine_networking_types.js +7 -7
  159. package/lib/engine/engine_networking_utils.d.ts +2 -2
  160. package/lib/engine/engine_networking_utils.js +20 -20
  161. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  162. package/lib/engine/engine_networking_websocket.js +2 -2
  163. package/lib/engine/engine_patcher.d.ts +10 -10
  164. package/lib/engine/engine_patcher.js +142 -142
  165. package/lib/engine/engine_physics.d.ts +164 -164
  166. package/lib/engine/engine_physics.js +687 -691
  167. package/lib/engine/engine_physics.js.map +1 -1
  168. package/lib/engine/engine_physics.types.d.ts +40 -40
  169. package/lib/engine/engine_physics.types.js +33 -33
  170. package/lib/engine/engine_physics_rapier.d.ts +156 -156
  171. package/lib/engine/engine_physics_rapier.js +1460 -1460
  172. package/lib/engine/engine_playerview.d.ts +26 -26
  173. package/lib/engine/engine_playerview.js +64 -64
  174. package/lib/engine/engine_pmrem.d.ts +8 -8
  175. package/lib/engine/engine_pmrem.js +68 -68
  176. package/lib/engine/engine_scenelighting.d.ts +82 -82
  177. package/lib/engine/engine_scenelighting.js +245 -245
  178. package/lib/engine/engine_serialization.d.ts +3 -3
  179. package/lib/engine/engine_serialization.js +3 -3
  180. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  181. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  182. package/lib/engine/engine_serialization_core.d.ts +94 -94
  183. package/lib/engine/engine_serialization_core.js +607 -607
  184. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  185. package/lib/engine/engine_serialization_decorator.js +67 -67
  186. package/lib/engine/engine_setup.d.ts +1 -1
  187. package/lib/engine/engine_setup.js +2 -2
  188. package/lib/engine/engine_shaders.d.ts +53 -53
  189. package/lib/engine/engine_shaders.js +252 -252
  190. package/lib/engine/engine_shims.d.ts +4 -4
  191. package/lib/engine/engine_shims.js +24 -24
  192. package/lib/engine/engine_test_utils.d.ts +39 -39
  193. package/lib/engine/engine_test_utils.js +83 -83
  194. package/lib/engine/engine_texture.d.ts +28 -28
  195. package/lib/engine/engine_texture.js +64 -64
  196. package/lib/engine/engine_three_utils.d.ts +210 -210
  197. package/lib/engine/engine_three_utils.js +792 -792
  198. package/lib/engine/engine_time.d.ts +51 -51
  199. package/lib/engine/engine_time.js +82 -82
  200. package/lib/engine/engine_time_utils.d.ts +88 -88
  201. package/lib/engine/engine_time_utils.js +215 -215
  202. package/lib/engine/engine_tonemapping.d.ts +6 -6
  203. package/lib/engine/engine_tonemapping.js +198 -198
  204. package/lib/engine/engine_types.d.ts +585 -585
  205. package/lib/engine/engine_types.js +95 -95
  206. package/lib/engine/engine_typestore.d.ts +28 -28
  207. package/lib/engine/engine_typestore.js +55 -55
  208. package/lib/engine/engine_util_decorator.d.ts +13 -13
  209. package/lib/engine/engine_util_decorator.js +116 -116
  210. package/lib/engine/engine_utils.d.ts +227 -227
  211. package/lib/engine/engine_utils.js +821 -821
  212. package/lib/engine/engine_utils_attributes.d.ts +48 -48
  213. package/lib/engine/engine_utils_attributes.js +69 -69
  214. package/lib/engine/engine_utils_format.d.ts +24 -24
  215. package/lib/engine/engine_utils_format.js +245 -245
  216. package/lib/engine/engine_utils_qrcode.d.ts +23 -23
  217. package/lib/engine/engine_utils_qrcode.js +233 -233
  218. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  219. package/lib/engine/engine_utils_screenshot.js +522 -522
  220. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  221. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  222. package/lib/engine/engine_xr.d.ts +1 -1
  223. package/lib/engine/engine_xr.js +1 -1
  224. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  225. package/lib/engine/export/gltf/Writers.js +24 -24
  226. package/lib/engine/export/gltf/index.d.ts +11 -11
  227. package/lib/engine/export/gltf/index.js +123 -123
  228. package/lib/engine/export/index.d.ts +2 -2
  229. package/lib/engine/export/index.js +2 -2
  230. package/lib/engine/export/state.d.ts +7 -7
  231. package/lib/engine/export/state.js +17 -17
  232. package/lib/engine/export/utils.d.ts +2 -2
  233. package/lib/engine/export/utils.js +7 -7
  234. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  235. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  236. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  237. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  238. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  239. package/lib/engine/extensions/NEEDLE_components.js +239 -239
  240. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  241. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  242. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  243. package/lib/engine/extensions/NEEDLE_lighting_settings.js +160 -160
  244. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  245. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  246. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  247. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  248. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  249. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  250. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  251. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  252. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  253. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  254. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  255. package/lib/engine/extensions/extension_resolver.js +1 -1
  256. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  257. package/lib/engine/extensions/extension_utils.js +152 -152
  258. package/lib/engine/extensions/extensions.d.ts +32 -32
  259. package/lib/engine/extensions/extensions.js +113 -113
  260. package/lib/engine/extensions/index.d.ts +6 -6
  261. package/lib/engine/extensions/index.js +6 -6
  262. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  263. package/lib/engine/extensions/usage_tracker.js +65 -65
  264. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  265. package/lib/engine/js-extensions/Camera.js +39 -39
  266. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  267. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  268. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  269. package/lib/engine/js-extensions/Layers.js +22 -22
  270. package/lib/engine/js-extensions/Object3D.d.ts +141 -141
  271. package/lib/engine/js-extensions/Object3D.js +190 -190
  272. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  273. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  274. package/lib/engine/js-extensions/Vector.d.ts +8 -8
  275. package/lib/engine/js-extensions/Vector.js +13 -13
  276. package/lib/engine/js-extensions/index.d.ts +6 -6
  277. package/lib/engine/js-extensions/index.js +5 -5
  278. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  279. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +80 -80
  280. package/lib/engine/shaders/shaderData.d.ts +55 -55
  281. package/lib/engine/shaders/shaderData.js +58 -58
  282. package/lib/engine/tests/test_utils.d.ts +2 -2
  283. package/lib/engine/tests/test_utils.js +53 -53
  284. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  285. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  286. package/lib/engine/webcomponents/api.d.ts +5 -5
  287. package/lib/engine/webcomponents/api.js +4 -4
  288. package/lib/engine/webcomponents/buttons.d.ts +53 -53
  289. package/lib/engine/webcomponents/buttons.js +270 -270
  290. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  291. package/lib/engine/webcomponents/fonts.js +32 -32
  292. package/lib/engine/webcomponents/icons.d.ts +9 -9
  293. package/lib/engine/webcomponents/icons.js +52 -52
  294. package/lib/engine/webcomponents/index.d.ts +1 -1
  295. package/lib/engine/webcomponents/index.js +1 -1
  296. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  297. package/lib/engine/webcomponents/logo-element.js +91 -91
  298. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  299. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  300. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +192 -192
  301. package/lib/engine/webcomponents/needle menu/needle-menu.js +1077 -1077
  302. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  303. package/lib/engine/webcomponents/needle-button.js +161 -161
  304. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  305. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  306. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +70 -70
  307. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  308. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  309. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  310. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  311. package/lib/engine/webcomponents/needle-engine.js +906 -906
  312. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  313. package/lib/engine/webcomponents/needle-engine.loading.js +336 -336
  314. package/lib/engine/xr/NeedleXRController.d.ts +314 -314
  315. package/lib/engine/xr/NeedleXRController.js +1057 -1057
  316. package/lib/engine/xr/NeedleXRSession.d.ts +342 -342
  317. package/lib/engine/xr/NeedleXRSession.js +1491 -1492
  318. package/lib/engine/xr/NeedleXRSession.js.map +1 -1
  319. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  320. package/lib/engine/xr/NeedleXRSync.js +188 -188
  321. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  322. package/lib/engine/xr/SceneTransition.js +69 -69
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  1002. package/src/engine-components/export/usdz/extensions/USDZUI.ts +189 -189
  1003. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -99
  1004. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +102 -102
  1005. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +320 -320
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  1007. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +646 -646
  1008. package/src/engine-components/export/usdz/extensions/behavior/PhysicsExtension.ts +132 -132
  1009. package/src/engine-components/export/usdz/index.ts +2 -2
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  1114. package/src/needle-engine.ts +70 -72
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  1116. package/src/engine/debug/debug_spector.ts +0 -43
@@ -1,1058 +1,1058 @@
1
- import { fetchProfile, MotionController } from "@webxr-input-profiles/motion-controllers";
2
- import { AxesHelper, Euler, MathUtils, Matrix4, Object3D, Quaternion, Ray, Vector3 } from "three";
3
- import { Context } from "../engine_context.js";
4
- import { Gizmos } from "../engine_gizmos.js";
5
- import { InputEvents, NEPointerEvent } from "../engine_input.js";
6
- import { getTempQuaternion, getTempVector, getWorldQuaternion } from "../engine_three_utils.js";
7
- import { getParam } from "../engine_utils.js";
8
- import { flipForwardMatrix, flipForwardQuaternion } from "./internal.js";
9
- const debug = getParam("debugwebxr");
10
- /** when enabled we will not use the browser select event but instead
11
- * we will emit the input event based on our own pinch detection
12
- * this is a workaround for visionOS not emitting the select events, see https://linear.app/needle/issue/NE-4212
13
- */
14
- const debugCustomGesture = getParam("debugcustomgesture");
15
- // https://github.com/immersive-web/webxr-input-profiles/blob/4484a05e30bcd43fe86bb4e06b7a707861a26796/packages/registry/profiles/meta/meta-quest-touch-plus.json
16
- const DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles';
17
- const DEFAULT_PROFILE = 'generic-trigger';
18
- const metacarpalToGripQuaternion = new Quaternion().setFromEuler(new Euler(MathUtils.degToRad(0), MathUtils.degToRad(-90), MathUtils.degToRad(-90)));
19
- const metacarpalToGripPosition = new Vector3(0.04, -0.04, 0.0);
20
- /**
21
- * A NeedleXRController wraps a connected XRInputDevice that is either a physical controller or a hand
22
- * You can access specific buttons using `getButton` and `getStick`
23
- * To get spatial data in rig space (position, rotation) use the `gripPosition`, `gripQuaternion`, `rayPosition` and `rayQuaternion` properties
24
- * To get spatial data in world space use the `gripWorldPosition`, `gripWorldQuaternion`, `rayWorldPosition` and `rayWorldQuaternion` properties
25
- * Inputs will also be emitted as pointer events on `this.context.input` - so you can receive controller inputs on objects using the appropriate input events on your components (e.g. `onPointerDown`, `onPointerUp` etc) - use the `pointerType` property to check if the event is from a controller or not
26
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
27
- * @category XR
28
- */
29
- export class NeedleXRController {
30
- /** the Needle XR Session */
31
- xr;
32
- get context() { return this.xr.context; }
33
- /**
34
- * https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
35
- */
36
- inputSource;
37
- /** the input source index */
38
- index = 0;
39
- /** When enabled the controller will create input events in the Needle Engine input system (e.g. when a button is pressed or the controller is moved)
40
- * You can disable this if you don't want inputs to go through the input system but be aware that this will result in `onPointerDown` component callbacks to not be invoked anymore for this XRController
41
- */
42
- emitEvents = true;
43
- /** Is the controller still connected? */
44
- get connected() {
45
- return this._connected;
46
- }
47
- _connected = true;
48
- get isTracking() { return this._isTracking; }
49
- _isTracking = false;
50
- /** the input source gamepad giving raw access to the gamepad values
51
- * You should usually use the `getButton` and `getStick` methods instead to get access to named buttons and sticks
52
- */
53
- get gamepad() { return this.__gamepad ??= this.inputSource.gamepad; }
54
- __gamepad;
55
- /** @returns true if this is a hand (otherwise this is a controller) */
56
- get isHand() { return this.hand != undefined; }
57
- /**
58
- * If this is a hand then this is the hand info (XRHand)
59
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRHand
60
- */
61
- get hand() { return this.__hand ??= this.inputSource.hand; }
62
- __hand;
63
- /** threejs XRHandSpace, shorthand for `context.renderer.xr.getHand(controllerIndex)`
64
- * @link https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager.getHand
65
- */
66
- get handObject() { return this.context.renderer.xr.getHand(this.index); }
67
- /** The input source profiles */
68
- get profiles() { return this.inputSource.profiles; }
69
- /** The device input layout */
70
- get layout() { return this._layout; }
71
- /** shorthand for `inputSource.targetRayMode` */
72
- get targetRayMode() { return this.inputSource.targetRayMode; }
73
- /** shorthand for `inputSource.targetRaySpace` */
74
- get targetRaySpace() { return this.inputSource.targetRaySpace; }
75
- /** shorthand for `inputSource.gripSpace` */
76
- get gripSpace() { return this.inputSource.gripSpace; }
77
- /**
78
- * If the controller if held in the left or right hand (or if it's a left or right hand)
79
- **/
80
- get side() { return this.__side ??= this.inputSource.handedness; }
81
- __side = undefined;
82
- /** is right side. shorthand for `side === 'right'` */
83
- get isRight() { return this.side === 'right'; }
84
- /** is left side. shorthand for `side === 'left'` */
85
- get isLeft() { return this.side === 'left'; }
86
- /** is XR stylus, e.g. Logitech MX Ink */
87
- get isStylus() { return this._isMxInk; }
88
- /** The XRTransientInputHitTestSource can be used to perform hit tests with the controller ray against the real world.
89
- * see https://developer.mozilla.org/en-US/docs/Web/API/XRSession/requestHitTestSourceForTransientInput for more information
90
- * Requires the hit-test feature to be enabled in the XRSession
91
- *
92
- * NOTE: The hit test source should be cancelled once it's not needed anymore. Call `cancelHitTestSource` to do this
93
- */
94
- getHitTestSource() {
95
- if (!this._hitTestSource)
96
- this._requestHitTestSource();
97
- return this._hitTestSource;
98
- }
99
- get hasHitTestSource() {
100
- return this._hitTestSource;
101
- }
102
- /** Make sure to cancel the hittest source once it's not needed anymore */
103
- cancelHitTestSource() {
104
- if (this._hitTestSource) {
105
- this._hitTestSource.cancel();
106
- this._hitTestSource = undefined;
107
- }
108
- }
109
- _hitTestSource = undefined;
110
- _hasSelectEvent = false;
111
- get hasSelectEvent() { return this._hasSelectEvent; }
112
- _isMxInk = false;
113
- _isMetaQuestTouchController = false;
114
- /** Perform a hit test against the XR planes or meshes. shorthand for `xr.getHitTest(controller)`
115
- * @returns the hit test result (with position and rotation in worldspace) or null if no hit was found
116
- */
117
- getHitTest() {
118
- return this.xr.getHitTest(this);
119
- }
120
- /** This is cleared at the beginning of each frame */
121
- _handJointPoses = new Map();
122
- /** Get the hand joint pose from the current XRFrame. Results are cached for a frame to avoid calling getJointPose multiple times */
123
- getHandJointPose(joint, frame) {
124
- frame = frame || this.xr.frame;
125
- if (!this.hand || !frame?.getJointPose || !this.xr.referenceSpace)
126
- return null;
127
- let pose = this._handJointPoses?.get(joint);
128
- if (pose)
129
- return pose;
130
- pose = frame.getJointPose(joint, this.xr.referenceSpace);
131
- if (pose)
132
- this._handJointPoses.set(joint, pose);
133
- return pose;
134
- }
135
- /** Grip matrix in grip space */
136
- _gripMatrix = new Matrix4();
137
- /** Grip position in grip space */
138
- _gripPosition = new Vector3();
139
- /** Grip rotation in grip space */
140
- _gripQuaternion = new Quaternion();
141
- _linearVelocity = new Vector3();
142
- _rayPositionRaw = new Vector3();
143
- _rayRotationRaw = new Quaternion();
144
- /** ray matrix in grip space */
145
- _rayMatrix = new Matrix4();
146
- /** Ray position in rig space */
147
- _rayPosition = new Vector3();
148
- /** Ray rotation in rig space */
149
- _rayQuaternion = new Quaternion();
150
- /** Grip position in rig space */
151
- get gripPosition() { return getTempVector(this._gripPosition); }
152
- /** Grip rotation in rig space */
153
- get gripQuaternion() { return getTempQuaternion(this._gripQuaternion); }
154
- get gripMatrix() { return this._gripMatrix; }
155
- /** Grip linear velocity in rig space
156
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRPose/linearVelocity
157
- */
158
- get gripLinearVelocity() {
159
- return getTempVector(this._linearVelocity).applyQuaternion(flipForwardQuaternion);
160
- }
161
- /** Ray position in rig space */
162
- get rayPosition() { return getTempVector(this._rayPosition); }
163
- /** Ray rotation in rig space */
164
- get rayQuaternion() { return getTempQuaternion(this._rayQuaternion); }
165
- /** Controller grip position in worldspace */
166
- get gripWorldPosition() { return getTempVector(this._gripWorldPosition); }
167
- _gripWorldPosition = new Vector3();
168
- /** Controller grip rotation in wordspace */
169
- get gripWorldQuaternion() {
170
- return getTempQuaternion(this._gripWorldQuaternion);
171
- }
172
- _gripWorldQuaternion = new Quaternion();
173
- /** Controller ray position in worldspace (this value is calculated once per frame by default - call `updateRayWorldPosition` to force an update) */
174
- get rayWorldPosition() {
175
- return getTempVector(this._rayWorldPosition);
176
- }
177
- _rayWorldPosition = new Vector3();
178
- /** Recalculates the ray world position */
179
- updateRayWorldPosition() {
180
- const parent = this.xr.context.mainCamera?.parent;
181
- this._rayWorldPosition.copy(this._rayPositionRaw);
182
- if (parent)
183
- this._rayWorldPosition.applyMatrix4(parent.matrixWorld);
184
- }
185
- /** Controller ray rotation in wordspace (this value is calculated once per frame by default - call `updateRayWorldQuaternion` to force an update) */
186
- get rayWorldQuaternion() {
187
- return getTempQuaternion(this._rayWorldQuaternion);
188
- }
189
- _rayWorldQuaternion = new Quaternion();
190
- get pinchPosition() {
191
- return getTempVector(this._pinchPosition);
192
- }
193
- _pinchPosition = new Vector3();
194
- /** Recalculates the ray world quaternion */
195
- updateRayWorldQuaternion() {
196
- const parent = this.xr.context.mainCamera?.parent;
197
- const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
198
- this._rayWorldQuaternion.copy(this._rayRotationRaw)
199
- // flip forward because we want +Z to be forward
200
- .multiply(flipForwardQuaternion);
201
- if (parentWorldQuaternion)
202
- this._rayWorldQuaternion.premultiply(parentWorldQuaternion);
203
- }
204
- /** The controller ray in worldspace */
205
- get ray() {
206
- this._ray.origin.copy(this.rayWorldPosition);
207
- this._ray.direction.copy(getTempVector(0, 0, 1).applyQuaternion(this.rayWorldQuaternion));
208
- return this._ray;
209
- }
210
- _ray;
211
- /** Recalculated once per update */
212
- _hand_wristDotUp = undefined;
213
- /**
214
- * The dot product of the hand palm with the up vector.
215
- * This is a number between -1 and 1, where 1 means the palm is directly up and -1 means the palm is directly down (upside down).
216
- * This value is undefined if there's no hand
217
- */
218
- get handWristDotUp() {
219
- if (this._hand_wristDotUp !== undefined)
220
- return this._hand_wristDotUp;
221
- const handPalm = this.handObject?.joints["wrist"];
222
- if (handPalm) {
223
- const up = getTempVector(0, 1, 0).applyQuaternion(handPalm.quaternion);
224
- const dot = getTempVector(0, 1, 0).dot(up);
225
- return this._hand_wristDotUp = dot;
226
- }
227
- return undefined;
228
- }
229
- /**
230
- * @returns true if the hand is upside down
231
- */
232
- get isHandUpsideDown() {
233
- return this.handWristDotUp !== undefined ? this.handWristDotUp < -.7 : false;
234
- }
235
- /**
236
- * @returns true if the hand is upside down and we got a pinch down event this frame.
237
- */
238
- get isTeleportGesture() {
239
- return this.isHandUpsideDown && this.getGesture("pinch")?.isDown;
240
- }
241
- /** The controller object space.
242
- * You can use it to attach objects to the controller.
243
- * Children will be automatically detached and put into the scene when the controller disconnects
244
- */
245
- get object() { return this._object; }
246
- _object;
247
- _gripSpaceObject;
248
- _raySpaceObject;
249
- /** Assigned the model that you use for rendering. This can be used as a hint for other components */
250
- model = null;
251
- _debugAxesHelper = new AxesHelper(.15);
252
- _debugGripAxesHelper = new AxesHelper(.07);
253
- _debugRayAxesHelper = new AxesHelper(.07);
254
- /** returns the URL of the default controller model */
255
- async getModelUrl() {
256
- return this.getMotionController?.then(res => res?.assetUrl || null);
257
- }
258
- constructor(session, device, index) {
259
- this.xr = session;
260
- this.inputSource = device;
261
- this.index = index;
262
- this._object = new Object3D();
263
- this._object.name = `NeedleXRController_${index}`;
264
- if (debug) {
265
- this._object.add(this._debugAxesHelper);
266
- this._gripSpaceObject = new Object3D();
267
- this._raySpaceObject = new Object3D();
268
- this._gripSpaceObject.name = `NeedleXRController_${index}_gripSpace`;
269
- this._raySpaceObject.name = `NeedleXRController_${index}_raySpace`;
270
- this._gripSpaceObject.add(this._debugGripAxesHelper);
271
- this._raySpaceObject.add(this._debugRayAxesHelper);
272
- this.xr.context.scene.add(this._gripSpaceObject);
273
- this.xr.context.scene.add(this._raySpaceObject);
274
- }
275
- this.xr.context.scene.add(this._object);
276
- this._ray = new Ray();
277
- this.pointerInit = {
278
- origin: this,
279
- pointerType: this.hand ? "hand" : "controller",
280
- deviceIndex: this.index,
281
- pointerId: -1,
282
- mode: this.inputSource.targetRayMode,
283
- ray: this._ray,
284
- device: this._object,
285
- buttonName: "none",
286
- };
287
- this.initialize();
288
- this.subscribeEvents();
289
- }
290
- _hitTestSourcePromise = null;
291
- _requestHitTestSource() {
292
- if (this._hitTestSourcePromise)
293
- return this._hitTestSourcePromise;
294
- // We only request a hit test source when we need it - meaning e.g. when we want to place the scene in AR
295
- // Make sure to cancel the hittest source when we don't need it anymore for performance reasons
296
- // // TODO: change this to check if we have hit-testing enabled instead of pass through.
297
- if (this.xr.mode === "immersive-ar" && this.inputSource.targetRayMode === "tracked-pointer" && this.xr.session.requestHitTestSourceForTransientInput) {
298
- // request hittest source
299
- return this._hitTestSourcePromise = this.xr.session.requestHitTestSourceForTransientInput({
300
- profile: this.inputSource.profiles[0],
301
- offsetRay: new XRRay(),
302
- })?.then(hitTestSource => {
303
- this._hitTestSourcePromise = null;
304
- if (!this.connected) {
305
- hitTestSource.cancel();
306
- return null;
307
- }
308
- return this._hitTestSource = hitTestSource;
309
- }) ?? null;
310
- }
311
- return null;
312
- }
313
- onPointerHits = _evt => {
314
- };
315
- onUpdate(frame) {
316
- this.onUpdateFrame(frame);
317
- this.updateInputEvents();
318
- this.onUpdateMove();
319
- //performance.mark('NeedleXRController onUpdate end');
320
- //performance.measure('NeedleXRController onUpdate', 'NeedleXRController onUpdate start', 'NeedleXRController onUpdate end');
321
- }
322
- onRenderDebug() {
323
- Gizmos.DrawSphere(this.rayWorldPosition, .003);
324
- Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, 0, 10).applyQuaternion(this.rayWorldQuaternion));
325
- const labelPosition = this.inputSource.gripSpace ? this.gripWorldPosition : this.object.worldPosition;
326
- const debugLabelPosition = labelPosition.sub(this.object.worldForward.multiplyScalar(.1));
327
- const profileStr = this.inputSource.profiles.join("\n");
328
- let debugStr = `Controller[${this.index}] (${this.inputSource.targetRayMode}, ${this.side})
329
- C:${this.connected ? "x" : "-"} T:${this.isTracking ? "x" : "-"} Hand:${this.inputSource.hand ? "x" : "-"} Pen: ${this._isMxInk ? "x" : "-"}`;
330
- if (this.inputSource.hand)
331
- debugStr += `\nPinch: ${this.getGesture("pinch")?.value.toFixed(3)}`;
332
- debugStr += "\n" + profileStr;
333
- debugStr += "\n" + (this.inputSource.targetRaySpace ? `Ray: x` : "Ray: -") +
334
- (this.inputSource.gripSpace ? " Grip: x" : " Grip: -") +
335
- (this.inputSource.gamepad ? ` Gamepad: ${this.inputSource.gamepad.mapping}` : " Gamepad: -");
336
- if (this.inputSource.gamepad) {
337
- const gp = this.inputSource.gamepad;
338
- let gamepadStr = "[btns " + gp.buttons.length + "]: " + gp.buttons.map(b => b.value.toPrecision(1)).join(",");
339
- gamepadStr += "\n[axes " + gp.axes.length + "]: " + gp.axes.map(a => a.toPrecision(1)).join(",");
340
- debugStr += "\n" + gamepadStr;
341
- }
342
- if (this._layout) {
343
- debugStr += "\nLayout: ";
344
- for (const component of Object.keys(this._layout.components || {})) {
345
- const val = this.getStick(component);
346
- const indices = this._layout.components[component]?.gamepadIndices;
347
- const indicesAsString = indices ? Object.entries(indices).map(e => e[0][0].toUpperCase() + e[0].slice(1) + "=" + e[1]).join(",") : "";
348
- debugStr += `\n ${component}: ${this._layout.components[component]?.type} [${indicesAsString}] (${val.x.toPrecision(2)},${val.y.toPrecision(2)})`;
349
- }
350
- }
351
- Gizmos.DrawLabel(debugLabelPosition, debugStr, .006);
352
- }
353
- onUpdateFrame(frame) {
354
- // make sure this is cleared every frame
355
- this._handJointPoses.clear();
356
- this._hand_wristDotUp = undefined;
357
- if (!this.xr.referenceSpace || !this.inputSource.gamepad?.connected) {
358
- this._isTracking = false;
359
- return;
360
- }
361
- const rayPose = frame.getPose(this.inputSource.targetRaySpace, this.xr.referenceSpace);
362
- this._isTracking = rayPose != null;
363
- let gripPositionRaw = null;
364
- let gripQuaternionRaw = null;
365
- let rayPositionRaw = null;
366
- let rayQuaternionRaw = null;
367
- if (rayPose) {
368
- const t = rayPose.transform;
369
- this._rayMatrix
370
- .fromArray(t.matrix)
371
- .premultiply(flipForwardMatrix);
372
- this._rayMatrix.decompose(this._rayPosition, this._rayQuaternion, getTempVector(1, 1, 1));
373
- rayPositionRaw = getTempVector(t.position);
374
- rayQuaternionRaw = getTempQuaternion(t.orientation);
375
- this._rayPositionRaw.copy(rayPositionRaw);
376
- this._rayRotationRaw.copy(rayQuaternionRaw);
377
- }
378
- if (this.inputSource.gripSpace) {
379
- const gripPose = frame.getPose(this.inputSource.gripSpace, this.xr.referenceSpace);
380
- if (gripPose) {
381
- const t = gripPose.transform;
382
- gripPositionRaw = getTempVector(t.position);
383
- gripQuaternionRaw = getTempQuaternion(t.orientation);
384
- this._gripMatrix
385
- .fromArray(t.matrix)
386
- .premultiply(flipForwardMatrix);
387
- this._gripMatrix.decompose(this._gripPosition, this._gripQuaternion, getTempVector(1, 1, 1));
388
- if ("linearVelocity" in gripPose && gripPose.linearVelocity) {
389
- const p = gripPose.linearVelocity;
390
- this._linearVelocity.set(p.x, p.y, p.z);
391
- }
392
- }
393
- }
394
- // update controller object parent – needs to be parented to the rig, which
395
- // implicitly is the same object as the camera parent.
396
- if (this.xr.context.mainCamera?.parent) {
397
- if (this._object.parent !== this.xr.context.mainCamera?.parent)
398
- this.xr.context.mainCamera.parent.add(this._object);
399
- if (this._gripSpaceObject !== undefined && this._gripSpaceObject?.parent !== this.xr.context.mainCamera?.parent)
400
- this.xr.context.mainCamera.parent.add(this._gripSpaceObject);
401
- if (this._raySpaceObject !== undefined && this._raySpaceObject?.parent !== this.xr.context.mainCamera?.parent)
402
- this.xr.context.mainCamera.parent.add(this._raySpaceObject);
403
- }
404
- // for controllers, we set the position and rotation of the object to the ray position and rotation
405
- // for hands, we take the wrist position and rotation
406
- const hand = this.hand;
407
- if (hand) {
408
- // https://www.w3.org/TR/webxr-hand-input-1/#xrhand-interface
409
- let gotWrist = false;
410
- // TODO check why types are not correct here
411
- const wrist = hand.get("wrist");
412
- const wristPose = wrist && this.getHandJointPose(wrist, frame);
413
- if (wristPose) {
414
- gotWrist = true;
415
- const p = wristPose.transform.position;
416
- const q = wristPose.transform.orientation;
417
- this._object.position.set(p.x, p.y, p.z);
418
- this._object.quaternion.set(q.x, q.y, q.z, q.w).multiply(flipForwardQuaternion);
419
- }
420
- if (!gotWrist) {
421
- this._object.position.copy(this._rayPosition);
422
- this._object.quaternion.copy(this._rayQuaternion).multiply(flipForwardQuaternion);
423
- }
424
- //@ts-ignore
425
- const middle = hand.get("middle-finger-metacarpal");
426
- const middlePose = middle && this.getHandJointPose(middle, frame);
427
- if (middlePose) {
428
- // for some reason the grip rotation is different from the wrist rotation
429
- // but we want to use the wrist rotation for the grip
430
- this._gripMatrix
431
- .fromArray(middlePose.transform.matrix)
432
- .premultiply(flipForwardMatrix);
433
- this._gripMatrix.decompose(this._gripPosition, this._gripQuaternion, getTempVector(1, 1, 1));
434
- // If we don't have a grip space, we update the data from the metacarpal bone instead.
435
- // this way, things looking for a grip pose will still find one (e.g. XRControllerFollow).
436
- // For example, hands on VisionOS do not provide a gripSpace.
437
- if (true || !this.inputSource.gripSpace) {
438
- gripPositionRaw = getTempVector().copy(middlePose.transform.position);
439
- gripQuaternionRaw = getTempQuaternion().copy(middlePose.transform.orientation);
440
- gripQuaternionRaw.multiply(metacarpalToGripQuaternion);
441
- gripPositionRaw.add(getTempVector(metacarpalToGripPosition).applyQuaternion(gripQuaternionRaw));
442
- }
443
- }
444
- }
445
- // on VisionOS we get a gripSpace that matches where the controller is for transient input sources
446
- else if (this.inputSource.gripSpace && this.targetRayMode === "transient-pointer" && gripPositionRaw && gripQuaternionRaw) {
447
- this._object.position.copy(gripPositionRaw);
448
- this._object.quaternion.copy(gripQuaternionRaw).multiply(flipForwardQuaternion);
449
- }
450
- else if (rayPositionRaw && rayQuaternionRaw) {
451
- this._object.position.copy(rayPositionRaw);
452
- this._object.quaternion.copy(rayQuaternionRaw).multiply(flipForwardQuaternion);
453
- }
454
- if (debug) {
455
- if (rayPositionRaw && rayQuaternionRaw) {
456
- this._raySpaceObject?.position.copy(rayPositionRaw);
457
- this._raySpaceObject?.quaternion.copy(rayQuaternionRaw).multiply(flipForwardQuaternion);
458
- }
459
- if (gripPositionRaw && gripQuaternionRaw) {
460
- this._gripSpaceObject?.position.copy(gripPositionRaw);
461
- this._gripSpaceObject?.quaternion.copy(gripQuaternionRaw).multiply(flipForwardQuaternion);
462
- }
463
- }
464
- // UPDATE WORLD TRANSFORM DATA
465
- const parent = this.xr.context.mainCamera?.parent;
466
- const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
467
- // GRIP
468
- if (gripPositionRaw && gripQuaternionRaw) {
469
- this._gripWorldPosition.copy(gripPositionRaw);
470
- if (parent)
471
- this._gripWorldPosition.applyMatrix4(parent.matrixWorld);
472
- this._gripWorldQuaternion.copy(gripQuaternionRaw);
473
- // flip forward because we want +Z to be forward
474
- this._gripWorldQuaternion.multiply(flipForwardQuaternion);
475
- if (parentWorldQuaternion)
476
- this._gripWorldQuaternion.premultiply(parentWorldQuaternion);
477
- }
478
- // RAY
479
- this.updateRayWorldPosition();
480
- this.updateRayWorldQuaternion();
481
- }
482
- /** Called when the input source disconnects */
483
- onDisconnected() {
484
- this._connected = false;
485
- if (debug)
486
- console.warn("Controller disconnected", this.index);
487
- // move all attached objects into the scene
488
- for (const child of this._object.children) {
489
- this.xr.context.scene.attach(child);
490
- }
491
- this._object?.removeFromParent();
492
- this._debugAxesHelper?.removeFromParent();
493
- this._debugGripAxesHelper?.removeFromParent();
494
- this._debugRayAxesHelper?.removeFromParent();
495
- this._gripSpaceObject?.removeFromParent();
496
- this._raySpaceObject?.removeFromParent();
497
- this.unsubscribeEvents();
498
- if (this._hitTestSource) {
499
- this._hitTestSource.cancel();
500
- this._hitTestSource = undefined;
501
- }
502
- }
503
- /**
504
- * Get a gamepad button
505
- * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
506
- * @param key the controller button name e.g. x-button
507
- * @returns the gamepad button if it exists on the controller - otherwise undefined
508
- */
509
- getButton(key) {
510
- if (!this._layout)
511
- return undefined;
512
- switch (key) {
513
- case "primary-button":
514
- if (this.isLeft)
515
- key = "x-button";
516
- else if (this.isRight)
517
- key = "a-button";
518
- else
519
- return undefined;
520
- break;
521
- case "primary":
522
- if (this.hand) {
523
- return this.getGesture("pinch");
524
- }
525
- return this.toNeedleGamepadButton(0, key);
526
- case "xr-standard-trigger":
527
- if (this.inputSource.gamepad) {
528
- return this.toNeedleGamepadButton(0, key);
529
- }
530
- break;
531
- case "xr-standard-squeeze":
532
- if (this.inputSource.gamepad) {
533
- return this.toNeedleGamepadButton(1, key);
534
- }
535
- break;
536
- case "xr-standard-thumbstick":
537
- if (this.inputSource.gamepad) {
538
- return this.toNeedleGamepadButton(3, key);
539
- }
540
- break;
541
- }
542
- if (this._buttonMap.has(key)) {
543
- return this.toNeedleGamepadButton(this._buttonMap.get(key), key);
544
- }
545
- const componentModel = this._layout?.components[key];
546
- if (componentModel?.gamepadIndices) {
547
- switch (componentModel.type) {
548
- case "button":
549
- case "squeeze":
550
- if (this.inputSource.gamepad) {
551
- const index = componentModel.gamepadIndices.button;
552
- this._buttonMap.set(key, index);
553
- return this.toNeedleGamepadButton(index, key);
554
- }
555
- break;
556
- default:
557
- console.warn("Unsupported component type", componentModel.type);
558
- break;
559
- }
560
- }
561
- this._buttonMap.set(key, undefined);
562
- return undefined;
563
- }
564
- /** Get a gesture state */
565
- getGesture(key) {
566
- const state = this.states[key];
567
- if (!state)
568
- return null;
569
- this.states[key] = state;
570
- const needleButton = this._needleGamepadButtons[key] || new NeedleGamepadButton(undefined, key);
571
- needleButton.pressed = state.pressed;
572
- needleButton.value = state.value;
573
- needleButton.isDown = state.isDown;
574
- needleButton.isUp = state.isUp;
575
- this._needleGamepadButtons[key] = needleButton;
576
- return needleButton;
577
- }
578
- getPointerId(button) {
579
- if (button === "primary") {
580
- button = 0;
581
- }
582
- else if (button === "pinch") {
583
- button = 0;
584
- }
585
- if (typeof button !== "number") {
586
- const needleButton = this._buttonMap.get(button);
587
- if (needleButton === undefined) {
588
- return undefined;
589
- }
590
- button = needleButton;
591
- }
592
- return this.index * 10 + button;
593
- }
594
- _needleGamepadButtons = {};
595
- /** combine the InputState information + the GamepadButton information (since GamepadButtons can not be extended) */
596
- toNeedleGamepadButton(index, name) {
597
- if (!this.inputSource.gamepad?.buttons)
598
- return undefined;
599
- const button = this.inputSource.gamepad?.buttons[index];
600
- const state = this.states[index];
601
- const needleButton = this._needleGamepadButtons[index] || new NeedleGamepadButton(index, name);
602
- if (button) {
603
- needleButton.pressed = button.pressed;
604
- needleButton.value = button.value;
605
- needleButton.touched = button.touched;
606
- }
607
- if (state) {
608
- needleButton.isDown = state.isDown;
609
- needleButton.isUp = state.isUp;
610
- }
611
- this._needleGamepadButtons[index] = needleButton;
612
- return needleButton;
613
- }
614
- /**
615
- * Get the values of a controller joystick
616
- * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
617
- * @returns the stick values where x is left/right, y is up/down and z is the button value
618
- */
619
- getStick(key) {
620
- if (!this._layout)
621
- return { x: 0, y: 0, z: 0 };
622
- // Hands dont have thumbsicks
623
- if (this.isHand) {
624
- return { x: 0, y: 0, z: 0 };
625
- }
626
- if (key === "primary") {
627
- if (this._layout.components["xr-standard-thumbstick"])
628
- key = "xr-standard-thumbstick";
629
- // const x = this.inputSource.gamepad?.axes[0] || 0;
630
- // const y = this.inputSource.gamepad?.axes[1] || 0;
631
- // // the primary thumbstick is button 3 (see gamepads module explainer)
632
- // const z = this.inputSource.gamepad?.buttons[3]?.value || 0;
633
- // return { x, y, z }
634
- }
635
- const componentModel = this._layout?.components[key];
636
- if (componentModel?.gamepadIndices) {
637
- switch (componentModel.type) {
638
- case "thumbstick":
639
- case "touchpad":
640
- if (this.inputSource.gamepad) {
641
- const xIndex = componentModel.gamepadIndices.xAxis;
642
- const yIndex = componentModel.gamepadIndices.yAxis;
643
- let x = this.inputSource.gamepad.axes[xIndex] || 0;
644
- let y = this.inputSource.gamepad.axes[yIndex] || 0;
645
- x *= -1;
646
- y *= -1;
647
- const buttonIndex = componentModel.gamepadIndices.button;
648
- const z = this.inputSource.gamepad?.buttons[buttonIndex]?.value || 0;
649
- return { x, y, z };
650
- }
651
- }
652
- }
653
- return { x: 0, y: 0, z: 0 };
654
- }
655
- _buttonMap = new Map();
656
- // the motion controller contains the controller scheme, we use this to simplify button access
657
- _motioncontroller;
658
- _layout;
659
- getMotionController;
660
- initialize() {
661
- // WORKAROUND for hand controllers that don't have a select event
662
- this._hasSelectEvent = this.profiles.includes("generic-hand-select") || this.profiles.some(p => p.startsWith("generic-trigger"));
663
- // Used to determine special layout for Quest controllers, e.g. last button is menu button
664
- this._isMetaQuestTouchController = this.profiles.includes("meta-quest-touch-plus") || this.profiles.includes("oculus-touch-v3");
665
- // Proper profile starting with v69 and browser 35.1
666
- this._isMxInk = this.profiles.includes("logitech-mx-ink");
667
- // For debugging to see ALL available profiles
668
- /** @ts-ignore */
669
- // fetchProfilesList(DEFAULT_PROFILES_PATH).then(list => console.log("Available controller profiles", list));
670
- if (!this._layout) {
671
- // Ignore transient-pointer since we likely don't want to spawn a controller visual just for a temporary pointer.
672
- // TODO we should check how this is actually handled on Quest Browser when the transient-pointer flag is on.
673
- if (this.inputSource.targetRayMode === "transient-pointer")
674
- return;
675
- // TODO: we should fetch the profiles or better yet the profile list once and cache it
676
- const fetchProfileCall = fetchProfile(this.inputSource, DEFAULT_PROFILES_PATH, DEFAULT_PROFILE);
677
- /** @ts-ignore */
678
- this.getMotionController = fetchProfileCall.then(res => {
679
- if (!this.connected)
680
- return null;
681
- this._motioncontroller = new MotionController(this.inputSource, res.profile, res.assetPath || "");
682
- // const overrideProfile = await fetch(DEFAULT_PROFILES_PATH + "/htc-vive-focus-3/profile.json").then(r => r.json());
683
- const profile = res.profile;
684
- const layout = profile.layouts[this.inputSource.handedness];
685
- this._layout = layout;
686
- if (this._layout) {
687
- if (!this._layout.gamepad?.length) {
688
- this._layout.gamepad = [];
689
- for (const key in this._layout.components) {
690
- const component = this._layout.components[key];
691
- this._layout.gamepad[component.gamepadIndices.button] = key;
692
- }
693
- }
694
- // If we have 4 axes and no thumbstick defined, we define thumbstick for axis 3+4
695
- // This is a workaround for HTC Vive Focus 3 controllers, which have the profile for Vive Focus Plus...
696
- // This workaround fixes it for HTC Vive Focus 3 but does not change anything for Vive Focus Plus controllers
697
- if (this.profiles.length >= 1 && this.profiles[0] === "htc-vive-focus-plus") {
698
- if (this.inputSource.gamepad && this.inputSource.gamepad.axes.length === 4 && !this._layout.components["xr-standard-thumbstick"]) {
699
- this._layout.components["xr-standard-thumbstick"] = {
700
- type: "thumbstick",
701
- gamepadIndices: {
702
- xAxis: 2,
703
- yAxis: 3,
704
- }
705
- };
706
- }
707
- }
708
- }
709
- // if (debug) console.log(this._layout, this.inputSource);
710
- // debugger;
711
- // this.getButton("a-button")
712
- return this._motioncontroller;
713
- }).catch(err => {
714
- if (this.inputSource)
715
- console.warn("Couldn't initialize motion controller profile for ", this.inputSource, err);
716
- return null;
717
- });
718
- }
719
- }
720
- /**
721
- * When enabled the controller will automatically emit pointer down events to the Needle Engine Input System.
722
- * @default true
723
- */
724
- emitPointerDownEvent = true;
725
- /**
726
- * When enabled the controller will automatically emit pointer up events to the Needle Engine Input System.
727
- * @default true
728
- */
729
- emitPointerUpEvent = true;
730
- /**
731
- * When enabled the controller will automatically emit pointer move events to the Needle Engine Input System.
732
- * @default true
733
- */
734
- emitPointerMoveEvent = true;
735
- /**
736
- * The distance threshold for pointer move events. This value is in units in rig space
737
- * @default 0.03
738
- */
739
- pointerMoveDistanceThreshold = 0.03;
740
- /**
741
- * The angle threshold for pointer move events. This value is in radians.
742
- * @default 0.05
743
- */
744
- pointerMoveAngleThreshold = 0.05;
745
- subscribeEvents() {
746
- // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/selectstart_event
747
- this.xr.session.addEventListener("selectstart", this.onSelectStart);
748
- this.xr.session.addEventListener("selectend", this.onSelectEnd);
749
- // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/squeeze_event
750
- this.xr.session.addEventListener("squeezestart", this.onSequeezeStart);
751
- this.xr.session.addEventListener("squeezeend", this.onSequeezeEnd);
752
- }
753
- unsubscribeEvents() {
754
- this.xr.session.removeEventListener("selectstart", this.onSelectStart);
755
- this.xr.session.removeEventListener("selectend", this.onSelectEnd);
756
- this.xr.session.removeEventListener("squeezestart", this.onSequeezeStart);
757
- this.xr.session.removeEventListener("squeezeend", this.onSequeezeEnd);
758
- }
759
- _selectButtonIndex = undefined;
760
- _squeezeButtonIndex = undefined;
761
- onSelectStart = (evt) => {
762
- if (!this.emitPointerDownEvent)
763
- return;
764
- if (this.inputSource !== evt.inputSource)
765
- return;
766
- // if a selectstart event happens right after an input source is connected, we may even receive this event before
767
- // requestAnimationFrame callback with the current session. So, we need to update the frame here.
768
- this.onUpdateFrame(evt.frame);
769
- // if we receive a select event we can be true that this device supports select events
770
- this._hasSelectEvent = true;
771
- const selectComponentId = this._layout?.selectComponentId;
772
- const i = this._layout?.components[selectComponentId]?.gamepadIndices?.button;
773
- if (i !== undefined)
774
- this._selectButtonIndex = i;
775
- if (debugCustomGesture)
776
- return;
777
- /*
778
- if (!_didReceiveSelectStartEvent) {
779
- _didReceiveSelectStartEvent = true;
780
- // safeguard first pinch event - check if the pinch gesture is already down
781
- const pinch = this.getGesture("pinch");
782
- if (pinch?.pressed) {
783
- console.warn("Select start event was received but the pinch gesture is already down. This might happen the first time you start pinching", this.index, this.side);
784
- return;
785
- }
786
- }
787
- */
788
- if (debug)
789
- Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0xff0000, 10);
790
- this.emitPointerEvent(InputEvents.PointerDown, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
791
- };
792
- onSelectEnd = (evt) => {
793
- if (!this.emitPointerUpEvent)
794
- return;
795
- if (debugCustomGesture)
796
- return;
797
- if (this.inputSource !== evt.inputSource)
798
- return;
799
- this.emitPointerEvent(InputEvents.PointerUp, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
800
- };
801
- onSequeezeStart = (evt) => {
802
- if (!this.emitPointerDownEvent)
803
- return;
804
- if (this.inputSource !== evt.inputSource)
805
- return;
806
- this._squeezeButtonIndex = this._layout?.components["xr-standard-squeeze"]?.gamepadIndices?.button;
807
- if (this._squeezeButtonIndex !== undefined) {
808
- if (debug)
809
- Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0x0000ff, 10);
810
- this.emitPointerEvent(InputEvents.PointerDown, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
811
- }
812
- };
813
- onSequeezeEnd = (evt) => {
814
- if (!this.emitPointerUpEvent)
815
- return;
816
- if (this.inputSource !== evt.inputSource)
817
- return;
818
- if (this._squeezeButtonIndex !== undefined)
819
- this.emitPointerEvent(InputEvents.PointerUp, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
820
- };
821
- /** Index = button index */
822
- states = {};
823
- // If we want to invoke button events for ALL buttons we need to keep track of the previous state
824
- // instead of using XR input select start events which is only raised for the primary button
825
- // we should probably do both but then we need to ignore the primary index in the following function (to not raise an event for the same button twice)
826
- // and start with index = 1
827
- updateInputEvents() {
828
- // https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-heading
829
- if (this.gamepad?.buttons) {
830
- for (let index = 0; index < this.gamepad.buttons.length; index++) {
831
- const button = this.gamepad.buttons[index];
832
- const state = this.states[index] || new InputState();
833
- let eventName = null;
834
- // Special handling for MX Ink stylus on Quest OS v69+.
835
- // We're never getting a "pressed" state here, so we determine pressed state based on the value.
836
- if (this._isMxInk && (index === 4 || index === 5)) {
837
- if (button.value > 0 && !state.pressed) {
838
- eventName = "pointerdown";
839
- state.isDown = true;
840
- state.isUp = false;
841
- }
842
- else if (button.value === 0 && state.pressed) {
843
- eventName = "pointerup";
844
- state.isDown = false;
845
- state.isUp = true;
846
- }
847
- else if (state.pressed) {
848
- eventName = "pointermove";
849
- state.isDown = false;
850
- state.isUp = false;
851
- }
852
- state.pressed = button.value > 0;
853
- state.value = button.value;
854
- }
855
- // Regular controller handling.
856
- else {
857
- // is down
858
- if (button.pressed && !state.pressed) {
859
- eventName = "pointerdown";
860
- state.isDown = true;
861
- state.isUp = false;
862
- }
863
- // is up
864
- else if (!button.pressed && state.pressed) {
865
- eventName = "pointerup";
866
- state.isDown = false;
867
- state.isUp = true;
868
- }
869
- else {
870
- state.isDown = false;
871
- state.isUp = false;
872
- }
873
- state.pressed = button.pressed;
874
- state.value = button.value;
875
- }
876
- this.states[index] = state;
877
- // the selection event is handled in the "selectstart" callback
878
- const emitEvent = index !== this._selectButtonIndex && index !== this._squeezeButtonIndex;
879
- if (eventName != null && emitEvent) {
880
- let name = this._layout?.gamepad[index];
881
- if (this._isMxInk && index === 4)
882
- name = "stylus-touch";
883
- if (this._isMxInk && index === 5)
884
- name = "stylus-tip";
885
- if (debug || debugCustomGesture)
886
- console.log("Emitting pointer event", eventName, index, name, button.value, this.gamepad, this._layout);
887
- this.emitPointerEvent(eventName, index, name ?? "none", false, null, button.value);
888
- }
889
- }
890
- // For Quest controllers, the last button is the menu button
891
- if (this._isMetaQuestTouchController) {
892
- const menuButtonIndex = this.gamepad.buttons.length - 1;
893
- const menuButtonState = this.states[menuButtonIndex];
894
- if (menuButtonState) {
895
- if (menuButtonState.isDown) {
896
- const menu = this.context.menu;
897
- if (menu.spatialMenuIsVisible)
898
- menu.setSpatialMenuVisible(false);
899
- else
900
- this.context.menu.setSpatialMenuVisible(true);
901
- }
902
- }
903
- }
904
- }
905
- // update hand gesture states
906
- if (this.hand) {
907
- const handObject = this.handObject;
908
- if (handObject) {
909
- // update pinch state
910
- const indexTip = handObject.joints["index-finger-tip"];
911
- const thumbTip = handObject.joints["thumb-tip"];
912
- if (indexTip && thumbTip) {
913
- const distance = indexTip.position.distanceTo(thumbTip.position);
914
- // upddate position of the pinch point
915
- this._pinchPosition.lerpVectors(indexTip.position, thumbTip.position, .5);
916
- const parent = this.xr.context.mainCamera?.parent;
917
- if (parent)
918
- this._pinchPosition.applyMatrix4(parent.matrixWorld);
919
- if (distance !== 0) { // ignore exactly 0 which happens when we switch from hands to controllers
920
- const pinchThreshold = .02;
921
- const pinchHysteresis = .01;
922
- const state = this.states["pinch"] || new InputState();
923
- const maxDistance = (pinchThreshold + pinchHysteresis) * 1.5;
924
- state.value = 1 - ((distance - pinchThreshold) / maxDistance);
925
- const isPressed = distance < (pinchThreshold - pinchHysteresis);
926
- const isReleased = distance > (pinchThreshold + pinchHysteresis);
927
- if (isPressed && !state.pressed) {
928
- if (debugCustomGesture)
929
- console.log("pinch start", distance);
930
- state.isDown = true;
931
- state.isUp = false;
932
- state.pressed = true;
933
- }
934
- else if (isReleased && state.pressed) {
935
- state.isDown = false;
936
- state.isUp = true;
937
- state.pressed = false;
938
- }
939
- else {
940
- state.isDown = false;
941
- state.isUp = false;
942
- }
943
- this.states["pinch"] = state;
944
- }
945
- /** Workaround for visionOS not emitting selectstart. See https://linear.app/needle/issue/NE-4212
946
- * If a selectstart event was never received we do a manual check here if the user is pinching
947
- * Update: VisionOS 1.1 now properly emits select events from transient input sources, based on gaze.
948
- * We're keeping this code commented for now since there may be future changes before VisionOS WebXR ships.
949
- */
950
- /*
951
- if (!_didReceiveSelectStartEvent && (state.isDown || state.isUp)) {
952
- const eventName = isPressed ? "pointerdown" : "pointerup";
953
- const pressure = distance / pinchThreshold;
954
- if (debugCustomGesture) {
955
- const p = this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.2));
956
- p.y += .05;
957
- p.y += Math.random() * .02;
958
- Gizmos.DrawLabel(p, "pinch:" + eventName + ", " + this.index + ", " + this.side + "\n" + handObject.uuid, 0.01, 5, 0x000000, new RGBAColor(1, 1, 1, .1));
959
- }
960
- this.emitPointerEvent(eventName, 0, "pinch", false, null, pressure);
961
- }
962
- */
963
- }
964
- }
965
- }
966
- }
967
- _didMoveLastFrame = false;
968
- _lastPointerMovePosition = new Vector3();
969
- _lastPointerMoveQuaternion = new Quaternion();
970
- onUpdateMove() {
971
- if (!this.emitPointerMoveEvent)
972
- return;
973
- let didMove = false;
974
- const dist = this._lastPointerMovePosition.distanceTo(this.gripWorldPosition);
975
- if (dist > this.pointerMoveDistanceThreshold * this.xr.rigScale)
976
- didMove = true;
977
- if (!didMove) {
978
- const angle = this._lastPointerMoveQuaternion.angleTo(this.gripWorldQuaternion);
979
- if (angle > this.pointerMoveAngleThreshold)
980
- didMove = true;
981
- }
982
- if (didMove) {
983
- this._didMoveLastFrame = true;
984
- this._lastPointerMovePosition.copy(this.gripWorldPosition);
985
- this._lastPointerMoveQuaternion.copy(this.gripWorldQuaternion);
986
- if (debug)
987
- Gizmos.DrawLabel(this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.1)), "move", .01);
988
- let button = this.xr.context.input.getFirstPressedButtonForPointer(this.index);
989
- if (button === undefined)
990
- button = 0;
991
- const pressure = this.gamepad?.buttons[button]?.value;
992
- this.emitPointerEvent("pointermove", button, "none", false, null, pressure);
993
- }
994
- else {
995
- this._didMoveLastFrame = false;
996
- }
997
- }
998
- /** cached spatial pointer init object. We re-use it to not have */
999
- pointerInit;
1000
- emitPointerEvent(type, button, buttonName, primary, source = null, pressure) {
1001
- if (!this.emitEvents) {
1002
- if (debug && type !== InputEvents.PointerMove)
1003
- console.warn("Pointer events are disabled for this controller", this.index, type, button);
1004
- return;
1005
- }
1006
- // Currently we do only want to emit pointer events for NON screen based events
1007
- // that means if the input device is spatial (AR touch on a screen should be handled via touchdown etc still)
1008
- // Not sure if *this* is enough to determine if the event is spatial or not
1009
- if (this.xr.mode === "immersive-vr" || this.xr.isPassThrough) {
1010
- this.pointerInit.origin = this;
1011
- this.pointerInit.pointerId = this.getPointerId(button);
1012
- this.pointerInit.pointerType = this.hand ? "hand" : "controller";
1013
- this.pointerInit.button = button;
1014
- this.pointerInit.buttonName = buttonName;
1015
- this.pointerInit.isPrimary = primary;
1016
- this.pointerInit.mode = this.inputSource.targetRayMode;
1017
- this.pointerInit.ray = this.ray;
1018
- this.pointerInit.device = this.object;
1019
- this.pointerInit.pressure = pressure;
1020
- this.pointerInit.clientX = this._rayPosition.x / this.xr.rigScale;
1021
- this.pointerInit.clientY = this._rayPosition.y / this.xr.rigScale;
1022
- this.pointerInit.clientZ = this._rayPosition.z / this.xr.rigScale;
1023
- const prevContext = Context.Current;
1024
- Context.Current = this.xr.context;
1025
- if (debug && type !== "pointermove")
1026
- console.warn("Pointer event", type, button, buttonName, { ...this.pointerInit });
1027
- this.xr.context.input.createInputEvent(new NEPointerEvent(type, source, this.pointerInit));
1028
- Context.Current = prevContext;
1029
- }
1030
- }
1031
- }
1032
- class InputState {
1033
- /** if the button was pressed the last update */
1034
- isDown = false;
1035
- /** if the button was released the last update */
1036
- isUp = false;
1037
- pressed = false;
1038
- value = 0;
1039
- }
1040
- ;
1041
- /** Enhanced GamepadButton with `isDown` and `isUp` information */
1042
- class NeedleGamepadButton {
1043
- /** The index of the button in the input gamepad */
1044
- index;
1045
- name;
1046
- touched = false;
1047
- pressed = false;
1048
- value = 0;
1049
- /** was the button just pressed down the last update */
1050
- isDown = false;
1051
- /** was the button just released the last update */
1052
- isUp = false;
1053
- constructor(index, name) {
1054
- this.index = index;
1055
- this.name = name;
1056
- }
1057
- }
1
+ import { fetchProfile, MotionController } from "@webxr-input-profiles/motion-controllers";
2
+ import { AxesHelper, Euler, MathUtils, Matrix4, Object3D, Quaternion, Ray, Vector3 } from "three";
3
+ import { Context } from "../engine_context.js";
4
+ import { Gizmos } from "../engine_gizmos.js";
5
+ import { InputEvents, NEPointerEvent } from "../engine_input.js";
6
+ import { getTempQuaternion, getTempVector, getWorldQuaternion } from "../engine_three_utils.js";
7
+ import { getParam } from "../engine_utils.js";
8
+ import { flipForwardMatrix, flipForwardQuaternion } from "./internal.js";
9
+ const debug = getParam("debugwebxr");
10
+ /** when enabled we will not use the browser select event but instead
11
+ * we will emit the input event based on our own pinch detection
12
+ * this is a workaround for visionOS not emitting the select events, see https://linear.app/needle/issue/NE-4212
13
+ */
14
+ const debugCustomGesture = getParam("debugcustomgesture");
15
+ // https://github.com/immersive-web/webxr-input-profiles/blob/4484a05e30bcd43fe86bb4e06b7a707861a26796/packages/registry/profiles/meta/meta-quest-touch-plus.json
16
+ const DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles';
17
+ const DEFAULT_PROFILE = 'generic-trigger';
18
+ const metacarpalToGripQuaternion = new Quaternion().setFromEuler(new Euler(MathUtils.degToRad(0), MathUtils.degToRad(-90), MathUtils.degToRad(-90)));
19
+ const metacarpalToGripPosition = new Vector3(0.04, -0.04, 0.0);
20
+ /**
21
+ * A NeedleXRController wraps a connected XRInputDevice that is either a physical controller or a hand
22
+ * You can access specific buttons using `getButton` and `getStick`
23
+ * To get spatial data in rig space (position, rotation) use the `gripPosition`, `gripQuaternion`, `rayPosition` and `rayQuaternion` properties
24
+ * To get spatial data in world space use the `gripWorldPosition`, `gripWorldQuaternion`, `rayWorldPosition` and `rayWorldQuaternion` properties
25
+ * Inputs will also be emitted as pointer events on `this.context.input` - so you can receive controller inputs on objects using the appropriate input events on your components (e.g. `onPointerDown`, `onPointerUp` etc) - use the `pointerType` property to check if the event is from a controller or not
26
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
27
+ * @category XR
28
+ */
29
+ export class NeedleXRController {
30
+ /** the Needle XR Session */
31
+ xr;
32
+ get context() { return this.xr.context; }
33
+ /**
34
+ * https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
35
+ */
36
+ inputSource;
37
+ /** the input source index */
38
+ index = 0;
39
+ /** When enabled the controller will create input events in the Needle Engine input system (e.g. when a button is pressed or the controller is moved)
40
+ * You can disable this if you don't want inputs to go through the input system but be aware that this will result in `onPointerDown` component callbacks to not be invoked anymore for this XRController
41
+ */
42
+ emitEvents = true;
43
+ /** Is the controller still connected? */
44
+ get connected() {
45
+ return this._connected;
46
+ }
47
+ _connected = true;
48
+ get isTracking() { return this._isTracking; }
49
+ _isTracking = false;
50
+ /** the input source gamepad giving raw access to the gamepad values
51
+ * You should usually use the `getButton` and `getStick` methods instead to get access to named buttons and sticks
52
+ */
53
+ get gamepad() { return this.__gamepad ??= this.inputSource.gamepad; }
54
+ __gamepad;
55
+ /** @returns true if this is a hand (otherwise this is a controller) */
56
+ get isHand() { return this.hand != undefined; }
57
+ /**
58
+ * If this is a hand then this is the hand info (XRHand)
59
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRHand
60
+ */
61
+ get hand() { return this.__hand ??= this.inputSource.hand; }
62
+ __hand;
63
+ /** threejs XRHandSpace, shorthand for `context.renderer.xr.getHand(controllerIndex)`
64
+ * @link https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager.getHand
65
+ */
66
+ get handObject() { return this.context.renderer.xr.getHand(this.index); }
67
+ /** The input source profiles */
68
+ get profiles() { return this.inputSource.profiles; }
69
+ /** The device input layout */
70
+ get layout() { return this._layout; }
71
+ /** shorthand for `inputSource.targetRayMode` */
72
+ get targetRayMode() { return this.inputSource.targetRayMode; }
73
+ /** shorthand for `inputSource.targetRaySpace` */
74
+ get targetRaySpace() { return this.inputSource.targetRaySpace; }
75
+ /** shorthand for `inputSource.gripSpace` */
76
+ get gripSpace() { return this.inputSource.gripSpace; }
77
+ /**
78
+ * If the controller if held in the left or right hand (or if it's a left or right hand)
79
+ **/
80
+ get side() { return this.__side ??= this.inputSource.handedness; }
81
+ __side = undefined;
82
+ /** is right side. shorthand for `side === 'right'` */
83
+ get isRight() { return this.side === 'right'; }
84
+ /** is left side. shorthand for `side === 'left'` */
85
+ get isLeft() { return this.side === 'left'; }
86
+ /** is XR stylus, e.g. Logitech MX Ink */
87
+ get isStylus() { return this._isMxInk; }
88
+ /** The XRTransientInputHitTestSource can be used to perform hit tests with the controller ray against the real world.
89
+ * see https://developer.mozilla.org/en-US/docs/Web/API/XRSession/requestHitTestSourceForTransientInput for more information
90
+ * Requires the hit-test feature to be enabled in the XRSession
91
+ *
92
+ * NOTE: The hit test source should be cancelled once it's not needed anymore. Call `cancelHitTestSource` to do this
93
+ */
94
+ getHitTestSource() {
95
+ if (!this._hitTestSource)
96
+ this._requestHitTestSource();
97
+ return this._hitTestSource;
98
+ }
99
+ get hasHitTestSource() {
100
+ return this._hitTestSource;
101
+ }
102
+ /** Make sure to cancel the hittest source once it's not needed anymore */
103
+ cancelHitTestSource() {
104
+ if (this._hitTestSource) {
105
+ this._hitTestSource.cancel();
106
+ this._hitTestSource = undefined;
107
+ }
108
+ }
109
+ _hitTestSource = undefined;
110
+ _hasSelectEvent = false;
111
+ get hasSelectEvent() { return this._hasSelectEvent; }
112
+ _isMxInk = false;
113
+ _isMetaQuestTouchController = false;
114
+ /** Perform a hit test against the XR planes or meshes. shorthand for `xr.getHitTest(controller)`
115
+ * @returns the hit test result (with position and rotation in worldspace) or null if no hit was found
116
+ */
117
+ getHitTest() {
118
+ return this.xr.getHitTest(this);
119
+ }
120
+ /** This is cleared at the beginning of each frame */
121
+ _handJointPoses = new Map();
122
+ /** Get the hand joint pose from the current XRFrame. Results are cached for a frame to avoid calling getJointPose multiple times */
123
+ getHandJointPose(joint, frame) {
124
+ frame = frame || this.xr.frame;
125
+ if (!this.hand || !frame?.getJointPose || !this.xr.referenceSpace)
126
+ return null;
127
+ let pose = this._handJointPoses?.get(joint);
128
+ if (pose)
129
+ return pose;
130
+ pose = frame.getJointPose(joint, this.xr.referenceSpace);
131
+ if (pose)
132
+ this._handJointPoses.set(joint, pose);
133
+ return pose;
134
+ }
135
+ /** Grip matrix in grip space */
136
+ _gripMatrix = new Matrix4();
137
+ /** Grip position in grip space */
138
+ _gripPosition = new Vector3();
139
+ /** Grip rotation in grip space */
140
+ _gripQuaternion = new Quaternion();
141
+ _linearVelocity = new Vector3();
142
+ _rayPositionRaw = new Vector3();
143
+ _rayRotationRaw = new Quaternion();
144
+ /** ray matrix in grip space */
145
+ _rayMatrix = new Matrix4();
146
+ /** Ray position in rig space */
147
+ _rayPosition = new Vector3();
148
+ /** Ray rotation in rig space */
149
+ _rayQuaternion = new Quaternion();
150
+ /** Grip position in rig space */
151
+ get gripPosition() { return getTempVector(this._gripPosition); }
152
+ /** Grip rotation in rig space */
153
+ get gripQuaternion() { return getTempQuaternion(this._gripQuaternion); }
154
+ get gripMatrix() { return this._gripMatrix; }
155
+ /** Grip linear velocity in rig space
156
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRPose/linearVelocity
157
+ */
158
+ get gripLinearVelocity() {
159
+ return getTempVector(this._linearVelocity).applyQuaternion(flipForwardQuaternion);
160
+ }
161
+ /** Ray position in rig space */
162
+ get rayPosition() { return getTempVector(this._rayPosition); }
163
+ /** Ray rotation in rig space */
164
+ get rayQuaternion() { return getTempQuaternion(this._rayQuaternion); }
165
+ /** Controller grip position in worldspace */
166
+ get gripWorldPosition() { return getTempVector(this._gripWorldPosition); }
167
+ _gripWorldPosition = new Vector3();
168
+ /** Controller grip rotation in wordspace */
169
+ get gripWorldQuaternion() {
170
+ return getTempQuaternion(this._gripWorldQuaternion);
171
+ }
172
+ _gripWorldQuaternion = new Quaternion();
173
+ /** Controller ray position in worldspace (this value is calculated once per frame by default - call `updateRayWorldPosition` to force an update) */
174
+ get rayWorldPosition() {
175
+ return getTempVector(this._rayWorldPosition);
176
+ }
177
+ _rayWorldPosition = new Vector3();
178
+ /** Recalculates the ray world position */
179
+ updateRayWorldPosition() {
180
+ const parent = this.xr.context.mainCamera?.parent;
181
+ this._rayWorldPosition.copy(this._rayPositionRaw);
182
+ if (parent)
183
+ this._rayWorldPosition.applyMatrix4(parent.matrixWorld);
184
+ }
185
+ /** Controller ray rotation in wordspace (this value is calculated once per frame by default - call `updateRayWorldQuaternion` to force an update) */
186
+ get rayWorldQuaternion() {
187
+ return getTempQuaternion(this._rayWorldQuaternion);
188
+ }
189
+ _rayWorldQuaternion = new Quaternion();
190
+ get pinchPosition() {
191
+ return getTempVector(this._pinchPosition);
192
+ }
193
+ _pinchPosition = new Vector3();
194
+ /** Recalculates the ray world quaternion */
195
+ updateRayWorldQuaternion() {
196
+ const parent = this.xr.context.mainCamera?.parent;
197
+ const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
198
+ this._rayWorldQuaternion.copy(this._rayRotationRaw)
199
+ // flip forward because we want +Z to be forward
200
+ .multiply(flipForwardQuaternion);
201
+ if (parentWorldQuaternion)
202
+ this._rayWorldQuaternion.premultiply(parentWorldQuaternion);
203
+ }
204
+ /** The controller ray in worldspace */
205
+ get ray() {
206
+ this._ray.origin.copy(this.rayWorldPosition);
207
+ this._ray.direction.copy(getTempVector(0, 0, 1).applyQuaternion(this.rayWorldQuaternion));
208
+ return this._ray;
209
+ }
210
+ _ray;
211
+ /** Recalculated once per update */
212
+ _hand_wristDotUp = undefined;
213
+ /**
214
+ * The dot product of the hand palm with the up vector.
215
+ * This is a number between -1 and 1, where 1 means the palm is directly up and -1 means the palm is directly down (upside down).
216
+ * This value is undefined if there's no hand
217
+ */
218
+ get handWristDotUp() {
219
+ if (this._hand_wristDotUp !== undefined)
220
+ return this._hand_wristDotUp;
221
+ const handPalm = this.handObject?.joints["wrist"];
222
+ if (handPalm) {
223
+ const up = getTempVector(0, 1, 0).applyQuaternion(handPalm.quaternion);
224
+ const dot = getTempVector(0, 1, 0).dot(up);
225
+ return this._hand_wristDotUp = dot;
226
+ }
227
+ return undefined;
228
+ }
229
+ /**
230
+ * @returns true if the hand is upside down
231
+ */
232
+ get isHandUpsideDown() {
233
+ return this.handWristDotUp !== undefined ? this.handWristDotUp < -.7 : false;
234
+ }
235
+ /**
236
+ * @returns true if the hand is upside down and we got a pinch down event this frame.
237
+ */
238
+ get isTeleportGesture() {
239
+ return this.isHandUpsideDown && this.getGesture("pinch")?.isDown;
240
+ }
241
+ /** The controller object space.
242
+ * You can use it to attach objects to the controller.
243
+ * Children will be automatically detached and put into the scene when the controller disconnects
244
+ */
245
+ get object() { return this._object; }
246
+ _object;
247
+ _gripSpaceObject;
248
+ _raySpaceObject;
249
+ /** Assigned the model that you use for rendering. This can be used as a hint for other components */
250
+ model = null;
251
+ _debugAxesHelper = new AxesHelper(.15);
252
+ _debugGripAxesHelper = new AxesHelper(.07);
253
+ _debugRayAxesHelper = new AxesHelper(.07);
254
+ /** returns the URL of the default controller model */
255
+ async getModelUrl() {
256
+ return this.getMotionController?.then(res => res?.assetUrl || null);
257
+ }
258
+ constructor(session, device, index) {
259
+ this.xr = session;
260
+ this.inputSource = device;
261
+ this.index = index;
262
+ this._object = new Object3D();
263
+ this._object.name = `NeedleXRController_${index}`;
264
+ if (debug) {
265
+ this._object.add(this._debugAxesHelper);
266
+ this._gripSpaceObject = new Object3D();
267
+ this._raySpaceObject = new Object3D();
268
+ this._gripSpaceObject.name = `NeedleXRController_${index}_gripSpace`;
269
+ this._raySpaceObject.name = `NeedleXRController_${index}_raySpace`;
270
+ this._gripSpaceObject.add(this._debugGripAxesHelper);
271
+ this._raySpaceObject.add(this._debugRayAxesHelper);
272
+ this.xr.context.scene.add(this._gripSpaceObject);
273
+ this.xr.context.scene.add(this._raySpaceObject);
274
+ }
275
+ this.xr.context.scene.add(this._object);
276
+ this._ray = new Ray();
277
+ this.pointerInit = {
278
+ origin: this,
279
+ pointerType: this.hand ? "hand" : "controller",
280
+ deviceIndex: this.index,
281
+ pointerId: -1,
282
+ mode: this.inputSource.targetRayMode,
283
+ ray: this._ray,
284
+ device: this._object,
285
+ buttonName: "none",
286
+ };
287
+ this.initialize();
288
+ this.subscribeEvents();
289
+ }
290
+ _hitTestSourcePromise = null;
291
+ _requestHitTestSource() {
292
+ if (this._hitTestSourcePromise)
293
+ return this._hitTestSourcePromise;
294
+ // We only request a hit test source when we need it - meaning e.g. when we want to place the scene in AR
295
+ // Make sure to cancel the hittest source when we don't need it anymore for performance reasons
296
+ // // TODO: change this to check if we have hit-testing enabled instead of pass through.
297
+ if (this.xr.mode === "immersive-ar" && this.inputSource.targetRayMode === "tracked-pointer" && this.xr.session.requestHitTestSourceForTransientInput) {
298
+ // request hittest source
299
+ return this._hitTestSourcePromise = this.xr.session.requestHitTestSourceForTransientInput({
300
+ profile: this.inputSource.profiles[0],
301
+ offsetRay: new XRRay(),
302
+ })?.then(hitTestSource => {
303
+ this._hitTestSourcePromise = null;
304
+ if (!this.connected) {
305
+ hitTestSource.cancel();
306
+ return null;
307
+ }
308
+ return this._hitTestSource = hitTestSource;
309
+ }) ?? null;
310
+ }
311
+ return null;
312
+ }
313
+ onPointerHits = _evt => {
314
+ };
315
+ onUpdate(frame) {
316
+ this.onUpdateFrame(frame);
317
+ this.updateInputEvents();
318
+ this.onUpdateMove();
319
+ //performance.mark('NeedleXRController onUpdate end');
320
+ //performance.measure('NeedleXRController onUpdate', 'NeedleXRController onUpdate start', 'NeedleXRController onUpdate end');
321
+ }
322
+ onRenderDebug() {
323
+ Gizmos.DrawSphere(this.rayWorldPosition, .003);
324
+ Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, 0, 10).applyQuaternion(this.rayWorldQuaternion));
325
+ const labelPosition = this.inputSource.gripSpace ? this.gripWorldPosition : this.object.worldPosition;
326
+ const debugLabelPosition = labelPosition.sub(this.object.worldForward.multiplyScalar(.1));
327
+ const profileStr = this.inputSource.profiles.join("\n");
328
+ let debugStr = `Controller[${this.index}] (${this.inputSource.targetRayMode}, ${this.side})
329
+ C:${this.connected ? "x" : "-"} T:${this.isTracking ? "x" : "-"} Hand:${this.inputSource.hand ? "x" : "-"} Pen: ${this._isMxInk ? "x" : "-"}`;
330
+ if (this.inputSource.hand)
331
+ debugStr += `\nPinch: ${this.getGesture("pinch")?.value.toFixed(3)}`;
332
+ debugStr += "\n" + profileStr;
333
+ debugStr += "\n" + (this.inputSource.targetRaySpace ? `Ray: x` : "Ray: -") +
334
+ (this.inputSource.gripSpace ? " Grip: x" : " Grip: -") +
335
+ (this.inputSource.gamepad ? ` Gamepad: ${this.inputSource.gamepad.mapping}` : " Gamepad: -");
336
+ if (this.inputSource.gamepad) {
337
+ const gp = this.inputSource.gamepad;
338
+ let gamepadStr = "[btns " + gp.buttons.length + "]: " + gp.buttons.map(b => b.value.toPrecision(1)).join(",");
339
+ gamepadStr += "\n[axes " + gp.axes.length + "]: " + gp.axes.map(a => a.toPrecision(1)).join(",");
340
+ debugStr += "\n" + gamepadStr;
341
+ }
342
+ if (this._layout) {
343
+ debugStr += "\nLayout: ";
344
+ for (const component of Object.keys(this._layout.components || {})) {
345
+ const val = this.getStick(component);
346
+ const indices = this._layout.components[component]?.gamepadIndices;
347
+ const indicesAsString = indices ? Object.entries(indices).map(e => e[0][0].toUpperCase() + e[0].slice(1) + "=" + e[1]).join(",") : "";
348
+ debugStr += `\n ${component}: ${this._layout.components[component]?.type} [${indicesAsString}] (${val.x.toPrecision(2)},${val.y.toPrecision(2)})`;
349
+ }
350
+ }
351
+ Gizmos.DrawLabel(debugLabelPosition, debugStr, .006);
352
+ }
353
+ onUpdateFrame(frame) {
354
+ // make sure this is cleared every frame
355
+ this._handJointPoses.clear();
356
+ this._hand_wristDotUp = undefined;
357
+ if (!this.xr.referenceSpace || !this.inputSource.gamepad?.connected) {
358
+ this._isTracking = false;
359
+ return;
360
+ }
361
+ const rayPose = frame.getPose(this.inputSource.targetRaySpace, this.xr.referenceSpace);
362
+ this._isTracking = rayPose != null;
363
+ let gripPositionRaw = null;
364
+ let gripQuaternionRaw = null;
365
+ let rayPositionRaw = null;
366
+ let rayQuaternionRaw = null;
367
+ if (rayPose) {
368
+ const t = rayPose.transform;
369
+ this._rayMatrix
370
+ .fromArray(t.matrix)
371
+ .premultiply(flipForwardMatrix);
372
+ this._rayMatrix.decompose(this._rayPosition, this._rayQuaternion, getTempVector(1, 1, 1));
373
+ rayPositionRaw = getTempVector(t.position);
374
+ rayQuaternionRaw = getTempQuaternion(t.orientation);
375
+ this._rayPositionRaw.copy(rayPositionRaw);
376
+ this._rayRotationRaw.copy(rayQuaternionRaw);
377
+ }
378
+ if (this.inputSource.gripSpace) {
379
+ const gripPose = frame.getPose(this.inputSource.gripSpace, this.xr.referenceSpace);
380
+ if (gripPose) {
381
+ const t = gripPose.transform;
382
+ gripPositionRaw = getTempVector(t.position);
383
+ gripQuaternionRaw = getTempQuaternion(t.orientation);
384
+ this._gripMatrix
385
+ .fromArray(t.matrix)
386
+ .premultiply(flipForwardMatrix);
387
+ this._gripMatrix.decompose(this._gripPosition, this._gripQuaternion, getTempVector(1, 1, 1));
388
+ if ("linearVelocity" in gripPose && gripPose.linearVelocity) {
389
+ const p = gripPose.linearVelocity;
390
+ this._linearVelocity.set(p.x, p.y, p.z);
391
+ }
392
+ }
393
+ }
394
+ // update controller object parent – needs to be parented to the rig, which
395
+ // implicitly is the same object as the camera parent.
396
+ if (this.xr.context.mainCamera?.parent) {
397
+ if (this._object.parent !== this.xr.context.mainCamera?.parent)
398
+ this.xr.context.mainCamera.parent.add(this._object);
399
+ if (this._gripSpaceObject !== undefined && this._gripSpaceObject?.parent !== this.xr.context.mainCamera?.parent)
400
+ this.xr.context.mainCamera.parent.add(this._gripSpaceObject);
401
+ if (this._raySpaceObject !== undefined && this._raySpaceObject?.parent !== this.xr.context.mainCamera?.parent)
402
+ this.xr.context.mainCamera.parent.add(this._raySpaceObject);
403
+ }
404
+ // for controllers, we set the position and rotation of the object to the ray position and rotation
405
+ // for hands, we take the wrist position and rotation
406
+ const hand = this.hand;
407
+ if (hand) {
408
+ // https://www.w3.org/TR/webxr-hand-input-1/#xrhand-interface
409
+ let gotWrist = false;
410
+ // TODO check why types are not correct here
411
+ const wrist = hand.get("wrist");
412
+ const wristPose = wrist && this.getHandJointPose(wrist, frame);
413
+ if (wristPose) {
414
+ gotWrist = true;
415
+ const p = wristPose.transform.position;
416
+ const q = wristPose.transform.orientation;
417
+ this._object.position.set(p.x, p.y, p.z);
418
+ this._object.quaternion.set(q.x, q.y, q.z, q.w).multiply(flipForwardQuaternion);
419
+ }
420
+ if (!gotWrist) {
421
+ this._object.position.copy(this._rayPosition);
422
+ this._object.quaternion.copy(this._rayQuaternion).multiply(flipForwardQuaternion);
423
+ }
424
+ //@ts-ignore
425
+ const middle = hand.get("middle-finger-metacarpal");
426
+ const middlePose = middle && this.getHandJointPose(middle, frame);
427
+ if (middlePose) {
428
+ // for some reason the grip rotation is different from the wrist rotation
429
+ // but we want to use the wrist rotation for the grip
430
+ this._gripMatrix
431
+ .fromArray(middlePose.transform.matrix)
432
+ .premultiply(flipForwardMatrix);
433
+ this._gripMatrix.decompose(this._gripPosition, this._gripQuaternion, getTempVector(1, 1, 1));
434
+ // If we don't have a grip space, we update the data from the metacarpal bone instead.
435
+ // this way, things looking for a grip pose will still find one (e.g. XRControllerFollow).
436
+ // For example, hands on VisionOS do not provide a gripSpace.
437
+ if (true || !this.inputSource.gripSpace) {
438
+ gripPositionRaw = getTempVector().copy(middlePose.transform.position);
439
+ gripQuaternionRaw = getTempQuaternion().copy(middlePose.transform.orientation);
440
+ gripQuaternionRaw.multiply(metacarpalToGripQuaternion);
441
+ gripPositionRaw.add(getTempVector(metacarpalToGripPosition).applyQuaternion(gripQuaternionRaw));
442
+ }
443
+ }
444
+ }
445
+ // on VisionOS we get a gripSpace that matches where the controller is for transient input sources
446
+ else if (this.inputSource.gripSpace && this.targetRayMode === "transient-pointer" && gripPositionRaw && gripQuaternionRaw) {
447
+ this._object.position.copy(gripPositionRaw);
448
+ this._object.quaternion.copy(gripQuaternionRaw).multiply(flipForwardQuaternion);
449
+ }
450
+ else if (rayPositionRaw && rayQuaternionRaw) {
451
+ this._object.position.copy(rayPositionRaw);
452
+ this._object.quaternion.copy(rayQuaternionRaw).multiply(flipForwardQuaternion);
453
+ }
454
+ if (debug) {
455
+ if (rayPositionRaw && rayQuaternionRaw) {
456
+ this._raySpaceObject?.position.copy(rayPositionRaw);
457
+ this._raySpaceObject?.quaternion.copy(rayQuaternionRaw).multiply(flipForwardQuaternion);
458
+ }
459
+ if (gripPositionRaw && gripQuaternionRaw) {
460
+ this._gripSpaceObject?.position.copy(gripPositionRaw);
461
+ this._gripSpaceObject?.quaternion.copy(gripQuaternionRaw).multiply(flipForwardQuaternion);
462
+ }
463
+ }
464
+ // UPDATE WORLD TRANSFORM DATA
465
+ const parent = this.xr.context.mainCamera?.parent;
466
+ const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
467
+ // GRIP
468
+ if (gripPositionRaw && gripQuaternionRaw) {
469
+ this._gripWorldPosition.copy(gripPositionRaw);
470
+ if (parent)
471
+ this._gripWorldPosition.applyMatrix4(parent.matrixWorld);
472
+ this._gripWorldQuaternion.copy(gripQuaternionRaw);
473
+ // flip forward because we want +Z to be forward
474
+ this._gripWorldQuaternion.multiply(flipForwardQuaternion);
475
+ if (parentWorldQuaternion)
476
+ this._gripWorldQuaternion.premultiply(parentWorldQuaternion);
477
+ }
478
+ // RAY
479
+ this.updateRayWorldPosition();
480
+ this.updateRayWorldQuaternion();
481
+ }
482
+ /** Called when the input source disconnects */
483
+ onDisconnected() {
484
+ this._connected = false;
485
+ if (debug)
486
+ console.warn("Controller disconnected", this.index);
487
+ // move all attached objects into the scene
488
+ for (const child of this._object.children) {
489
+ this.xr.context.scene.attach(child);
490
+ }
491
+ this._object?.removeFromParent();
492
+ this._debugAxesHelper?.removeFromParent();
493
+ this._debugGripAxesHelper?.removeFromParent();
494
+ this._debugRayAxesHelper?.removeFromParent();
495
+ this._gripSpaceObject?.removeFromParent();
496
+ this._raySpaceObject?.removeFromParent();
497
+ this.unsubscribeEvents();
498
+ if (this._hitTestSource) {
499
+ this._hitTestSource.cancel();
500
+ this._hitTestSource = undefined;
501
+ }
502
+ }
503
+ /**
504
+ * Get a gamepad button
505
+ * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
506
+ * @param key the controller button name e.g. x-button
507
+ * @returns the gamepad button if it exists on the controller - otherwise undefined
508
+ */
509
+ getButton(key) {
510
+ if (!this._layout)
511
+ return undefined;
512
+ switch (key) {
513
+ case "primary-button":
514
+ if (this.isLeft)
515
+ key = "x-button";
516
+ else if (this.isRight)
517
+ key = "a-button";
518
+ else
519
+ return undefined;
520
+ break;
521
+ case "primary":
522
+ if (this.hand) {
523
+ return this.getGesture("pinch");
524
+ }
525
+ return this.toNeedleGamepadButton(0, key);
526
+ case "xr-standard-trigger":
527
+ if (this.inputSource.gamepad) {
528
+ return this.toNeedleGamepadButton(0, key);
529
+ }
530
+ break;
531
+ case "xr-standard-squeeze":
532
+ if (this.inputSource.gamepad) {
533
+ return this.toNeedleGamepadButton(1, key);
534
+ }
535
+ break;
536
+ case "xr-standard-thumbstick":
537
+ if (this.inputSource.gamepad) {
538
+ return this.toNeedleGamepadButton(3, key);
539
+ }
540
+ break;
541
+ }
542
+ if (this._buttonMap.has(key)) {
543
+ return this.toNeedleGamepadButton(this._buttonMap.get(key), key);
544
+ }
545
+ const componentModel = this._layout?.components[key];
546
+ if (componentModel?.gamepadIndices) {
547
+ switch (componentModel.type) {
548
+ case "button":
549
+ case "squeeze":
550
+ if (this.inputSource.gamepad) {
551
+ const index = componentModel.gamepadIndices.button;
552
+ this._buttonMap.set(key, index);
553
+ return this.toNeedleGamepadButton(index, key);
554
+ }
555
+ break;
556
+ default:
557
+ console.warn("Unsupported component type", componentModel.type);
558
+ break;
559
+ }
560
+ }
561
+ this._buttonMap.set(key, undefined);
562
+ return undefined;
563
+ }
564
+ /** Get a gesture state */
565
+ getGesture(key) {
566
+ const state = this.states[key];
567
+ if (!state)
568
+ return null;
569
+ this.states[key] = state;
570
+ const needleButton = this._needleGamepadButtons[key] || new NeedleGamepadButton(undefined, key);
571
+ needleButton.pressed = state.pressed;
572
+ needleButton.value = state.value;
573
+ needleButton.isDown = state.isDown;
574
+ needleButton.isUp = state.isUp;
575
+ this._needleGamepadButtons[key] = needleButton;
576
+ return needleButton;
577
+ }
578
+ getPointerId(button) {
579
+ if (button === "primary") {
580
+ button = 0;
581
+ }
582
+ else if (button === "pinch") {
583
+ button = 0;
584
+ }
585
+ if (typeof button !== "number") {
586
+ const needleButton = this._buttonMap.get(button);
587
+ if (needleButton === undefined) {
588
+ return undefined;
589
+ }
590
+ button = needleButton;
591
+ }
592
+ return this.index * 10 + button;
593
+ }
594
+ _needleGamepadButtons = {};
595
+ /** combine the InputState information + the GamepadButton information (since GamepadButtons can not be extended) */
596
+ toNeedleGamepadButton(index, name) {
597
+ if (!this.inputSource.gamepad?.buttons)
598
+ return undefined;
599
+ const button = this.inputSource.gamepad?.buttons[index];
600
+ const state = this.states[index];
601
+ const needleButton = this._needleGamepadButtons[index] || new NeedleGamepadButton(index, name);
602
+ if (button) {
603
+ needleButton.pressed = button.pressed;
604
+ needleButton.value = button.value;
605
+ needleButton.touched = button.touched;
606
+ }
607
+ if (state) {
608
+ needleButton.isDown = state.isDown;
609
+ needleButton.isUp = state.isUp;
610
+ }
611
+ this._needleGamepadButtons[index] = needleButton;
612
+ return needleButton;
613
+ }
614
+ /**
615
+ * Get the values of a controller joystick
616
+ * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
617
+ * @returns the stick values where x is left/right, y is up/down and z is the button value
618
+ */
619
+ getStick(key) {
620
+ if (!this._layout)
621
+ return { x: 0, y: 0, z: 0 };
622
+ // Hands dont have thumbsicks
623
+ if (this.isHand) {
624
+ return { x: 0, y: 0, z: 0 };
625
+ }
626
+ if (key === "primary") {
627
+ if (this._layout.components["xr-standard-thumbstick"])
628
+ key = "xr-standard-thumbstick";
629
+ // const x = this.inputSource.gamepad?.axes[0] || 0;
630
+ // const y = this.inputSource.gamepad?.axes[1] || 0;
631
+ // // the primary thumbstick is button 3 (see gamepads module explainer)
632
+ // const z = this.inputSource.gamepad?.buttons[3]?.value || 0;
633
+ // return { x, y, z }
634
+ }
635
+ const componentModel = this._layout?.components[key];
636
+ if (componentModel?.gamepadIndices) {
637
+ switch (componentModel.type) {
638
+ case "thumbstick":
639
+ case "touchpad":
640
+ if (this.inputSource.gamepad) {
641
+ const xIndex = componentModel.gamepadIndices.xAxis;
642
+ const yIndex = componentModel.gamepadIndices.yAxis;
643
+ let x = this.inputSource.gamepad.axes[xIndex] || 0;
644
+ let y = this.inputSource.gamepad.axes[yIndex] || 0;
645
+ x *= -1;
646
+ y *= -1;
647
+ const buttonIndex = componentModel.gamepadIndices.button;
648
+ const z = this.inputSource.gamepad?.buttons[buttonIndex]?.value || 0;
649
+ return { x, y, z };
650
+ }
651
+ }
652
+ }
653
+ return { x: 0, y: 0, z: 0 };
654
+ }
655
+ _buttonMap = new Map();
656
+ // the motion controller contains the controller scheme, we use this to simplify button access
657
+ _motioncontroller;
658
+ _layout;
659
+ getMotionController;
660
+ initialize() {
661
+ // WORKAROUND for hand controllers that don't have a select event
662
+ this._hasSelectEvent = this.profiles.includes("generic-hand-select") || this.profiles.some(p => p.startsWith("generic-trigger"));
663
+ // Used to determine special layout for Quest controllers, e.g. last button is menu button
664
+ this._isMetaQuestTouchController = this.profiles.includes("meta-quest-touch-plus") || this.profiles.includes("oculus-touch-v3");
665
+ // Proper profile starting with v69 and browser 35.1
666
+ this._isMxInk = this.profiles.includes("logitech-mx-ink");
667
+ // For debugging to see ALL available profiles
668
+ /** @ts-ignore */
669
+ // fetchProfilesList(DEFAULT_PROFILES_PATH).then(list => console.log("Available controller profiles", list));
670
+ if (!this._layout) {
671
+ // Ignore transient-pointer since we likely don't want to spawn a controller visual just for a temporary pointer.
672
+ // TODO we should check how this is actually handled on Quest Browser when the transient-pointer flag is on.
673
+ if (this.inputSource.targetRayMode === "transient-pointer")
674
+ return;
675
+ // TODO: we should fetch the profiles or better yet the profile list once and cache it
676
+ const fetchProfileCall = fetchProfile(this.inputSource, DEFAULT_PROFILES_PATH, DEFAULT_PROFILE);
677
+ /** @ts-ignore */
678
+ this.getMotionController = fetchProfileCall.then(res => {
679
+ if (!this.connected)
680
+ return null;
681
+ this._motioncontroller = new MotionController(this.inputSource, res.profile, res.assetPath || "");
682
+ // const overrideProfile = await fetch(DEFAULT_PROFILES_PATH + "/htc-vive-focus-3/profile.json").then(r => r.json());
683
+ const profile = res.profile;
684
+ const layout = profile.layouts[this.inputSource.handedness];
685
+ this._layout = layout;
686
+ if (this._layout) {
687
+ if (!this._layout.gamepad?.length) {
688
+ this._layout.gamepad = [];
689
+ for (const key in this._layout.components) {
690
+ const component = this._layout.components[key];
691
+ this._layout.gamepad[component.gamepadIndices.button] = key;
692
+ }
693
+ }
694
+ // If we have 4 axes and no thumbstick defined, we define thumbstick for axis 3+4
695
+ // This is a workaround for HTC Vive Focus 3 controllers, which have the profile for Vive Focus Plus...
696
+ // This workaround fixes it for HTC Vive Focus 3 but does not change anything for Vive Focus Plus controllers
697
+ if (this.profiles.length >= 1 && this.profiles[0] === "htc-vive-focus-plus") {
698
+ if (this.inputSource.gamepad && this.inputSource.gamepad.axes.length === 4 && !this._layout.components["xr-standard-thumbstick"]) {
699
+ this._layout.components["xr-standard-thumbstick"] = {
700
+ type: "thumbstick",
701
+ gamepadIndices: {
702
+ xAxis: 2,
703
+ yAxis: 3,
704
+ }
705
+ };
706
+ }
707
+ }
708
+ }
709
+ // if (debug) console.log(this._layout, this.inputSource);
710
+ // debugger;
711
+ // this.getButton("a-button")
712
+ return this._motioncontroller;
713
+ }).catch(err => {
714
+ if (this.inputSource)
715
+ console.warn("Couldn't initialize motion controller profile for ", this.inputSource, err);
716
+ return null;
717
+ });
718
+ }
719
+ }
720
+ /**
721
+ * When enabled the controller will automatically emit pointer down events to the Needle Engine Input System.
722
+ * @default true
723
+ */
724
+ emitPointerDownEvent = true;
725
+ /**
726
+ * When enabled the controller will automatically emit pointer up events to the Needle Engine Input System.
727
+ * @default true
728
+ */
729
+ emitPointerUpEvent = true;
730
+ /**
731
+ * When enabled the controller will automatically emit pointer move events to the Needle Engine Input System.
732
+ * @default true
733
+ */
734
+ emitPointerMoveEvent = true;
735
+ /**
736
+ * The distance threshold for pointer move events. This value is in units in rig space
737
+ * @default 0.03
738
+ */
739
+ pointerMoveDistanceThreshold = 0.03;
740
+ /**
741
+ * The angle threshold for pointer move events. This value is in radians.
742
+ * @default 0.05
743
+ */
744
+ pointerMoveAngleThreshold = 0.05;
745
+ subscribeEvents() {
746
+ // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/selectstart_event
747
+ this.xr.session.addEventListener("selectstart", this.onSelectStart);
748
+ this.xr.session.addEventListener("selectend", this.onSelectEnd);
749
+ // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/squeeze_event
750
+ this.xr.session.addEventListener("squeezestart", this.onSequeezeStart);
751
+ this.xr.session.addEventListener("squeezeend", this.onSequeezeEnd);
752
+ }
753
+ unsubscribeEvents() {
754
+ this.xr.session.removeEventListener("selectstart", this.onSelectStart);
755
+ this.xr.session.removeEventListener("selectend", this.onSelectEnd);
756
+ this.xr.session.removeEventListener("squeezestart", this.onSequeezeStart);
757
+ this.xr.session.removeEventListener("squeezeend", this.onSequeezeEnd);
758
+ }
759
+ _selectButtonIndex = undefined;
760
+ _squeezeButtonIndex = undefined;
761
+ onSelectStart = (evt) => {
762
+ if (!this.emitPointerDownEvent)
763
+ return;
764
+ if (this.inputSource !== evt.inputSource)
765
+ return;
766
+ // if a selectstart event happens right after an input source is connected, we may even receive this event before
767
+ // requestAnimationFrame callback with the current session. So, we need to update the frame here.
768
+ this.onUpdateFrame(evt.frame);
769
+ // if we receive a select event we can be true that this device supports select events
770
+ this._hasSelectEvent = true;
771
+ const selectComponentId = this._layout?.selectComponentId;
772
+ const i = this._layout?.components[selectComponentId]?.gamepadIndices?.button;
773
+ if (i !== undefined)
774
+ this._selectButtonIndex = i;
775
+ if (debugCustomGesture)
776
+ return;
777
+ /*
778
+ if (!_didReceiveSelectStartEvent) {
779
+ _didReceiveSelectStartEvent = true;
780
+ // safeguard first pinch event - check if the pinch gesture is already down
781
+ const pinch = this.getGesture("pinch");
782
+ if (pinch?.pressed) {
783
+ console.warn("Select start event was received but the pinch gesture is already down. This might happen the first time you start pinching", this.index, this.side);
784
+ return;
785
+ }
786
+ }
787
+ */
788
+ if (debug)
789
+ Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0xff0000, 10);
790
+ this.emitPointerEvent(InputEvents.PointerDown, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
791
+ };
792
+ onSelectEnd = (evt) => {
793
+ if (!this.emitPointerUpEvent)
794
+ return;
795
+ if (debugCustomGesture)
796
+ return;
797
+ if (this.inputSource !== evt.inputSource)
798
+ return;
799
+ this.emitPointerEvent(InputEvents.PointerUp, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
800
+ };
801
+ onSequeezeStart = (evt) => {
802
+ if (!this.emitPointerDownEvent)
803
+ return;
804
+ if (this.inputSource !== evt.inputSource)
805
+ return;
806
+ this._squeezeButtonIndex = this._layout?.components["xr-standard-squeeze"]?.gamepadIndices?.button;
807
+ if (this._squeezeButtonIndex !== undefined) {
808
+ if (debug)
809
+ Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0x0000ff, 10);
810
+ this.emitPointerEvent(InputEvents.PointerDown, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
811
+ }
812
+ };
813
+ onSequeezeEnd = (evt) => {
814
+ if (!this.emitPointerUpEvent)
815
+ return;
816
+ if (this.inputSource !== evt.inputSource)
817
+ return;
818
+ if (this._squeezeButtonIndex !== undefined)
819
+ this.emitPointerEvent(InputEvents.PointerUp, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
820
+ };
821
+ /** Index = button index */
822
+ states = {};
823
+ // If we want to invoke button events for ALL buttons we need to keep track of the previous state
824
+ // instead of using XR input select start events which is only raised for the primary button
825
+ // we should probably do both but then we need to ignore the primary index in the following function (to not raise an event for the same button twice)
826
+ // and start with index = 1
827
+ updateInputEvents() {
828
+ // https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-heading
829
+ if (this.gamepad?.buttons) {
830
+ for (let index = 0; index < this.gamepad.buttons.length; index++) {
831
+ const button = this.gamepad.buttons[index];
832
+ const state = this.states[index] || new InputState();
833
+ let eventName = null;
834
+ // Special handling for MX Ink stylus on Quest OS v69+.
835
+ // We're never getting a "pressed" state here, so we determine pressed state based on the value.
836
+ if (this._isMxInk && (index === 4 || index === 5)) {
837
+ if (button.value > 0 && !state.pressed) {
838
+ eventName = "pointerdown";
839
+ state.isDown = true;
840
+ state.isUp = false;
841
+ }
842
+ else if (button.value === 0 && state.pressed) {
843
+ eventName = "pointerup";
844
+ state.isDown = false;
845
+ state.isUp = true;
846
+ }
847
+ else if (state.pressed) {
848
+ eventName = "pointermove";
849
+ state.isDown = false;
850
+ state.isUp = false;
851
+ }
852
+ state.pressed = button.value > 0;
853
+ state.value = button.value;
854
+ }
855
+ // Regular controller handling.
856
+ else {
857
+ // is down
858
+ if (button.pressed && !state.pressed) {
859
+ eventName = "pointerdown";
860
+ state.isDown = true;
861
+ state.isUp = false;
862
+ }
863
+ // is up
864
+ else if (!button.pressed && state.pressed) {
865
+ eventName = "pointerup";
866
+ state.isDown = false;
867
+ state.isUp = true;
868
+ }
869
+ else {
870
+ state.isDown = false;
871
+ state.isUp = false;
872
+ }
873
+ state.pressed = button.pressed;
874
+ state.value = button.value;
875
+ }
876
+ this.states[index] = state;
877
+ // the selection event is handled in the "selectstart" callback
878
+ const emitEvent = index !== this._selectButtonIndex && index !== this._squeezeButtonIndex;
879
+ if (eventName != null && emitEvent) {
880
+ let name = this._layout?.gamepad[index];
881
+ if (this._isMxInk && index === 4)
882
+ name = "stylus-touch";
883
+ if (this._isMxInk && index === 5)
884
+ name = "stylus-tip";
885
+ if (debug || debugCustomGesture)
886
+ console.log("Emitting pointer event", eventName, index, name, button.value, this.gamepad, this._layout);
887
+ this.emitPointerEvent(eventName, index, name ?? "none", false, null, button.value);
888
+ }
889
+ }
890
+ // For Quest controllers, the last button is the menu button
891
+ if (this._isMetaQuestTouchController) {
892
+ const menuButtonIndex = this.gamepad.buttons.length - 1;
893
+ const menuButtonState = this.states[menuButtonIndex];
894
+ if (menuButtonState) {
895
+ if (menuButtonState.isDown) {
896
+ const menu = this.context.menu;
897
+ if (menu.spatialMenuIsVisible)
898
+ menu.setSpatialMenuVisible(false);
899
+ else
900
+ this.context.menu.setSpatialMenuVisible(true);
901
+ }
902
+ }
903
+ }
904
+ }
905
+ // update hand gesture states
906
+ if (this.hand) {
907
+ const handObject = this.handObject;
908
+ if (handObject) {
909
+ // update pinch state
910
+ const indexTip = handObject.joints["index-finger-tip"];
911
+ const thumbTip = handObject.joints["thumb-tip"];
912
+ if (indexTip && thumbTip) {
913
+ const distance = indexTip.position.distanceTo(thumbTip.position);
914
+ // upddate position of the pinch point
915
+ this._pinchPosition.lerpVectors(indexTip.position, thumbTip.position, .5);
916
+ const parent = this.xr.context.mainCamera?.parent;
917
+ if (parent)
918
+ this._pinchPosition.applyMatrix4(parent.matrixWorld);
919
+ if (distance !== 0) { // ignore exactly 0 which happens when we switch from hands to controllers
920
+ const pinchThreshold = .02;
921
+ const pinchHysteresis = .01;
922
+ const state = this.states["pinch"] || new InputState();
923
+ const maxDistance = (pinchThreshold + pinchHysteresis) * 1.5;
924
+ state.value = 1 - ((distance - pinchThreshold) / maxDistance);
925
+ const isPressed = distance < (pinchThreshold - pinchHysteresis);
926
+ const isReleased = distance > (pinchThreshold + pinchHysteresis);
927
+ if (isPressed && !state.pressed) {
928
+ if (debugCustomGesture)
929
+ console.log("pinch start", distance);
930
+ state.isDown = true;
931
+ state.isUp = false;
932
+ state.pressed = true;
933
+ }
934
+ else if (isReleased && state.pressed) {
935
+ state.isDown = false;
936
+ state.isUp = true;
937
+ state.pressed = false;
938
+ }
939
+ else {
940
+ state.isDown = false;
941
+ state.isUp = false;
942
+ }
943
+ this.states["pinch"] = state;
944
+ }
945
+ /** Workaround for visionOS not emitting selectstart. See https://linear.app/needle/issue/NE-4212
946
+ * If a selectstart event was never received we do a manual check here if the user is pinching
947
+ * Update: VisionOS 1.1 now properly emits select events from transient input sources, based on gaze.
948
+ * We're keeping this code commented for now since there may be future changes before VisionOS WebXR ships.
949
+ */
950
+ /*
951
+ if (!_didReceiveSelectStartEvent && (state.isDown || state.isUp)) {
952
+ const eventName = isPressed ? "pointerdown" : "pointerup";
953
+ const pressure = distance / pinchThreshold;
954
+ if (debugCustomGesture) {
955
+ const p = this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.2));
956
+ p.y += .05;
957
+ p.y += Math.random() * .02;
958
+ Gizmos.DrawLabel(p, "pinch:" + eventName + ", " + this.index + ", " + this.side + "\n" + handObject.uuid, 0.01, 5, 0x000000, new RGBAColor(1, 1, 1, .1));
959
+ }
960
+ this.emitPointerEvent(eventName, 0, "pinch", false, null, pressure);
961
+ }
962
+ */
963
+ }
964
+ }
965
+ }
966
+ }
967
+ _didMoveLastFrame = false;
968
+ _lastPointerMovePosition = new Vector3();
969
+ _lastPointerMoveQuaternion = new Quaternion();
970
+ onUpdateMove() {
971
+ if (!this.emitPointerMoveEvent)
972
+ return;
973
+ let didMove = false;
974
+ const dist = this._lastPointerMovePosition.distanceTo(this.gripWorldPosition);
975
+ if (dist > this.pointerMoveDistanceThreshold * this.xr.rigScale)
976
+ didMove = true;
977
+ if (!didMove) {
978
+ const angle = this._lastPointerMoveQuaternion.angleTo(this.gripWorldQuaternion);
979
+ if (angle > this.pointerMoveAngleThreshold)
980
+ didMove = true;
981
+ }
982
+ if (didMove) {
983
+ this._didMoveLastFrame = true;
984
+ this._lastPointerMovePosition.copy(this.gripWorldPosition);
985
+ this._lastPointerMoveQuaternion.copy(this.gripWorldQuaternion);
986
+ if (debug)
987
+ Gizmos.DrawLabel(this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.1)), "move", .01);
988
+ let button = this.xr.context.input.getFirstPressedButtonForPointer(this.index);
989
+ if (button === undefined)
990
+ button = 0;
991
+ const pressure = this.gamepad?.buttons[button]?.value;
992
+ this.emitPointerEvent("pointermove", button, "none", false, null, pressure);
993
+ }
994
+ else {
995
+ this._didMoveLastFrame = false;
996
+ }
997
+ }
998
+ /** cached spatial pointer init object. We re-use it to not have */
999
+ pointerInit;
1000
+ emitPointerEvent(type, button, buttonName, primary, source = null, pressure) {
1001
+ if (!this.emitEvents) {
1002
+ if (debug && type !== InputEvents.PointerMove)
1003
+ console.warn("Pointer events are disabled for this controller", this.index, type, button);
1004
+ return;
1005
+ }
1006
+ // Currently we do only want to emit pointer events for NON screen based events
1007
+ // that means if the input device is spatial (AR touch on a screen should be handled via touchdown etc still)
1008
+ // Not sure if *this* is enough to determine if the event is spatial or not
1009
+ if (this.xr.mode === "immersive-vr" || this.xr.isPassThrough) {
1010
+ this.pointerInit.origin = this;
1011
+ this.pointerInit.pointerId = this.getPointerId(button);
1012
+ this.pointerInit.pointerType = this.hand ? "hand" : "controller";
1013
+ this.pointerInit.button = button;
1014
+ this.pointerInit.buttonName = buttonName;
1015
+ this.pointerInit.isPrimary = primary;
1016
+ this.pointerInit.mode = this.inputSource.targetRayMode;
1017
+ this.pointerInit.ray = this.ray;
1018
+ this.pointerInit.device = this.object;
1019
+ this.pointerInit.pressure = pressure;
1020
+ this.pointerInit.clientX = this._rayPosition.x / this.xr.rigScale;
1021
+ this.pointerInit.clientY = this._rayPosition.y / this.xr.rigScale;
1022
+ this.pointerInit.clientZ = this._rayPosition.z / this.xr.rigScale;
1023
+ const prevContext = Context.Current;
1024
+ Context.Current = this.xr.context;
1025
+ if (debug && type !== "pointermove")
1026
+ console.warn("Pointer event", type, button, buttonName, { ...this.pointerInit });
1027
+ this.xr.context.input.createInputEvent(new NEPointerEvent(type, source, this.pointerInit));
1028
+ Context.Current = prevContext;
1029
+ }
1030
+ }
1031
+ }
1032
+ class InputState {
1033
+ /** if the button was pressed the last update */
1034
+ isDown = false;
1035
+ /** if the button was released the last update */
1036
+ isUp = false;
1037
+ pressed = false;
1038
+ value = 0;
1039
+ }
1040
+ ;
1041
+ /** Enhanced GamepadButton with `isDown` and `isUp` information */
1042
+ class NeedleGamepadButton {
1043
+ /** The index of the button in the input gamepad */
1044
+ index;
1045
+ name;
1046
+ touched = false;
1047
+ pressed = false;
1048
+ value = 0;
1049
+ /** was the button just pressed down the last update */
1050
+ isDown = false;
1051
+ /** was the button just released the last update */
1052
+ isUp = false;
1053
+ constructor(index, name) {
1054
+ this.index = index;
1055
+ this.name = name;
1056
+ }
1057
+ }
1058
1058
  //# sourceMappingURL=NeedleXRController.js.map