@needle-tools/engine 4.4.0-beta → 4.4.0-beta.2

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 (1056) hide show
  1. package/CHANGELOG.md +3607 -3604
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/needle-engine.bundle.js +2256 -2254
  6. package/dist/needle-engine.bundle.light.js +2256 -2254
  7. package/dist/needle-engine.bundle.light.min.js +118 -118
  8. package/dist/needle-engine.bundle.light.umd.cjs +116 -116
  9. package/dist/needle-engine.bundle.min.js +118 -118
  10. package/dist/needle-engine.bundle.umd.cjs +116 -116
  11. package/dist/needle-engine.d.ts +130 -138
  12. package/dist/needle-engine.js +468 -467
  13. package/dist/needle-engine.light.d.ts +130 -138
  14. package/dist/needle-engine.light.js +468 -467
  15. package/dist/needle-engine.light.min.js +1 -1
  16. package/dist/needle-engine.light.umd.cjs +1 -1
  17. package/dist/needle-engine.min.js +1 -1
  18. package/dist/needle-engine.umd.cjs +1 -1
  19. package/dist/postprocessing.js +1673 -1527
  20. package/dist/postprocessing.light.js +1673 -1527
  21. package/dist/postprocessing.light.min.js +80 -66
  22. package/dist/postprocessing.light.umd.cjs +83 -69
  23. package/dist/postprocessing.min.js +80 -66
  24. package/dist/postprocessing.umd.cjs +83 -69
  25. package/dist/vendor.js +1 -1
  26. package/dist/vendor.light.js +1 -1
  27. package/lib/asap/needle-asap.d.ts +1 -1
  28. package/lib/asap/needle-asap.js +95 -95
  29. package/lib/asap/sessiongranted.d.ts +3 -3
  30. package/lib/asap/sessiongranted.js +65 -65
  31. package/lib/asap/utils.d.ts +1 -1
  32. package/lib/asap/utils.js +3 -3
  33. package/lib/engine/analytics/index.d.ts +6 -6
  34. package/lib/engine/analytics/index.js +12 -12
  35. package/lib/engine/analytics/lcp.d.ts +3 -3
  36. package/lib/engine/analytics/lcp.js +34 -34
  37. package/lib/engine/api.d.ts +81 -81
  38. package/lib/engine/api.js +80 -80
  39. package/lib/engine/assets/index.d.ts +11 -11
  40. package/lib/engine/assets/index.js +47 -47
  41. package/lib/engine/assets/static.d.ts +1 -1
  42. package/lib/engine/assets/static.js +4 -4
  43. package/lib/engine/codegen/register_types.d.ts +1 -1
  44. package/lib/engine/codegen/register_types.js +300 -298
  45. package/lib/engine/codegen/register_types.js.map +1 -1
  46. package/lib/engine/debug/debug.d.ts +15 -15
  47. package/lib/engine/debug/debug.js +44 -44
  48. package/lib/engine/debug/debug_console.d.ts +2 -2
  49. package/lib/engine/debug/debug_console.js +307 -307
  50. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  51. package/lib/engine/debug/debug_overlay.js +316 -316
  52. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_spatial_console.js +390 -390
  54. package/lib/engine/debug/index.d.ts +2 -2
  55. package/lib/engine/debug/index.js +2 -2
  56. package/lib/engine/engine_addressables.d.ts +166 -166
  57. package/lib/engine/engine_addressables.js +608 -608
  58. package/lib/engine/engine_animation.d.ts +43 -43
  59. package/lib/engine/engine_animation.js +133 -133
  60. package/lib/engine/engine_application.d.ts +40 -40
  61. package/lib/engine/engine_application.js +104 -104
  62. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  63. package/lib/engine/engine_assetdatabase.js +344 -344
  64. package/lib/engine/engine_audio.d.ts +4 -4
  65. package/lib/engine/engine_audio.js +23 -23
  66. package/lib/engine/engine_camera.d.ts +13 -13
  67. package/lib/engine/engine_camera.js +30 -30
  68. package/lib/engine/engine_components.d.ts +110 -110
  69. package/lib/engine/engine_components.js +380 -380
  70. package/lib/engine/engine_components_internal.d.ts +9 -9
  71. package/lib/engine/engine_components_internal.js +36 -36
  72. package/lib/engine/engine_constants.d.ts +10 -10
  73. package/lib/engine/engine_constants.js +41 -41
  74. package/lib/engine/engine_context.d.ts +345 -345
  75. package/lib/engine/engine_context.js +1515 -1515
  76. package/lib/engine/engine_context_registry.d.ts +71 -71
  77. package/lib/engine/engine_context_registry.js +117 -117
  78. package/lib/engine/engine_coroutine.d.ts +35 -35
  79. package/lib/engine/engine_coroutine.js +52 -52
  80. package/lib/engine/engine_create_objects.d.ts +118 -118
  81. package/lib/engine/engine_create_objects.js +308 -308
  82. package/lib/engine/engine_default_parameters.d.ts +2 -2
  83. package/lib/engine/engine_default_parameters.js +3 -3
  84. package/lib/engine/engine_editor-sync.d.ts +21 -21
  85. package/lib/engine/engine_editor-sync.js +4 -4
  86. package/lib/engine/engine_element.d.ts +113 -113
  87. package/lib/engine/engine_element.js +830 -830
  88. package/lib/engine/engine_element_attributes.d.ts +72 -72
  89. package/lib/engine/engine_element_attributes.js +1 -1
  90. package/lib/engine/engine_element_extras.d.ts +6 -6
  91. package/lib/engine/engine_element_extras.js +13 -13
  92. package/lib/engine/engine_element_loading.d.ts +44 -44
  93. package/lib/engine/engine_element_loading.js +349 -349
  94. package/lib/engine/engine_element_overlay.d.ts +21 -21
  95. package/lib/engine/engine_element_overlay.js +166 -166
  96. package/lib/engine/engine_fileloader.d.ts +2 -2
  97. package/lib/engine/engine_fileloader.js +8 -8
  98. package/lib/engine/engine_gameobject.d.ts +68 -68
  99. package/lib/engine/engine_gameobject.js +591 -591
  100. package/lib/engine/engine_generic_utils.d.ts +1 -1
  101. package/lib/engine/engine_generic_utils.js +13 -13
  102. package/lib/engine/engine_gizmos.d.ts +149 -149
  103. package/lib/engine/engine_gizmos.js +530 -530
  104. package/lib/engine/engine_gltf.d.ts +12 -12
  105. package/lib/engine/engine_gltf.js +15 -15
  106. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  107. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  108. package/lib/engine/engine_hot_reload.d.ts +7 -7
  109. package/lib/engine/engine_hot_reload.js +184 -184
  110. package/lib/engine/engine_input.d.ts +352 -352
  111. package/lib/engine/engine_input.js +1265 -1265
  112. package/lib/engine/engine_input_utils.d.ts +2 -2
  113. package/lib/engine/engine_input_utils.js +22 -22
  114. package/lib/engine/engine_instancing.d.ts +19 -19
  115. package/lib/engine/engine_instancing.js +39 -39
  116. package/lib/engine/engine_license.d.ts +9 -9
  117. package/lib/engine/engine_license.js +320 -320
  118. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  119. package/lib/engine/engine_lifecycle_api.js +99 -99
  120. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  121. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  122. package/lib/engine/engine_lightdata.d.ts +23 -23
  123. package/lib/engine/engine_lightdata.js +91 -91
  124. package/lib/engine/engine_loaders.d.ts +13 -13
  125. package/lib/engine/engine_loaders.js +62 -62
  126. package/lib/engine/engine_lods.d.ts +31 -31
  127. package/lib/engine/engine_lods.js +146 -146
  128. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  129. package/lib/engine/engine_mainloop_utils.js +466 -466
  130. package/lib/engine/engine_math.d.ts +114 -114
  131. package/lib/engine/engine_math.js +247 -247
  132. package/lib/engine/engine_modules.d.ts +36 -36
  133. package/lib/engine/engine_modules.js +85 -85
  134. package/lib/engine/engine_networking.d.ts +252 -252
  135. package/lib/engine/engine_networking.js +743 -743
  136. package/lib/engine/engine_networking_auto.d.ts +24 -24
  137. package/lib/engine/engine_networking_auto.js +310 -310
  138. package/lib/engine/engine_networking_blob.d.ts +48 -48
  139. package/lib/engine/engine_networking_blob.js +212 -212
  140. package/lib/engine/engine_networking_files.d.ts +35 -35
  141. package/lib/engine/engine_networking_files.js +172 -172
  142. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  143. package/lib/engine/engine_networking_files_default_components.js +42 -42
  144. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  145. package/lib/engine/engine_networking_instantiate.js +345 -345
  146. package/lib/engine/engine_networking_peer.d.ts +15 -15
  147. package/lib/engine/engine_networking_peer.js +132 -132
  148. package/lib/engine/engine_networking_streams.d.ts +123 -123
  149. package/lib/engine/engine_networking_streams.js +645 -645
  150. package/lib/engine/engine_networking_types.d.ts +22 -22
  151. package/lib/engine/engine_networking_types.js +7 -7
  152. package/lib/engine/engine_networking_utils.d.ts +2 -2
  153. package/lib/engine/engine_networking_utils.js +20 -20
  154. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  155. package/lib/engine/engine_networking_websocket.js +2 -2
  156. package/lib/engine/engine_patcher.d.ts +10 -10
  157. package/lib/engine/engine_patcher.js +142 -142
  158. package/lib/engine/engine_physics.d.ts +152 -152
  159. package/lib/engine/engine_physics.js +645 -645
  160. package/lib/engine/engine_physics.types.d.ts +40 -40
  161. package/lib/engine/engine_physics.types.js +33 -33
  162. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  163. package/lib/engine/engine_physics_rapier.js +1432 -1432
  164. package/lib/engine/engine_playerview.d.ts +26 -26
  165. package/lib/engine/engine_playerview.js +64 -64
  166. package/lib/engine/engine_scenelighting.d.ts +71 -71
  167. package/lib/engine/engine_scenelighting.js +226 -226
  168. package/lib/engine/engine_scenetools.d.ts +50 -50
  169. package/lib/engine/engine_scenetools.js +321 -321
  170. package/lib/engine/engine_serialization.d.ts +3 -3
  171. package/lib/engine/engine_serialization.js +3 -3
  172. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  173. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  174. package/lib/engine/engine_serialization_core.d.ts +85 -85
  175. package/lib/engine/engine_serialization_core.js +602 -602
  176. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  177. package/lib/engine/engine_serialization_decorator.js +66 -66
  178. package/lib/engine/engine_setup.d.ts +1 -1
  179. package/lib/engine/engine_setup.js +2 -2
  180. package/lib/engine/engine_shaders.d.ts +53 -53
  181. package/lib/engine/engine_shaders.js +252 -252
  182. package/lib/engine/engine_shims.d.ts +4 -4
  183. package/lib/engine/engine_shims.js +24 -24
  184. package/lib/engine/engine_test_utils.d.ts +39 -39
  185. package/lib/engine/engine_test_utils.js +83 -83
  186. package/lib/engine/engine_texture.d.ts +28 -28
  187. package/lib/engine/engine_texture.js +64 -64
  188. package/lib/engine/engine_three_utils.d.ts +201 -201
  189. package/lib/engine/engine_three_utils.js +731 -731
  190. package/lib/engine/engine_time.d.ts +51 -51
  191. package/lib/engine/engine_time.js +82 -82
  192. package/lib/engine/engine_time_utils.d.ts +88 -88
  193. package/lib/engine/engine_time_utils.js +215 -215
  194. package/lib/engine/engine_tonemapping.d.ts +2 -2
  195. package/lib/engine/engine_tonemapping.js +194 -194
  196. package/lib/engine/engine_types.d.ts +572 -572
  197. package/lib/engine/engine_types.js +88 -88
  198. package/lib/engine/engine_typestore.d.ts +28 -28
  199. package/lib/engine/engine_typestore.js +55 -55
  200. package/lib/engine/engine_util_decorator.d.ts +13 -13
  201. package/lib/engine/engine_util_decorator.js +116 -116
  202. package/lib/engine/engine_utils.d.ts +266 -266
  203. package/lib/engine/engine_utils.js +878 -878
  204. package/lib/engine/engine_utils_format.d.ts +21 -21
  205. package/lib/engine/engine_utils_format.js +193 -193
  206. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  207. package/lib/engine/engine_utils_screenshot.js +513 -513
  208. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  209. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  210. package/lib/engine/engine_xr.d.ts +1 -1
  211. package/lib/engine/engine_xr.js +1 -1
  212. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  213. package/lib/engine/export/gltf/Writers.js +24 -24
  214. package/lib/engine/export/gltf/index.d.ts +11 -11
  215. package/lib/engine/export/gltf/index.js +123 -123
  216. package/lib/engine/export/index.d.ts +2 -2
  217. package/lib/engine/export/index.js +2 -2
  218. package/lib/engine/export/state.d.ts +7 -7
  219. package/lib/engine/export/state.js +17 -17
  220. package/lib/engine/export/utils.d.ts +2 -2
  221. package/lib/engine/export/utils.js +7 -7
  222. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  223. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  224. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  225. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  226. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  227. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  228. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  229. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  230. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  231. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  232. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  233. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  234. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  235. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  236. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  237. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  238. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  239. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  240. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  241. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  242. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  243. package/lib/engine/extensions/extension_resolver.js +1 -1
  244. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  245. package/lib/engine/extensions/extension_utils.js +152 -152
  246. package/lib/engine/extensions/extensions.d.ts +31 -31
  247. package/lib/engine/extensions/extensions.js +103 -103
  248. package/lib/engine/extensions/index.d.ts +6 -6
  249. package/lib/engine/extensions/index.js +6 -6
  250. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  251. package/lib/engine/extensions/usage_tracker.js +65 -65
  252. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  253. package/lib/engine/js-extensions/Camera.js +39 -39
  254. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  255. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  256. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  257. package/lib/engine/js-extensions/Layers.js +22 -22
  258. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  259. package/lib/engine/js-extensions/Object3D.js +136 -136
  260. package/lib/engine/js-extensions/RGBAColor.d.ts +22 -22
  261. package/lib/engine/js-extensions/RGBAColor.js +62 -62
  262. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  263. package/lib/engine/js-extensions/Vector.js +13 -13
  264. package/lib/engine/js-extensions/index.d.ts +5 -5
  265. package/lib/engine/js-extensions/index.js +5 -5
  266. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  267. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  268. package/lib/engine/shaders/shaderData.d.ts +55 -55
  269. package/lib/engine/shaders/shaderData.js +58 -58
  270. package/lib/engine/tests/test_utils.d.ts +2 -2
  271. package/lib/engine/tests/test_utils.js +53 -53
  272. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  273. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  274. package/lib/engine/webcomponents/api.d.ts +5 -5
  275. package/lib/engine/webcomponents/api.js +4 -4
  276. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  277. package/lib/engine/webcomponents/buttons.js +237 -237
  278. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  279. package/lib/engine/webcomponents/fonts.js +32 -32
  280. package/lib/engine/webcomponents/icons.d.ts +9 -9
  281. package/lib/engine/webcomponents/icons.js +52 -52
  282. package/lib/engine/webcomponents/index.d.ts +1 -1
  283. package/lib/engine/webcomponents/index.js +1 -1
  284. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  285. package/lib/engine/webcomponents/logo-element.js +67 -67
  286. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  287. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  288. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  289. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  290. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  291. package/lib/engine/webcomponents/needle-button.js +161 -161
  292. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  293. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  294. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  295. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  296. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  297. package/lib/engine/xr/NeedleXRSync.js +188 -188
  298. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  299. package/lib/engine/xr/SceneTransition.js +69 -69
  300. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  301. package/lib/engine/xr/TempXRContext.js +187 -187
  302. package/lib/engine/xr/XRRig.d.ts +7 -7
  303. package/lib/engine/xr/XRRig.js +1 -1
  304. package/lib/engine/xr/api.d.ts +6 -6
  305. package/lib/engine/xr/api.js +6 -6
  306. package/lib/engine/xr/events.d.ts +66 -66
  307. package/lib/engine/xr/events.js +93 -93
  308. package/lib/engine/xr/internal.d.ts +12 -12
  309. package/lib/engine/xr/internal.js +25 -25
  310. package/lib/engine/xr/usdz.d.ts +12 -12
  311. package/lib/engine/xr/usdz.js +29 -29
  312. package/lib/engine/xr/utils.d.ts +11 -11
  313. package/lib/engine/xr/utils.js +34 -34
  314. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  315. package/lib/engine-components/AlignmentConstraint.js +39 -39
  316. package/lib/engine-components/Animation.d.ts +156 -156
  317. package/lib/engine-components/Animation.js +508 -508
  318. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  319. package/lib/engine-components/AnimationCurve.js +159 -159
  320. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  321. package/lib/engine-components/AnimationUtils.js +27 -27
  322. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  323. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  324. package/lib/engine-components/Animator.d.ts +217 -217
  325. package/lib/engine-components/Animator.js +354 -354
  326. package/lib/engine-components/AnimatorController.d.ts +227 -227
  327. package/lib/engine-components/AnimatorController.js +1152 -1152
  328. package/lib/engine-components/AudioListener.d.ts +33 -33
  329. package/lib/engine-components/AudioListener.js +86 -86
  330. package/lib/engine-components/AudioSource.d.ts +217 -217
  331. package/lib/engine-components/AudioSource.js +627 -627
  332. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  333. package/lib/engine-components/AvatarLoader.js +231 -231
  334. package/lib/engine-components/AxesHelper.d.ts +32 -32
  335. package/lib/engine-components/AxesHelper.js +67 -67
  336. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  337. package/lib/engine-components/BasicIKConstraint.js +43 -43
  338. package/lib/engine-components/BoxCollider.d.ts +2 -2
  339. package/lib/engine-components/BoxCollider.js +2 -2
  340. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  341. package/lib/engine-components/BoxHelperComponent.js +102 -102
  342. package/lib/engine-components/Camera.d.ts +231 -231
  343. package/lib/engine-components/Camera.js +694 -694
  344. package/lib/engine-components/CameraUtils.d.ts +1 -1
  345. package/lib/engine-components/CameraUtils.js +127 -127
  346. package/lib/engine-components/CameraUtils.js.map +1 -1
  347. package/lib/engine-components/CharacterController.d.ts +55 -55
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  1019. package/src/engine-schemes/vec2.ts +33 -33
  1020. package/src/engine-schemes/vec3.ts +38 -38
  1021. package/src/engine-schemes/vec4.ts +43 -43
  1022. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1023. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1024. package/src/include/draco/draco_decoder.js +34 -34
  1025. package/src/include/ktx2/basis_transcoder.js +21 -21
  1026. package/src/include/needle/arial-msdf.json +1471 -1471
  1027. package/src/include/three/DragControls.js +231 -231
  1028. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1029. package/src/needle-engine.ts +70 -70
  1030. package/lib/engine/engine.d.ts +0 -4
  1031. package/lib/engine/engine.js +0 -12
  1032. package/lib/engine/engine.js.map +0 -1
  1033. package/lib/engine/engine_web_api.d.ts +0 -12
  1034. package/lib/engine/engine_web_api.js +0 -113
  1035. package/lib/engine/engine_web_api.js.map +0 -1
  1036. package/lib/engine-components/FlyControls.d.ts +0 -10
  1037. package/lib/engine-components/FlyControls.js +0 -29
  1038. package/lib/engine-components/FlyControls.js.map +0 -1
  1039. package/src/engine-schemes/dist/api.js +0 -17
  1040. package/src/engine-schemes/dist/api.js.meta +0 -7
  1041. package/src/engine-schemes/dist/schemes.js +0 -25
  1042. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1043. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1044. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1045. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1046. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1047. package/src/engine-schemes/dist/transform.js +0 -46
  1048. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1049. package/src/engine-schemes/dist/vec2.js +0 -32
  1050. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1051. package/src/engine-schemes/dist/vec3.js +0 -36
  1052. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1053. package/src/engine-schemes/dist/vec4.js +0 -40
  1054. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1055. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1056. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,1009 +1,1009 @@
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
- */
28
- export class NeedleXRController {
29
- /** the Needle XR Session */
30
- xr;
31
- get context() { return this.xr.context; }
32
- /**
33
- * https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
34
- */
35
- inputSource;
36
- /** the input source index */
37
- index = 0;
38
- /** 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)
39
- * 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
40
- */
41
- emitEvents = true;
42
- /** Is the controller still connected? */
43
- get connected() {
44
- return this._connected;
45
- }
46
- _connected = true;
47
- get isTracking() { return this._isTracking; }
48
- _isTracking = false;
49
- /** the input source gamepad giving raw access to the gamepad values
50
- * You should usually use the `getButton` and `getStick` methods instead to get access to named buttons and sticks
51
- */
52
- get gamepad() { return this.__gamepad ??= this.inputSource.gamepad; }
53
- __gamepad;
54
- /** @returns true if this is a hand (otherwise this is a controller) */
55
- get isHand() { return this.hand != undefined; }
56
- /**
57
- * If this is a hand then this is the hand info (XRHand)
58
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRHand
59
- */
60
- get hand() { return this.__hand ??= this.inputSource.hand; }
61
- __hand;
62
- /** threejs XRHandSpace, shorthand for `context.renderer.xr.getHand(controllerIndex)`
63
- * @link https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager.getHand
64
- */
65
- get handObject() { return this.context.renderer.xr.getHand(this.index); }
66
- /** The input source profiles */
67
- get profiles() { return this.inputSource.profiles; }
68
- /** The device input layout */
69
- get layout() { return this._layout; }
70
- /** shorthand for `inputSource.targetRayMode` */
71
- get targetRayMode() { return this.inputSource.targetRayMode; }
72
- /** shorthand for `inputSource.targetRaySpace` */
73
- get targetRaySpace() { return this.inputSource.targetRaySpace; }
74
- /** shorthand for `inputSource.gripSpace` */
75
- get gripSpace() { return this.inputSource.gripSpace; }
76
- /**
77
- * If the controller if held in the left or right hand (or if it's a left or right hand)
78
- **/
79
- get side() { return this.__side ??= this.inputSource.handedness; }
80
- __side = undefined;
81
- /** is right side. shorthand for `side === 'right'` */
82
- get isRight() { return this.side === 'right'; }
83
- /** is left side. shorthand for `side === 'left'` */
84
- get isLeft() { return this.side === 'left'; }
85
- /** is XR stylus, e.g. Logitech MX Ink */
86
- get isStylus() { return this._isMxInk; }
87
- /** The XRTransientInputHitTestSource can be used to perform hit tests with the controller ray against the real world.
88
- * see https://developer.mozilla.org/en-US/docs/Web/API/XRSession/requestHitTestSourceForTransientInput for more information
89
- * Requires the hit-test feature to be enabled in the XRSession
90
- *
91
- * NOTE: The hit test source should be cancelled once it's not needed anymore. Call `cancelHitTestSource` to do this
92
- */
93
- getHitTestSource() {
94
- if (!this._hitTestSource)
95
- this._requestHitTestSource();
96
- return this._hitTestSource;
97
- }
98
- get hasHitTestSource() {
99
- return this._hitTestSource;
100
- }
101
- /** Make sure to cancel the hittest source once it's not needed anymore */
102
- cancelHitTestSource() {
103
- if (this._hitTestSource) {
104
- this._hitTestSource.cancel();
105
- this._hitTestSource = undefined;
106
- }
107
- }
108
- _hitTestSource = undefined;
109
- _hasSelectEvent = false;
110
- get hasSelectEvent() { return this._hasSelectEvent; }
111
- _isMxInk = false;
112
- _isMetaQuestTouchController = false;
113
- /** Perform a hit test against the XR planes or meshes. shorthand for `xr.getHitTest(controller)`
114
- * @returns the hit test result (with position and rotation in worldspace) or null if no hit was found
115
- */
116
- getHitTest() {
117
- return this.xr.getHitTest(this);
118
- }
119
- /** This is cleared at the beginning of each frame */
120
- _handJointPoses = new Map();
121
- /** Get the hand joint pose from the current XRFrame. Results are cached for a frame to avoid calling getJointPose multiple times */
122
- getHandJointPose(joint, frame) {
123
- frame = frame || this.xr.frame;
124
- if (!this.hand || !frame?.getJointPose || !this.xr.referenceSpace)
125
- return null;
126
- let pose = this._handJointPoses?.get(joint);
127
- if (pose)
128
- return pose;
129
- pose = frame.getJointPose(joint, this.xr.referenceSpace);
130
- if (pose)
131
- this._handJointPoses.set(joint, pose);
132
- return pose;
133
- }
134
- /** Grip matrix in grip space */
135
- _gripMatrix = new Matrix4();
136
- /** Grip position in grip space */
137
- _gripPosition = new Vector3();
138
- /** Grip rotation in grip space */
139
- _gripQuaternion = new Quaternion();
140
- _linearVelocity = new Vector3();
141
- _rayPositionRaw = new Vector3();
142
- _rayRotationRaw = new Quaternion();
143
- /** ray matrix in grip space */
144
- _rayMatrix = new Matrix4();
145
- /** Ray position in rig space */
146
- _rayPosition = new Vector3();
147
- /** Ray rotation in rig space */
148
- _rayQuaternion = new Quaternion();
149
- /** Grip position in rig space */
150
- get gripPosition() { return getTempVector(this._gripPosition); }
151
- /** Grip rotation in rig space */
152
- get gripQuaternion() { return getTempQuaternion(this._gripQuaternion); }
153
- get gripMatrix() { return this._gripMatrix; }
154
- /** Grip linear velocity in rig space
155
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRPose/linearVelocity
156
- */
157
- get gripLinearVelocity() {
158
- return getTempVector(this._linearVelocity).applyQuaternion(flipForwardQuaternion);
159
- }
160
- /** Ray position in rig space */
161
- get rayPosition() { return getTempVector(this._rayPosition); }
162
- /** Ray rotation in rig space */
163
- get rayQuaternion() { return getTempQuaternion(this._rayQuaternion); }
164
- /** Controller grip position in worldspace */
165
- get gripWorldPosition() { return getTempVector(this._gripWorldPosition); }
166
- _gripWorldPosition = new Vector3();
167
- /** Controller grip rotation in wordspace */
168
- get gripWorldQuaternion() {
169
- return getTempQuaternion(this._gripWorldQuaternion);
170
- }
171
- _gripWorldQuaternion = new Quaternion();
172
- /** Controller ray position in worldspace (this value is calculated once per frame by default - call `updateRayWorldPosition` to force an update) */
173
- get rayWorldPosition() {
174
- return getTempVector(this._rayWorldPosition);
175
- }
176
- _rayWorldPosition = new Vector3();
177
- /** Recalculates the ray world position */
178
- updateRayWorldPosition() {
179
- const parent = this.xr.context.mainCamera?.parent;
180
- this._rayWorldPosition.copy(this._rayPositionRaw);
181
- if (parent)
182
- this._rayWorldPosition.applyMatrix4(parent.matrixWorld);
183
- }
184
- /** Controller ray rotation in wordspace (this value is calculated once per frame by default - call `updateRayWorldQuaternion` to force an update) */
185
- get rayWorldQuaternion() {
186
- return getTempQuaternion(this._rayWorldQuaternion);
187
- }
188
- _rayWorldQuaternion = new Quaternion();
189
- get pinchPosition() {
190
- return getTempVector(this._pinchPosition);
191
- }
192
- _pinchPosition = new Vector3();
193
- /** Recalculates the ray world quaternion */
194
- updateRayWorldQuaternion() {
195
- const parent = this.xr.context.mainCamera?.parent;
196
- const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
197
- this._rayWorldQuaternion.copy(this._rayRotationRaw)
198
- // flip forward because we want +Z to be forward
199
- .multiply(flipForwardQuaternion);
200
- if (parentWorldQuaternion)
201
- this._rayWorldQuaternion.premultiply(parentWorldQuaternion);
202
- }
203
- /** The controller ray in worldspace */
204
- get ray() {
205
- this._ray.origin.copy(this.rayWorldPosition);
206
- this._ray.direction.copy(getTempVector(0, 0, 1).applyQuaternion(this.rayWorldQuaternion));
207
- return this._ray;
208
- }
209
- _ray;
210
- /** Recalculated once per update */
211
- _hand_wristDotUp = undefined;
212
- /**
213
- * The dot product of the hand palm with the up vector.
214
- * 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).
215
- * This value is undefined if there's no hand
216
- */
217
- get handWristDotUp() {
218
- if (this._hand_wristDotUp !== undefined)
219
- return this._hand_wristDotUp;
220
- const handPalm = this.handObject?.joints["wrist"];
221
- if (handPalm) {
222
- const up = getTempVector(0, 1, 0).applyQuaternion(handPalm.quaternion);
223
- const dot = getTempVector(0, 1, 0).dot(up);
224
- return this._hand_wristDotUp = dot;
225
- }
226
- return undefined;
227
- }
228
- /**
229
- * @returns true if the hand is upside down
230
- */
231
- get isHandUpsideDown() {
232
- return this.handWristDotUp !== undefined ? this.handWristDotUp < -.7 : false;
233
- }
234
- /**
235
- * @returns true if the hand is upside down and we got a pinch down event this frame.
236
- */
237
- get isTeleportGesture() {
238
- return this.isHandUpsideDown && this.getGesture("pinch")?.isDown;
239
- }
240
- /** The controller object space.
241
- * You can use it to attach objects to the controller.
242
- * Children will be automatically detached and put into the scene when the controller disconnects
243
- */
244
- get object() { return this._object; }
245
- _object;
246
- _gripSpaceObject;
247
- _raySpaceObject;
248
- /** Assigned the model that you use for rendering. This can be used as a hint for other components */
249
- model = null;
250
- _debugAxesHelper = new AxesHelper(.15);
251
- _debugGripAxesHelper = new AxesHelper(.07);
252
- _debugRayAxesHelper = new AxesHelper(.07);
253
- /** returns the URL of the default controller model */
254
- async getModelUrl() {
255
- return this.getMotionController?.then(res => res?.assetUrl || null);
256
- }
257
- constructor(session, device, index) {
258
- this.xr = session;
259
- this.inputSource = device;
260
- this.index = index;
261
- this._object = new Object3D();
262
- this._object.name = `NeedleXRController_${index}`;
263
- if (debug) {
264
- this._object.add(this._debugAxesHelper);
265
- this._gripSpaceObject = new Object3D();
266
- this._raySpaceObject = new Object3D();
267
- this._gripSpaceObject.name = `NeedleXRController_${index}_gripSpace`;
268
- this._raySpaceObject.name = `NeedleXRController_${index}_raySpace`;
269
- this._gripSpaceObject.add(this._debugGripAxesHelper);
270
- this._raySpaceObject.add(this._debugRayAxesHelper);
271
- this.xr.context.scene.add(this._gripSpaceObject);
272
- this.xr.context.scene.add(this._raySpaceObject);
273
- }
274
- this.xr.context.scene.add(this._object);
275
- this._ray = new Ray();
276
- this.pointerInit = {
277
- origin: this,
278
- pointerType: this.hand ? "hand" : "controller",
279
- deviceIndex: this.index,
280
- pointerId: -1,
281
- mode: this.inputSource.targetRayMode,
282
- ray: this._ray,
283
- device: this._object,
284
- buttonName: "none",
285
- };
286
- this.initialize();
287
- this.subscribeEvents();
288
- }
289
- _hitTestSourcePromise = null;
290
- _requestHitTestSource() {
291
- if (this._hitTestSourcePromise)
292
- return this._hitTestSourcePromise;
293
- // We only request a hit test source when we need it - meaning e.g. when we want to place the scene in AR
294
- // Make sure to cancel the hittest source when we don't need it anymore for performance reasons
295
- // // TODO: change this to check if we have hit-testing enabled instead of pass through.
296
- if (this.xr.mode === "immersive-ar" && this.inputSource.targetRayMode === "tracked-pointer" && this.xr.session.requestHitTestSourceForTransientInput) {
297
- // request hittest source
298
- return this._hitTestSourcePromise = this.xr.session.requestHitTestSourceForTransientInput({
299
- profile: this.inputSource.profiles[0],
300
- offsetRay: new XRRay(),
301
- })?.then(hitTestSource => {
302
- this._hitTestSourcePromise = null;
303
- if (!this.connected) {
304
- hitTestSource.cancel();
305
- return null;
306
- }
307
- return this._hitTestSource = hitTestSource;
308
- }) ?? null;
309
- }
310
- return null;
311
- }
312
- onPointerHits = _evt => {
313
- };
314
- onUpdate(frame) {
315
- performance.mark('NeedleXRController onUpdate start');
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
- Gizmos.DrawLabel(debugLabelPosition, debugStr, .006);
343
- }
344
- onUpdateFrame(frame) {
345
- // make sure this is cleared every frame
346
- this._handJointPoses.clear();
347
- this._hand_wristDotUp = undefined;
348
- if (!this.xr.referenceSpace) {
349
- this._isTracking = false;
350
- return;
351
- }
352
- const rayPose = frame.getPose(this.inputSource.targetRaySpace, this.xr.referenceSpace);
353
- this._isTracking = rayPose != null;
354
- let gripPositionRaw = null;
355
- let gripQuaternionRaw = null;
356
- let rayPositionRaw = null;
357
- let rayQuaternionRaw = null;
358
- if (rayPose) {
359
- const t = rayPose.transform;
360
- this._rayMatrix
361
- .fromArray(t.matrix)
362
- .premultiply(flipForwardMatrix);
363
- this._rayMatrix.decompose(this._rayPosition, this._rayQuaternion, getTempVector(1, 1, 1));
364
- rayPositionRaw = getTempVector(t.position);
365
- rayQuaternionRaw = getTempQuaternion(t.orientation);
366
- this._rayPositionRaw.copy(rayPositionRaw);
367
- this._rayRotationRaw.copy(rayQuaternionRaw);
368
- }
369
- if (this.inputSource.gripSpace) {
370
- const gripPose = frame.getPose(this.inputSource.gripSpace, this.xr.referenceSpace);
371
- if (gripPose) {
372
- const t = gripPose.transform;
373
- gripPositionRaw = getTempVector(t.position);
374
- gripQuaternionRaw = getTempQuaternion(t.orientation);
375
- this._gripMatrix
376
- .fromArray(t.matrix)
377
- .premultiply(flipForwardMatrix);
378
- this._gripMatrix.decompose(this._gripPosition, this._gripQuaternion, getTempVector(1, 1, 1));
379
- if ("linearVelocity" in gripPose && gripPose.linearVelocity) {
380
- const p = gripPose.linearVelocity;
381
- this._linearVelocity.set(p.x, p.y, p.z);
382
- }
383
- }
384
- }
385
- // update controller object parent – needs to be parented to the rig, which
386
- // implicitly is the same object as the camera parent.
387
- if (this.xr.context.mainCamera?.parent) {
388
- if (this._object.parent !== this.xr.context.mainCamera?.parent)
389
- this.xr.context.mainCamera.parent.add(this._object);
390
- if (this._gripSpaceObject !== undefined && this._gripSpaceObject?.parent !== this.xr.context.mainCamera?.parent)
391
- this.xr.context.mainCamera.parent.add(this._gripSpaceObject);
392
- if (this._raySpaceObject !== undefined && this._raySpaceObject?.parent !== this.xr.context.mainCamera?.parent)
393
- this.xr.context.mainCamera.parent.add(this._raySpaceObject);
394
- }
395
- // for controllers, we set the position and rotation of the object to the ray position and rotation
396
- // for hands, we take the wrist position and rotation
397
- const hand = this.hand;
398
- if (hand) {
399
- // https://www.w3.org/TR/webxr-hand-input-1/#xrhand-interface
400
- let gotWrist = false;
401
- // TODO check why types are not correct here
402
- const wrist = hand.get("wrist");
403
- const wristPose = wrist && this.getHandJointPose(wrist, frame);
404
- if (wristPose) {
405
- gotWrist = true;
406
- const p = wristPose.transform.position;
407
- const q = wristPose.transform.orientation;
408
- this._object.position.set(p.x, p.y, p.z);
409
- this._object.quaternion.set(q.x, q.y, q.z, q.w).multiply(flipForwardQuaternion);
410
- }
411
- if (!gotWrist) {
412
- this._object.position.copy(this._rayPosition);
413
- this._object.quaternion.copy(this._rayQuaternion).multiply(flipForwardQuaternion);
414
- }
415
- //@ts-ignore
416
- const middle = hand.get("middle-finger-metacarpal");
417
- const middlePose = middle && this.getHandJointPose(middle, frame);
418
- if (middlePose) {
419
- // for some reason the grip rotation is different from the wrist rotation
420
- // but we want to use the wrist rotation for the grip
421
- this._gripMatrix
422
- .fromArray(middlePose.transform.matrix)
423
- .premultiply(flipForwardMatrix);
424
- this._gripMatrix.decompose(this._gripPosition, this._gripQuaternion, getTempVector(1, 1, 1));
425
- // If we don't have a grip space, we update the data from the metacarpal bone instead.
426
- // this way, things looking for a grip pose will still find one (e.g. XRControllerFollow).
427
- // For example, hands on VisionOS do not provide a gripSpace.
428
- if (true || !this.inputSource.gripSpace) {
429
- gripPositionRaw = getTempVector().copy(middlePose.transform.position);
430
- gripQuaternionRaw = getTempQuaternion().copy(middlePose.transform.orientation);
431
- gripQuaternionRaw.multiply(metacarpalToGripQuaternion);
432
- gripPositionRaw.add(getTempVector(metacarpalToGripPosition).applyQuaternion(gripQuaternionRaw));
433
- }
434
- }
435
- }
436
- // on VisionOS we get a gripSpace that matches where the controller is for transient input sources
437
- else if (this.inputSource.gripSpace && this.targetRayMode === "transient-pointer" && gripPositionRaw && gripQuaternionRaw) {
438
- this._object.position.copy(gripPositionRaw);
439
- this._object.quaternion.copy(gripQuaternionRaw).multiply(flipForwardQuaternion);
440
- }
441
- else if (rayPositionRaw && rayQuaternionRaw) {
442
- this._object.position.copy(rayPositionRaw);
443
- this._object.quaternion.copy(rayQuaternionRaw).multiply(flipForwardQuaternion);
444
- }
445
- if (debug) {
446
- if (rayPositionRaw && rayQuaternionRaw) {
447
- this._raySpaceObject?.position.copy(rayPositionRaw);
448
- this._raySpaceObject?.quaternion.copy(rayQuaternionRaw).multiply(flipForwardQuaternion);
449
- }
450
- if (gripPositionRaw && gripQuaternionRaw) {
451
- this._gripSpaceObject?.position.copy(gripPositionRaw);
452
- this._gripSpaceObject?.quaternion.copy(gripQuaternionRaw).multiply(flipForwardQuaternion);
453
- }
454
- }
455
- // UPDATE WORLD TRANSFORM DATA
456
- const parent = this.xr.context.mainCamera?.parent;
457
- const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
458
- // GRIP
459
- if (gripPositionRaw && gripQuaternionRaw) {
460
- this._gripWorldPosition.copy(gripPositionRaw);
461
- if (parent)
462
- this._gripWorldPosition.applyMatrix4(parent.matrixWorld);
463
- this._gripWorldQuaternion.copy(gripQuaternionRaw);
464
- // flip forward because we want +Z to be forward
465
- this._gripWorldQuaternion.multiply(flipForwardQuaternion);
466
- if (parentWorldQuaternion)
467
- this._gripWorldQuaternion.premultiply(parentWorldQuaternion);
468
- }
469
- // RAY
470
- this.updateRayWorldPosition();
471
- this.updateRayWorldQuaternion();
472
- }
473
- /** Called when the input source disconnects */
474
- onDisconnected() {
475
- this._connected = false;
476
- if (debug)
477
- console.warn("Controller disconnected", this.index);
478
- // move all attached objects into the scene
479
- for (const child of this._object.children) {
480
- this.xr.context.scene.attach(child);
481
- }
482
- this._object?.removeFromParent();
483
- this._debugAxesHelper?.removeFromParent();
484
- this._debugGripAxesHelper?.removeFromParent();
485
- this._debugRayAxesHelper?.removeFromParent();
486
- this._gripSpaceObject?.removeFromParent();
487
- this._raySpaceObject?.removeFromParent();
488
- this.unsubscribeEvents();
489
- if (this._hitTestSource) {
490
- this._hitTestSource.cancel();
491
- this._hitTestSource = undefined;
492
- }
493
- }
494
- /**
495
- * Get a gamepad button
496
- * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
497
- * @param key the controller button name e.g. x-button
498
- * @returns the gamepad button if it exists on the controller - otherwise undefined
499
- */
500
- getButton(key) {
501
- if (!this._layout)
502
- return undefined;
503
- switch (key) {
504
- case "primary-button":
505
- if (this.isLeft)
506
- key = "x-button";
507
- else if (this.isRight)
508
- key = "a-button";
509
- else
510
- return undefined;
511
- break;
512
- case "primary":
513
- if (this.hand) {
514
- return this.getGesture("pinch");
515
- }
516
- return this.toNeedleGamepadButton(0, key);
517
- }
518
- if (this._buttonMap.has(key)) {
519
- return this.toNeedleGamepadButton(this._buttonMap.get(key), key);
520
- }
521
- const componentModel = this._layout?.components[key];
522
- if (componentModel?.gamepadIndices) {
523
- switch (componentModel.type) {
524
- case "button":
525
- case "squeeze":
526
- if (this.inputSource.gamepad) {
527
- const index = componentModel.gamepadIndices.button;
528
- this._buttonMap.set(key, index);
529
- return this.toNeedleGamepadButton(index, key);
530
- }
531
- break;
532
- default:
533
- console.warn("Unsupported component type", componentModel.type);
534
- break;
535
- }
536
- }
537
- this._buttonMap.set(key, undefined);
538
- return undefined;
539
- }
540
- /** Get a gesture state */
541
- getGesture(key) {
542
- const state = this.states[key];
543
- if (!state)
544
- return null;
545
- this.states[key] = state;
546
- const needleButton = this._needleGamepadButtons[key] || new NeedleGamepadButton(undefined, key);
547
- needleButton.pressed = state.pressed;
548
- needleButton.value = state.value;
549
- needleButton.isDown = state.isDown;
550
- needleButton.isUp = state.isUp;
551
- this._needleGamepadButtons[key] = needleButton;
552
- return needleButton;
553
- }
554
- getPointerId(button) {
555
- if (button === "primary") {
556
- button = 0;
557
- }
558
- else if (button === "pinch") {
559
- button = 0;
560
- }
561
- if (typeof button !== "number") {
562
- const needleButton = this._buttonMap.get(button);
563
- if (needleButton === undefined) {
564
- return undefined;
565
- }
566
- button = needleButton;
567
- }
568
- return this.index * 10 + button;
569
- }
570
- _needleGamepadButtons = {};
571
- /** combine the InputState information + the GamepadButton information (since GamepadButtons can not be extended) */
572
- toNeedleGamepadButton(index, name) {
573
- if (!this.inputSource.gamepad?.buttons)
574
- return undefined;
575
- const button = this.inputSource.gamepad?.buttons[index];
576
- const state = this.states[index];
577
- const needleButton = this._needleGamepadButtons[index] || new NeedleGamepadButton(index, name);
578
- if (button) {
579
- needleButton.pressed = button.pressed;
580
- needleButton.value = button.value;
581
- needleButton.touched = button.touched;
582
- }
583
- if (state) {
584
- needleButton.isDown = state.isDown;
585
- needleButton.isUp = state.isUp;
586
- }
587
- this._needleGamepadButtons[index] = needleButton;
588
- return needleButton;
589
- }
590
- /**
591
- * Get the values of a controller joystick
592
- * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
593
- * @returns the stick values where x is left/right, y is up/down and z is the button value
594
- */
595
- getStick(key) {
596
- if (!this._layout)
597
- return { x: 0, y: 0, z: 0 };
598
- if (key === "primary") {
599
- const x = this.inputSource.gamepad?.axes[0] || 0;
600
- const y = this.inputSource.gamepad?.axes[1] || 0;
601
- // the primary thumbstick is button 3 (see gamepads module explainer)
602
- const z = this.inputSource.gamepad?.buttons[3]?.value || 0;
603
- return { x, y, z };
604
- }
605
- const componentModel = this._layout?.components[key];
606
- if (componentModel?.gamepadIndices) {
607
- switch (componentModel.type) {
608
- case "thumbstick":
609
- if (this.inputSource.gamepad) {
610
- const xIndex = componentModel.gamepadIndices.xAxis;
611
- const yIndex = componentModel.gamepadIndices.yAxis;
612
- let x = this.inputSource.gamepad?.axes[xIndex];
613
- let y = this.inputSource.gamepad?.axes[yIndex];
614
- x *= -1;
615
- y *= -1;
616
- const buttonIndex = componentModel.gamepadIndices.button;
617
- const z = this.inputSource.gamepad?.buttons[buttonIndex]?.value;
618
- return { x, y, z };
619
- }
620
- }
621
- }
622
- return { x: 0, y: 0, z: 0 };
623
- }
624
- _buttonMap = new Map();
625
- // the motion controller contains the controller scheme, we use this to simplify button access
626
- _motioncontroller;
627
- _layout;
628
- getMotionController;
629
- initialize() {
630
- // WORKAROUND for hand controllers that don't have a select event
631
- this._hasSelectEvent = this.profiles.includes("generic-hand-select") || this.profiles.some(p => p.startsWith("generic-trigger"));
632
- // Used to determine special layout for Quest controllers, e.g. last button is menu button
633
- this._isMetaQuestTouchController = this.profiles.includes("meta-quest-touch-plus") || this.profiles.includes("oculus-touch-v3");
634
- // Proper profile starting with v69 and browser 35.1
635
- this._isMxInk = this.profiles.includes("logitech-mx-ink");
636
- if (!this._layout) {
637
- // Ignore transient-pointer since we likely don't want to spawn a controller visual just for a temporary pointer.
638
- // TODO we should check how this is actually handled on Quest Browser when the transient-pointer flag is on.
639
- if (this.inputSource.targetRayMode === "transient-pointer")
640
- return;
641
- // TODO: we should fetch the profiles or better yet the profile list once and cache it
642
- const fetchProfileCall = fetchProfile(this.inputSource, DEFAULT_PROFILES_PATH, DEFAULT_PROFILE);
643
- /** @ts-ignore */
644
- this.getMotionController = fetchProfileCall.then(res => {
645
- if (!this.connected)
646
- return null;
647
- this._motioncontroller = new MotionController(this.inputSource, res.profile, res.assetPath || "");
648
- const profile = res.profile;
649
- const layout = profile.layouts[this.inputSource.handedness];
650
- this._layout = layout;
651
- if (this._layout) {
652
- if (!this._layout.gamepad?.length) {
653
- this._layout.gamepad = [];
654
- for (const key in this._layout.components) {
655
- const component = this._layout.components[key];
656
- this._layout.gamepad[component.gamepadIndices.button] = key;
657
- }
658
- }
659
- }
660
- // if (debug) console.log(this._layout, this.inputSource);
661
- // debugger;
662
- // this.getButton("a-button")
663
- return this._motioncontroller;
664
- }).catch(err => {
665
- if (this.inputSource)
666
- console.warn("Couldn't initialize motion controller profile for ", this.inputSource, err);
667
- return null;
668
- });
669
- }
670
- }
671
- /**
672
- * When enabled the controller will automatically emit pointer down events to the Needle Engine Input System.
673
- * @default true
674
- */
675
- emitPointerDownEvent = true;
676
- /**
677
- * When enabled the controller will automatically emit pointer up events to the Needle Engine Input System.
678
- * @default true
679
- */
680
- emitPointerUpEvent = true;
681
- /**
682
- * When enabled the controller will automatically emit pointer move events to the Needle Engine Input System.
683
- * @default true
684
- */
685
- emitPointerMoveEvent = true;
686
- /**
687
- * The distance threshold for pointer move events. This value is in units in rig space
688
- * @default 0.03
689
- */
690
- pointerMoveDistanceThreshold = 0.03;
691
- /**
692
- * The angle threshold for pointer move events. This value is in radians.
693
- * @default 0.05
694
- */
695
- pointerMoveAngleThreshold = 0.05;
696
- subscribeEvents() {
697
- // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/selectstart_event
698
- this.xr.session.addEventListener("selectstart", this.onSelectStart);
699
- this.xr.session.addEventListener("selectend", this.onSelectEnd);
700
- // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/squeeze_event
701
- this.xr.session.addEventListener("squeezestart", this.onSequeezeStart);
702
- this.xr.session.addEventListener("squeezeend", this.onSequeezeEnd);
703
- }
704
- unsubscribeEvents() {
705
- this.xr.session.removeEventListener("selectstart", this.onSelectStart);
706
- this.xr.session.removeEventListener("selectend", this.onSelectEnd);
707
- this.xr.session.removeEventListener("squeezestart", this.onSequeezeStart);
708
- this.xr.session.removeEventListener("squeezeend", this.onSequeezeEnd);
709
- }
710
- _selectButtonIndex = undefined;
711
- _squeezeButtonIndex = undefined;
712
- onSelectStart = (evt) => {
713
- if (!this.emitPointerDownEvent)
714
- return;
715
- if (this.inputSource !== evt.inputSource)
716
- return;
717
- // if a selectstart event happens right after an input source is connected, we may even receive this event before
718
- // requestAnimationFrame callback with the current session. So, we need to update the frame here.
719
- this.onUpdateFrame(evt.frame);
720
- // if we receive a select event we can be true that this device supports select events
721
- this._hasSelectEvent = true;
722
- const selectComponentId = this._layout?.selectComponentId;
723
- const i = this._layout?.components[selectComponentId]?.gamepadIndices?.button;
724
- if (i !== undefined)
725
- this._selectButtonIndex = i;
726
- if (debugCustomGesture)
727
- return;
728
- /*
729
- if (!_didReceiveSelectStartEvent) {
730
- _didReceiveSelectStartEvent = true;
731
- // safeguard first pinch event - check if the pinch gesture is already down
732
- const pinch = this.getGesture("pinch");
733
- if (pinch?.pressed) {
734
- 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);
735
- return;
736
- }
737
- }
738
- */
739
- if (debug)
740
- Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0xff0000, 10);
741
- this.emitPointerEvent(InputEvents.PointerDown, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
742
- };
743
- onSelectEnd = (evt) => {
744
- if (!this.emitPointerUpEvent)
745
- return;
746
- if (debugCustomGesture)
747
- return;
748
- if (this.inputSource !== evt.inputSource)
749
- return;
750
- this.emitPointerEvent(InputEvents.PointerUp, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
751
- };
752
- onSequeezeStart = (evt) => {
753
- if (!this.emitPointerDownEvent)
754
- return;
755
- if (this.inputSource !== evt.inputSource)
756
- return;
757
- this._squeezeButtonIndex = this._layout?.components["xr-standard-squeeze"]?.gamepadIndices?.button;
758
- if (this._squeezeButtonIndex !== undefined) {
759
- if (debug)
760
- Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0x0000ff, 10);
761
- this.emitPointerEvent(InputEvents.PointerDown, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
762
- }
763
- };
764
- onSequeezeEnd = (evt) => {
765
- if (!this.emitPointerUpEvent)
766
- return;
767
- if (this.inputSource !== evt.inputSource)
768
- return;
769
- if (this._squeezeButtonIndex !== undefined)
770
- this.emitPointerEvent(InputEvents.PointerUp, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
771
- };
772
- /** Index = button index */
773
- states = {};
774
- // If we want to invoke button events for ALL buttons we need to keep track of the previous state
775
- // instead of using XR input select start events which is only raised for the primary button
776
- // 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)
777
- // and start with index = 1
778
- updateInputEvents() {
779
- // https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-heading
780
- if (this.gamepad?.buttons) {
781
- for (let index = 0; index < this.gamepad.buttons.length; index++) {
782
- const button = this.gamepad.buttons[index];
783
- const state = this.states[index] || new InputState();
784
- let eventName = null;
785
- // Special handling for MX Ink stylus on Quest OS v69+.
786
- // We're never getting a "pressed" state here, so we determine pressed state based on the value.
787
- if (this._isMxInk && (index === 4 || index === 5)) {
788
- if (button.value > 0 && !state.pressed) {
789
- eventName = "pointerdown";
790
- state.isDown = true;
791
- state.isUp = false;
792
- }
793
- else if (button.value === 0 && state.pressed) {
794
- eventName = "pointerup";
795
- state.isDown = false;
796
- state.isUp = true;
797
- }
798
- else if (state.pressed) {
799
- eventName = "pointermove";
800
- state.isDown = false;
801
- state.isUp = false;
802
- }
803
- state.pressed = button.value > 0;
804
- state.value = button.value;
805
- }
806
- // Regular controller handling.
807
- else {
808
- // is down
809
- if (button.pressed && !state.pressed) {
810
- eventName = "pointerdown";
811
- state.isDown = true;
812
- state.isUp = false;
813
- }
814
- // is up
815
- else if (!button.pressed && state.pressed) {
816
- eventName = "pointerup";
817
- state.isDown = false;
818
- state.isUp = true;
819
- }
820
- else {
821
- state.isDown = false;
822
- state.isUp = false;
823
- }
824
- state.pressed = button.pressed;
825
- state.value = button.value;
826
- }
827
- this.states[index] = state;
828
- // the selection event is handled in the "selectstart" callback
829
- const emitEvent = index !== this._selectButtonIndex && index !== this._squeezeButtonIndex;
830
- if (eventName != null && emitEvent) {
831
- let name = this._layout?.gamepad[index];
832
- if (this._isMxInk && index === 4)
833
- name = "stylus-touch";
834
- if (this._isMxInk && index === 5)
835
- name = "stylus-tip";
836
- if (debug || debugCustomGesture)
837
- console.log("Emitting pointer event", eventName, index, name, button.value, this.gamepad, this._layout);
838
- this.emitPointerEvent(eventName, index, name ?? "none", false, null, button.value);
839
- }
840
- }
841
- // For Quest controllers, the last button is the menu button
842
- if (this._isMetaQuestTouchController) {
843
- const menuButtonIndex = this.gamepad.buttons.length - 1;
844
- const menuButtonState = this.states[menuButtonIndex];
845
- if (menuButtonState) {
846
- if (menuButtonState.isDown) {
847
- const menu = this.context.menu;
848
- if (menu.spatialMenuIsVisible)
849
- menu.setSpatialMenuVisible(false);
850
- else
851
- this.context.menu.setSpatialMenuVisible(true);
852
- }
853
- }
854
- }
855
- }
856
- // update hand gesture states
857
- if (this.hand) {
858
- const handObject = this.handObject;
859
- if (handObject) {
860
- // update pinch state
861
- const indexTip = handObject.joints["index-finger-tip"];
862
- const thumbTip = handObject.joints["thumb-tip"];
863
- if (indexTip && thumbTip) {
864
- const distance = indexTip.position.distanceTo(thumbTip.position);
865
- // upddate position of the pinch point
866
- this._pinchPosition.lerpVectors(indexTip.position, thumbTip.position, .5);
867
- const parent = this.xr.context.mainCamera?.parent;
868
- if (parent)
869
- this._pinchPosition.applyMatrix4(parent.matrixWorld);
870
- if (distance !== 0) { // ignore exactly 0 which happens when we switch from hands to controllers
871
- const pinchThreshold = .02;
872
- const pinchHysteresis = .01;
873
- const state = this.states["pinch"] || new InputState();
874
- const maxDistance = (pinchThreshold + pinchHysteresis) * 1.5;
875
- state.value = 1 - ((distance - pinchThreshold) / maxDistance);
876
- const isPressed = distance < (pinchThreshold - pinchHysteresis);
877
- const isReleased = distance > (pinchThreshold + pinchHysteresis);
878
- if (isPressed && !state.pressed) {
879
- if (debugCustomGesture)
880
- console.log("pinch start", distance);
881
- state.isDown = true;
882
- state.isUp = false;
883
- state.pressed = true;
884
- }
885
- else if (isReleased && state.pressed) {
886
- state.isDown = false;
887
- state.isUp = true;
888
- state.pressed = false;
889
- }
890
- else {
891
- state.isDown = false;
892
- state.isUp = false;
893
- }
894
- this.states["pinch"] = state;
895
- }
896
- /** Workaround for visionOS not emitting selectstart. See https://linear.app/needle/issue/NE-4212
897
- * If a selectstart event was never received we do a manual check here if the user is pinching
898
- * Update: VisionOS 1.1 now properly emits select events from transient input sources, based on gaze.
899
- * We're keeping this code commented for now since there may be future changes before VisionOS WebXR ships.
900
- */
901
- /*
902
- if (!_didReceiveSelectStartEvent && (state.isDown || state.isUp)) {
903
- const eventName = isPressed ? "pointerdown" : "pointerup";
904
- const pressure = distance / pinchThreshold;
905
- if (debugCustomGesture) {
906
- const p = this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.2));
907
- p.y += .05;
908
- p.y += Math.random() * .02;
909
- Gizmos.DrawLabel(p, "pinch:" + eventName + ", " + this.index + ", " + this.side + "\n" + handObject.uuid, 0.01, 5, 0x000000, new RGBAColor(1, 1, 1, .1));
910
- }
911
- this.emitPointerEvent(eventName, 0, "pinch", false, null, pressure);
912
- }
913
- */
914
- }
915
- }
916
- }
917
- }
918
- _didMoveLastFrame = false;
919
- _lastPointerMovePosition = new Vector3();
920
- _lastPointerMoveQuaternion = new Quaternion();
921
- onUpdateMove() {
922
- if (!this.emitPointerMoveEvent)
923
- return;
924
- let didMove = false;
925
- const dist = this._lastPointerMovePosition.distanceTo(this.gripWorldPosition);
926
- if (dist > this.pointerMoveDistanceThreshold * this.xr.rigScale)
927
- didMove = true;
928
- if (!didMove) {
929
- const angle = this._lastPointerMoveQuaternion.angleTo(this.gripWorldQuaternion);
930
- if (angle > this.pointerMoveAngleThreshold)
931
- didMove = true;
932
- }
933
- if (didMove) {
934
- this._didMoveLastFrame = true;
935
- this._lastPointerMovePosition.copy(this.gripWorldPosition);
936
- this._lastPointerMoveQuaternion.copy(this.gripWorldQuaternion);
937
- if (debug)
938
- Gizmos.DrawLabel(this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.1)), "move", .01);
939
- let button = this.xr.context.input.getFirstPressedButtonForPointer(this.index);
940
- if (button === undefined)
941
- button = 0;
942
- const pressure = this.gamepad?.buttons[button]?.value;
943
- this.emitPointerEvent("pointermove", button, "none", false, null, pressure);
944
- }
945
- else {
946
- this._didMoveLastFrame = false;
947
- }
948
- }
949
- /** cached spatial pointer init object. We re-use it to not have */
950
- pointerInit;
951
- emitPointerEvent(type, button, buttonName, primary, source = null, pressure) {
952
- if (!this.emitEvents) {
953
- if (debug && type !== InputEvents.PointerMove)
954
- console.warn("Pointer events are disabled for this controller", this.index, type, button);
955
- return;
956
- }
957
- // Currently we do only want to emit pointer events for NON screen based events
958
- // that means if the input device is spatial (AR touch on a screen should be handled via touchdown etc still)
959
- // Not sure if *this* is enough to determine if the event is spatial or not
960
- if (this.xr.mode === "immersive-vr" || this.xr.isPassThrough) {
961
- this.pointerInit.origin = this;
962
- this.pointerInit.pointerId = this.getPointerId(button);
963
- this.pointerInit.pointerType = this.hand ? "hand" : "controller";
964
- this.pointerInit.button = button;
965
- this.pointerInit.buttonName = buttonName;
966
- this.pointerInit.isPrimary = primary;
967
- this.pointerInit.mode = this.inputSource.targetRayMode;
968
- this.pointerInit.ray = this.ray;
969
- this.pointerInit.device = this.object;
970
- this.pointerInit.pressure = pressure;
971
- this.pointerInit.clientX = this._rayPosition.x / this.xr.rigScale;
972
- this.pointerInit.clientY = this._rayPosition.y / this.xr.rigScale;
973
- this.pointerInit.clientZ = this._rayPosition.z / this.xr.rigScale;
974
- const prevContext = Context.Current;
975
- Context.Current = this.xr.context;
976
- if (debug && type !== "pointermove")
977
- console.warn("Pointer event", type, button, buttonName, { ...this.pointerInit });
978
- this.xr.context.input.createInputEvent(new NEPointerEvent(type, source, this.pointerInit));
979
- Context.Current = prevContext;
980
- }
981
- }
982
- }
983
- class InputState {
984
- /** if the button was pressed the last update */
985
- isDown = false;
986
- /** if the button was released the last update */
987
- isUp = false;
988
- pressed = false;
989
- value = 0;
990
- }
991
- ;
992
- /** Enhanced GamepadButton with `isDown` and `isUp` information */
993
- class NeedleGamepadButton {
994
- /** The index of the button in the input gamepad */
995
- index;
996
- name;
997
- touched = false;
998
- pressed = false;
999
- value = 0;
1000
- /** was the button just pressed down the last update */
1001
- isDown = false;
1002
- /** was the button just released the last update */
1003
- isUp = false;
1004
- constructor(index, name) {
1005
- this.index = index;
1006
- this.name = name;
1007
- }
1008
- }
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
+ */
28
+ export class NeedleXRController {
29
+ /** the Needle XR Session */
30
+ xr;
31
+ get context() { return this.xr.context; }
32
+ /**
33
+ * https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
34
+ */
35
+ inputSource;
36
+ /** the input source index */
37
+ index = 0;
38
+ /** 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)
39
+ * 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
40
+ */
41
+ emitEvents = true;
42
+ /** Is the controller still connected? */
43
+ get connected() {
44
+ return this._connected;
45
+ }
46
+ _connected = true;
47
+ get isTracking() { return this._isTracking; }
48
+ _isTracking = false;
49
+ /** the input source gamepad giving raw access to the gamepad values
50
+ * You should usually use the `getButton` and `getStick` methods instead to get access to named buttons and sticks
51
+ */
52
+ get gamepad() { return this.__gamepad ??= this.inputSource.gamepad; }
53
+ __gamepad;
54
+ /** @returns true if this is a hand (otherwise this is a controller) */
55
+ get isHand() { return this.hand != undefined; }
56
+ /**
57
+ * If this is a hand then this is the hand info (XRHand)
58
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRHand
59
+ */
60
+ get hand() { return this.__hand ??= this.inputSource.hand; }
61
+ __hand;
62
+ /** threejs XRHandSpace, shorthand for `context.renderer.xr.getHand(controllerIndex)`
63
+ * @link https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager.getHand
64
+ */
65
+ get handObject() { return this.context.renderer.xr.getHand(this.index); }
66
+ /** The input source profiles */
67
+ get profiles() { return this.inputSource.profiles; }
68
+ /** The device input layout */
69
+ get layout() { return this._layout; }
70
+ /** shorthand for `inputSource.targetRayMode` */
71
+ get targetRayMode() { return this.inputSource.targetRayMode; }
72
+ /** shorthand for `inputSource.targetRaySpace` */
73
+ get targetRaySpace() { return this.inputSource.targetRaySpace; }
74
+ /** shorthand for `inputSource.gripSpace` */
75
+ get gripSpace() { return this.inputSource.gripSpace; }
76
+ /**
77
+ * If the controller if held in the left or right hand (or if it's a left or right hand)
78
+ **/
79
+ get side() { return this.__side ??= this.inputSource.handedness; }
80
+ __side = undefined;
81
+ /** is right side. shorthand for `side === 'right'` */
82
+ get isRight() { return this.side === 'right'; }
83
+ /** is left side. shorthand for `side === 'left'` */
84
+ get isLeft() { return this.side === 'left'; }
85
+ /** is XR stylus, e.g. Logitech MX Ink */
86
+ get isStylus() { return this._isMxInk; }
87
+ /** The XRTransientInputHitTestSource can be used to perform hit tests with the controller ray against the real world.
88
+ * see https://developer.mozilla.org/en-US/docs/Web/API/XRSession/requestHitTestSourceForTransientInput for more information
89
+ * Requires the hit-test feature to be enabled in the XRSession
90
+ *
91
+ * NOTE: The hit test source should be cancelled once it's not needed anymore. Call `cancelHitTestSource` to do this
92
+ */
93
+ getHitTestSource() {
94
+ if (!this._hitTestSource)
95
+ this._requestHitTestSource();
96
+ return this._hitTestSource;
97
+ }
98
+ get hasHitTestSource() {
99
+ return this._hitTestSource;
100
+ }
101
+ /** Make sure to cancel the hittest source once it's not needed anymore */
102
+ cancelHitTestSource() {
103
+ if (this._hitTestSource) {
104
+ this._hitTestSource.cancel();
105
+ this._hitTestSource = undefined;
106
+ }
107
+ }
108
+ _hitTestSource = undefined;
109
+ _hasSelectEvent = false;
110
+ get hasSelectEvent() { return this._hasSelectEvent; }
111
+ _isMxInk = false;
112
+ _isMetaQuestTouchController = false;
113
+ /** Perform a hit test against the XR planes or meshes. shorthand for `xr.getHitTest(controller)`
114
+ * @returns the hit test result (with position and rotation in worldspace) or null if no hit was found
115
+ */
116
+ getHitTest() {
117
+ return this.xr.getHitTest(this);
118
+ }
119
+ /** This is cleared at the beginning of each frame */
120
+ _handJointPoses = new Map();
121
+ /** Get the hand joint pose from the current XRFrame. Results are cached for a frame to avoid calling getJointPose multiple times */
122
+ getHandJointPose(joint, frame) {
123
+ frame = frame || this.xr.frame;
124
+ if (!this.hand || !frame?.getJointPose || !this.xr.referenceSpace)
125
+ return null;
126
+ let pose = this._handJointPoses?.get(joint);
127
+ if (pose)
128
+ return pose;
129
+ pose = frame.getJointPose(joint, this.xr.referenceSpace);
130
+ if (pose)
131
+ this._handJointPoses.set(joint, pose);
132
+ return pose;
133
+ }
134
+ /** Grip matrix in grip space */
135
+ _gripMatrix = new Matrix4();
136
+ /** Grip position in grip space */
137
+ _gripPosition = new Vector3();
138
+ /** Grip rotation in grip space */
139
+ _gripQuaternion = new Quaternion();
140
+ _linearVelocity = new Vector3();
141
+ _rayPositionRaw = new Vector3();
142
+ _rayRotationRaw = new Quaternion();
143
+ /** ray matrix in grip space */
144
+ _rayMatrix = new Matrix4();
145
+ /** Ray position in rig space */
146
+ _rayPosition = new Vector3();
147
+ /** Ray rotation in rig space */
148
+ _rayQuaternion = new Quaternion();
149
+ /** Grip position in rig space */
150
+ get gripPosition() { return getTempVector(this._gripPosition); }
151
+ /** Grip rotation in rig space */
152
+ get gripQuaternion() { return getTempQuaternion(this._gripQuaternion); }
153
+ get gripMatrix() { return this._gripMatrix; }
154
+ /** Grip linear velocity in rig space
155
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRPose/linearVelocity
156
+ */
157
+ get gripLinearVelocity() {
158
+ return getTempVector(this._linearVelocity).applyQuaternion(flipForwardQuaternion);
159
+ }
160
+ /** Ray position in rig space */
161
+ get rayPosition() { return getTempVector(this._rayPosition); }
162
+ /** Ray rotation in rig space */
163
+ get rayQuaternion() { return getTempQuaternion(this._rayQuaternion); }
164
+ /** Controller grip position in worldspace */
165
+ get gripWorldPosition() { return getTempVector(this._gripWorldPosition); }
166
+ _gripWorldPosition = new Vector3();
167
+ /** Controller grip rotation in wordspace */
168
+ get gripWorldQuaternion() {
169
+ return getTempQuaternion(this._gripWorldQuaternion);
170
+ }
171
+ _gripWorldQuaternion = new Quaternion();
172
+ /** Controller ray position in worldspace (this value is calculated once per frame by default - call `updateRayWorldPosition` to force an update) */
173
+ get rayWorldPosition() {
174
+ return getTempVector(this._rayWorldPosition);
175
+ }
176
+ _rayWorldPosition = new Vector3();
177
+ /** Recalculates the ray world position */
178
+ updateRayWorldPosition() {
179
+ const parent = this.xr.context.mainCamera?.parent;
180
+ this._rayWorldPosition.copy(this._rayPositionRaw);
181
+ if (parent)
182
+ this._rayWorldPosition.applyMatrix4(parent.matrixWorld);
183
+ }
184
+ /** Controller ray rotation in wordspace (this value is calculated once per frame by default - call `updateRayWorldQuaternion` to force an update) */
185
+ get rayWorldQuaternion() {
186
+ return getTempQuaternion(this._rayWorldQuaternion);
187
+ }
188
+ _rayWorldQuaternion = new Quaternion();
189
+ get pinchPosition() {
190
+ return getTempVector(this._pinchPosition);
191
+ }
192
+ _pinchPosition = new Vector3();
193
+ /** Recalculates the ray world quaternion */
194
+ updateRayWorldQuaternion() {
195
+ const parent = this.xr.context.mainCamera?.parent;
196
+ const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
197
+ this._rayWorldQuaternion.copy(this._rayRotationRaw)
198
+ // flip forward because we want +Z to be forward
199
+ .multiply(flipForwardQuaternion);
200
+ if (parentWorldQuaternion)
201
+ this._rayWorldQuaternion.premultiply(parentWorldQuaternion);
202
+ }
203
+ /** The controller ray in worldspace */
204
+ get ray() {
205
+ this._ray.origin.copy(this.rayWorldPosition);
206
+ this._ray.direction.copy(getTempVector(0, 0, 1).applyQuaternion(this.rayWorldQuaternion));
207
+ return this._ray;
208
+ }
209
+ _ray;
210
+ /** Recalculated once per update */
211
+ _hand_wristDotUp = undefined;
212
+ /**
213
+ * The dot product of the hand palm with the up vector.
214
+ * 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).
215
+ * This value is undefined if there's no hand
216
+ */
217
+ get handWristDotUp() {
218
+ if (this._hand_wristDotUp !== undefined)
219
+ return this._hand_wristDotUp;
220
+ const handPalm = this.handObject?.joints["wrist"];
221
+ if (handPalm) {
222
+ const up = getTempVector(0, 1, 0).applyQuaternion(handPalm.quaternion);
223
+ const dot = getTempVector(0, 1, 0).dot(up);
224
+ return this._hand_wristDotUp = dot;
225
+ }
226
+ return undefined;
227
+ }
228
+ /**
229
+ * @returns true if the hand is upside down
230
+ */
231
+ get isHandUpsideDown() {
232
+ return this.handWristDotUp !== undefined ? this.handWristDotUp < -.7 : false;
233
+ }
234
+ /**
235
+ * @returns true if the hand is upside down and we got a pinch down event this frame.
236
+ */
237
+ get isTeleportGesture() {
238
+ return this.isHandUpsideDown && this.getGesture("pinch")?.isDown;
239
+ }
240
+ /** The controller object space.
241
+ * You can use it to attach objects to the controller.
242
+ * Children will be automatically detached and put into the scene when the controller disconnects
243
+ */
244
+ get object() { return this._object; }
245
+ _object;
246
+ _gripSpaceObject;
247
+ _raySpaceObject;
248
+ /** Assigned the model that you use for rendering. This can be used as a hint for other components */
249
+ model = null;
250
+ _debugAxesHelper = new AxesHelper(.15);
251
+ _debugGripAxesHelper = new AxesHelper(.07);
252
+ _debugRayAxesHelper = new AxesHelper(.07);
253
+ /** returns the URL of the default controller model */
254
+ async getModelUrl() {
255
+ return this.getMotionController?.then(res => res?.assetUrl || null);
256
+ }
257
+ constructor(session, device, index) {
258
+ this.xr = session;
259
+ this.inputSource = device;
260
+ this.index = index;
261
+ this._object = new Object3D();
262
+ this._object.name = `NeedleXRController_${index}`;
263
+ if (debug) {
264
+ this._object.add(this._debugAxesHelper);
265
+ this._gripSpaceObject = new Object3D();
266
+ this._raySpaceObject = new Object3D();
267
+ this._gripSpaceObject.name = `NeedleXRController_${index}_gripSpace`;
268
+ this._raySpaceObject.name = `NeedleXRController_${index}_raySpace`;
269
+ this._gripSpaceObject.add(this._debugGripAxesHelper);
270
+ this._raySpaceObject.add(this._debugRayAxesHelper);
271
+ this.xr.context.scene.add(this._gripSpaceObject);
272
+ this.xr.context.scene.add(this._raySpaceObject);
273
+ }
274
+ this.xr.context.scene.add(this._object);
275
+ this._ray = new Ray();
276
+ this.pointerInit = {
277
+ origin: this,
278
+ pointerType: this.hand ? "hand" : "controller",
279
+ deviceIndex: this.index,
280
+ pointerId: -1,
281
+ mode: this.inputSource.targetRayMode,
282
+ ray: this._ray,
283
+ device: this._object,
284
+ buttonName: "none",
285
+ };
286
+ this.initialize();
287
+ this.subscribeEvents();
288
+ }
289
+ _hitTestSourcePromise = null;
290
+ _requestHitTestSource() {
291
+ if (this._hitTestSourcePromise)
292
+ return this._hitTestSourcePromise;
293
+ // We only request a hit test source when we need it - meaning e.g. when we want to place the scene in AR
294
+ // Make sure to cancel the hittest source when we don't need it anymore for performance reasons
295
+ // // TODO: change this to check if we have hit-testing enabled instead of pass through.
296
+ if (this.xr.mode === "immersive-ar" && this.inputSource.targetRayMode === "tracked-pointer" && this.xr.session.requestHitTestSourceForTransientInput) {
297
+ // request hittest source
298
+ return this._hitTestSourcePromise = this.xr.session.requestHitTestSourceForTransientInput({
299
+ profile: this.inputSource.profiles[0],
300
+ offsetRay: new XRRay(),
301
+ })?.then(hitTestSource => {
302
+ this._hitTestSourcePromise = null;
303
+ if (!this.connected) {
304
+ hitTestSource.cancel();
305
+ return null;
306
+ }
307
+ return this._hitTestSource = hitTestSource;
308
+ }) ?? null;
309
+ }
310
+ return null;
311
+ }
312
+ onPointerHits = _evt => {
313
+ };
314
+ onUpdate(frame) {
315
+ performance.mark('NeedleXRController onUpdate start');
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
+ Gizmos.DrawLabel(debugLabelPosition, debugStr, .006);
343
+ }
344
+ onUpdateFrame(frame) {
345
+ // make sure this is cleared every frame
346
+ this._handJointPoses.clear();
347
+ this._hand_wristDotUp = undefined;
348
+ if (!this.xr.referenceSpace) {
349
+ this._isTracking = false;
350
+ return;
351
+ }
352
+ const rayPose = frame.getPose(this.inputSource.targetRaySpace, this.xr.referenceSpace);
353
+ this._isTracking = rayPose != null;
354
+ let gripPositionRaw = null;
355
+ let gripQuaternionRaw = null;
356
+ let rayPositionRaw = null;
357
+ let rayQuaternionRaw = null;
358
+ if (rayPose) {
359
+ const t = rayPose.transform;
360
+ this._rayMatrix
361
+ .fromArray(t.matrix)
362
+ .premultiply(flipForwardMatrix);
363
+ this._rayMatrix.decompose(this._rayPosition, this._rayQuaternion, getTempVector(1, 1, 1));
364
+ rayPositionRaw = getTempVector(t.position);
365
+ rayQuaternionRaw = getTempQuaternion(t.orientation);
366
+ this._rayPositionRaw.copy(rayPositionRaw);
367
+ this._rayRotationRaw.copy(rayQuaternionRaw);
368
+ }
369
+ if (this.inputSource.gripSpace) {
370
+ const gripPose = frame.getPose(this.inputSource.gripSpace, this.xr.referenceSpace);
371
+ if (gripPose) {
372
+ const t = gripPose.transform;
373
+ gripPositionRaw = getTempVector(t.position);
374
+ gripQuaternionRaw = getTempQuaternion(t.orientation);
375
+ this._gripMatrix
376
+ .fromArray(t.matrix)
377
+ .premultiply(flipForwardMatrix);
378
+ this._gripMatrix.decompose(this._gripPosition, this._gripQuaternion, getTempVector(1, 1, 1));
379
+ if ("linearVelocity" in gripPose && gripPose.linearVelocity) {
380
+ const p = gripPose.linearVelocity;
381
+ this._linearVelocity.set(p.x, p.y, p.z);
382
+ }
383
+ }
384
+ }
385
+ // update controller object parent – needs to be parented to the rig, which
386
+ // implicitly is the same object as the camera parent.
387
+ if (this.xr.context.mainCamera?.parent) {
388
+ if (this._object.parent !== this.xr.context.mainCamera?.parent)
389
+ this.xr.context.mainCamera.parent.add(this._object);
390
+ if (this._gripSpaceObject !== undefined && this._gripSpaceObject?.parent !== this.xr.context.mainCamera?.parent)
391
+ this.xr.context.mainCamera.parent.add(this._gripSpaceObject);
392
+ if (this._raySpaceObject !== undefined && this._raySpaceObject?.parent !== this.xr.context.mainCamera?.parent)
393
+ this.xr.context.mainCamera.parent.add(this._raySpaceObject);
394
+ }
395
+ // for controllers, we set the position and rotation of the object to the ray position and rotation
396
+ // for hands, we take the wrist position and rotation
397
+ const hand = this.hand;
398
+ if (hand) {
399
+ // https://www.w3.org/TR/webxr-hand-input-1/#xrhand-interface
400
+ let gotWrist = false;
401
+ // TODO check why types are not correct here
402
+ const wrist = hand.get("wrist");
403
+ const wristPose = wrist && this.getHandJointPose(wrist, frame);
404
+ if (wristPose) {
405
+ gotWrist = true;
406
+ const p = wristPose.transform.position;
407
+ const q = wristPose.transform.orientation;
408
+ this._object.position.set(p.x, p.y, p.z);
409
+ this._object.quaternion.set(q.x, q.y, q.z, q.w).multiply(flipForwardQuaternion);
410
+ }
411
+ if (!gotWrist) {
412
+ this._object.position.copy(this._rayPosition);
413
+ this._object.quaternion.copy(this._rayQuaternion).multiply(flipForwardQuaternion);
414
+ }
415
+ //@ts-ignore
416
+ const middle = hand.get("middle-finger-metacarpal");
417
+ const middlePose = middle && this.getHandJointPose(middle, frame);
418
+ if (middlePose) {
419
+ // for some reason the grip rotation is different from the wrist rotation
420
+ // but we want to use the wrist rotation for the grip
421
+ this._gripMatrix
422
+ .fromArray(middlePose.transform.matrix)
423
+ .premultiply(flipForwardMatrix);
424
+ this._gripMatrix.decompose(this._gripPosition, this._gripQuaternion, getTempVector(1, 1, 1));
425
+ // If we don't have a grip space, we update the data from the metacarpal bone instead.
426
+ // this way, things looking for a grip pose will still find one (e.g. XRControllerFollow).
427
+ // For example, hands on VisionOS do not provide a gripSpace.
428
+ if (true || !this.inputSource.gripSpace) {
429
+ gripPositionRaw = getTempVector().copy(middlePose.transform.position);
430
+ gripQuaternionRaw = getTempQuaternion().copy(middlePose.transform.orientation);
431
+ gripQuaternionRaw.multiply(metacarpalToGripQuaternion);
432
+ gripPositionRaw.add(getTempVector(metacarpalToGripPosition).applyQuaternion(gripQuaternionRaw));
433
+ }
434
+ }
435
+ }
436
+ // on VisionOS we get a gripSpace that matches where the controller is for transient input sources
437
+ else if (this.inputSource.gripSpace && this.targetRayMode === "transient-pointer" && gripPositionRaw && gripQuaternionRaw) {
438
+ this._object.position.copy(gripPositionRaw);
439
+ this._object.quaternion.copy(gripQuaternionRaw).multiply(flipForwardQuaternion);
440
+ }
441
+ else if (rayPositionRaw && rayQuaternionRaw) {
442
+ this._object.position.copy(rayPositionRaw);
443
+ this._object.quaternion.copy(rayQuaternionRaw).multiply(flipForwardQuaternion);
444
+ }
445
+ if (debug) {
446
+ if (rayPositionRaw && rayQuaternionRaw) {
447
+ this._raySpaceObject?.position.copy(rayPositionRaw);
448
+ this._raySpaceObject?.quaternion.copy(rayQuaternionRaw).multiply(flipForwardQuaternion);
449
+ }
450
+ if (gripPositionRaw && gripQuaternionRaw) {
451
+ this._gripSpaceObject?.position.copy(gripPositionRaw);
452
+ this._gripSpaceObject?.quaternion.copy(gripQuaternionRaw).multiply(flipForwardQuaternion);
453
+ }
454
+ }
455
+ // UPDATE WORLD TRANSFORM DATA
456
+ const parent = this.xr.context.mainCamera?.parent;
457
+ const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
458
+ // GRIP
459
+ if (gripPositionRaw && gripQuaternionRaw) {
460
+ this._gripWorldPosition.copy(gripPositionRaw);
461
+ if (parent)
462
+ this._gripWorldPosition.applyMatrix4(parent.matrixWorld);
463
+ this._gripWorldQuaternion.copy(gripQuaternionRaw);
464
+ // flip forward because we want +Z to be forward
465
+ this._gripWorldQuaternion.multiply(flipForwardQuaternion);
466
+ if (parentWorldQuaternion)
467
+ this._gripWorldQuaternion.premultiply(parentWorldQuaternion);
468
+ }
469
+ // RAY
470
+ this.updateRayWorldPosition();
471
+ this.updateRayWorldQuaternion();
472
+ }
473
+ /** Called when the input source disconnects */
474
+ onDisconnected() {
475
+ this._connected = false;
476
+ if (debug)
477
+ console.warn("Controller disconnected", this.index);
478
+ // move all attached objects into the scene
479
+ for (const child of this._object.children) {
480
+ this.xr.context.scene.attach(child);
481
+ }
482
+ this._object?.removeFromParent();
483
+ this._debugAxesHelper?.removeFromParent();
484
+ this._debugGripAxesHelper?.removeFromParent();
485
+ this._debugRayAxesHelper?.removeFromParent();
486
+ this._gripSpaceObject?.removeFromParent();
487
+ this._raySpaceObject?.removeFromParent();
488
+ this.unsubscribeEvents();
489
+ if (this._hitTestSource) {
490
+ this._hitTestSource.cancel();
491
+ this._hitTestSource = undefined;
492
+ }
493
+ }
494
+ /**
495
+ * Get a gamepad button
496
+ * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
497
+ * @param key the controller button name e.g. x-button
498
+ * @returns the gamepad button if it exists on the controller - otherwise undefined
499
+ */
500
+ getButton(key) {
501
+ if (!this._layout)
502
+ return undefined;
503
+ switch (key) {
504
+ case "primary-button":
505
+ if (this.isLeft)
506
+ key = "x-button";
507
+ else if (this.isRight)
508
+ key = "a-button";
509
+ else
510
+ return undefined;
511
+ break;
512
+ case "primary":
513
+ if (this.hand) {
514
+ return this.getGesture("pinch");
515
+ }
516
+ return this.toNeedleGamepadButton(0, key);
517
+ }
518
+ if (this._buttonMap.has(key)) {
519
+ return this.toNeedleGamepadButton(this._buttonMap.get(key), key);
520
+ }
521
+ const componentModel = this._layout?.components[key];
522
+ if (componentModel?.gamepadIndices) {
523
+ switch (componentModel.type) {
524
+ case "button":
525
+ case "squeeze":
526
+ if (this.inputSource.gamepad) {
527
+ const index = componentModel.gamepadIndices.button;
528
+ this._buttonMap.set(key, index);
529
+ return this.toNeedleGamepadButton(index, key);
530
+ }
531
+ break;
532
+ default:
533
+ console.warn("Unsupported component type", componentModel.type);
534
+ break;
535
+ }
536
+ }
537
+ this._buttonMap.set(key, undefined);
538
+ return undefined;
539
+ }
540
+ /** Get a gesture state */
541
+ getGesture(key) {
542
+ const state = this.states[key];
543
+ if (!state)
544
+ return null;
545
+ this.states[key] = state;
546
+ const needleButton = this._needleGamepadButtons[key] || new NeedleGamepadButton(undefined, key);
547
+ needleButton.pressed = state.pressed;
548
+ needleButton.value = state.value;
549
+ needleButton.isDown = state.isDown;
550
+ needleButton.isUp = state.isUp;
551
+ this._needleGamepadButtons[key] = needleButton;
552
+ return needleButton;
553
+ }
554
+ getPointerId(button) {
555
+ if (button === "primary") {
556
+ button = 0;
557
+ }
558
+ else if (button === "pinch") {
559
+ button = 0;
560
+ }
561
+ if (typeof button !== "number") {
562
+ const needleButton = this._buttonMap.get(button);
563
+ if (needleButton === undefined) {
564
+ return undefined;
565
+ }
566
+ button = needleButton;
567
+ }
568
+ return this.index * 10 + button;
569
+ }
570
+ _needleGamepadButtons = {};
571
+ /** combine the InputState information + the GamepadButton information (since GamepadButtons can not be extended) */
572
+ toNeedleGamepadButton(index, name) {
573
+ if (!this.inputSource.gamepad?.buttons)
574
+ return undefined;
575
+ const button = this.inputSource.gamepad?.buttons[index];
576
+ const state = this.states[index];
577
+ const needleButton = this._needleGamepadButtons[index] || new NeedleGamepadButton(index, name);
578
+ if (button) {
579
+ needleButton.pressed = button.pressed;
580
+ needleButton.value = button.value;
581
+ needleButton.touched = button.touched;
582
+ }
583
+ if (state) {
584
+ needleButton.isDown = state.isDown;
585
+ needleButton.isUp = state.isUp;
586
+ }
587
+ this._needleGamepadButtons[index] = needleButton;
588
+ return needleButton;
589
+ }
590
+ /**
591
+ * Get the values of a controller joystick
592
+ * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
593
+ * @returns the stick values where x is left/right, y is up/down and z is the button value
594
+ */
595
+ getStick(key) {
596
+ if (!this._layout)
597
+ return { x: 0, y: 0, z: 0 };
598
+ if (key === "primary") {
599
+ const x = this.inputSource.gamepad?.axes[0] || 0;
600
+ const y = this.inputSource.gamepad?.axes[1] || 0;
601
+ // the primary thumbstick is button 3 (see gamepads module explainer)
602
+ const z = this.inputSource.gamepad?.buttons[3]?.value || 0;
603
+ return { x, y, z };
604
+ }
605
+ const componentModel = this._layout?.components[key];
606
+ if (componentModel?.gamepadIndices) {
607
+ switch (componentModel.type) {
608
+ case "thumbstick":
609
+ if (this.inputSource.gamepad) {
610
+ const xIndex = componentModel.gamepadIndices.xAxis;
611
+ const yIndex = componentModel.gamepadIndices.yAxis;
612
+ let x = this.inputSource.gamepad?.axes[xIndex];
613
+ let y = this.inputSource.gamepad?.axes[yIndex];
614
+ x *= -1;
615
+ y *= -1;
616
+ const buttonIndex = componentModel.gamepadIndices.button;
617
+ const z = this.inputSource.gamepad?.buttons[buttonIndex]?.value;
618
+ return { x, y, z };
619
+ }
620
+ }
621
+ }
622
+ return { x: 0, y: 0, z: 0 };
623
+ }
624
+ _buttonMap = new Map();
625
+ // the motion controller contains the controller scheme, we use this to simplify button access
626
+ _motioncontroller;
627
+ _layout;
628
+ getMotionController;
629
+ initialize() {
630
+ // WORKAROUND for hand controllers that don't have a select event
631
+ this._hasSelectEvent = this.profiles.includes("generic-hand-select") || this.profiles.some(p => p.startsWith("generic-trigger"));
632
+ // Used to determine special layout for Quest controllers, e.g. last button is menu button
633
+ this._isMetaQuestTouchController = this.profiles.includes("meta-quest-touch-plus") || this.profiles.includes("oculus-touch-v3");
634
+ // Proper profile starting with v69 and browser 35.1
635
+ this._isMxInk = this.profiles.includes("logitech-mx-ink");
636
+ if (!this._layout) {
637
+ // Ignore transient-pointer since we likely don't want to spawn a controller visual just for a temporary pointer.
638
+ // TODO we should check how this is actually handled on Quest Browser when the transient-pointer flag is on.
639
+ if (this.inputSource.targetRayMode === "transient-pointer")
640
+ return;
641
+ // TODO: we should fetch the profiles or better yet the profile list once and cache it
642
+ const fetchProfileCall = fetchProfile(this.inputSource, DEFAULT_PROFILES_PATH, DEFAULT_PROFILE);
643
+ /** @ts-ignore */
644
+ this.getMotionController = fetchProfileCall.then(res => {
645
+ if (!this.connected)
646
+ return null;
647
+ this._motioncontroller = new MotionController(this.inputSource, res.profile, res.assetPath || "");
648
+ const profile = res.profile;
649
+ const layout = profile.layouts[this.inputSource.handedness];
650
+ this._layout = layout;
651
+ if (this._layout) {
652
+ if (!this._layout.gamepad?.length) {
653
+ this._layout.gamepad = [];
654
+ for (const key in this._layout.components) {
655
+ const component = this._layout.components[key];
656
+ this._layout.gamepad[component.gamepadIndices.button] = key;
657
+ }
658
+ }
659
+ }
660
+ // if (debug) console.log(this._layout, this.inputSource);
661
+ // debugger;
662
+ // this.getButton("a-button")
663
+ return this._motioncontroller;
664
+ }).catch(err => {
665
+ if (this.inputSource)
666
+ console.warn("Couldn't initialize motion controller profile for ", this.inputSource, err);
667
+ return null;
668
+ });
669
+ }
670
+ }
671
+ /**
672
+ * When enabled the controller will automatically emit pointer down events to the Needle Engine Input System.
673
+ * @default true
674
+ */
675
+ emitPointerDownEvent = true;
676
+ /**
677
+ * When enabled the controller will automatically emit pointer up events to the Needle Engine Input System.
678
+ * @default true
679
+ */
680
+ emitPointerUpEvent = true;
681
+ /**
682
+ * When enabled the controller will automatically emit pointer move events to the Needle Engine Input System.
683
+ * @default true
684
+ */
685
+ emitPointerMoveEvent = true;
686
+ /**
687
+ * The distance threshold for pointer move events. This value is in units in rig space
688
+ * @default 0.03
689
+ */
690
+ pointerMoveDistanceThreshold = 0.03;
691
+ /**
692
+ * The angle threshold for pointer move events. This value is in radians.
693
+ * @default 0.05
694
+ */
695
+ pointerMoveAngleThreshold = 0.05;
696
+ subscribeEvents() {
697
+ // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/selectstart_event
698
+ this.xr.session.addEventListener("selectstart", this.onSelectStart);
699
+ this.xr.session.addEventListener("selectend", this.onSelectEnd);
700
+ // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/squeeze_event
701
+ this.xr.session.addEventListener("squeezestart", this.onSequeezeStart);
702
+ this.xr.session.addEventListener("squeezeend", this.onSequeezeEnd);
703
+ }
704
+ unsubscribeEvents() {
705
+ this.xr.session.removeEventListener("selectstart", this.onSelectStart);
706
+ this.xr.session.removeEventListener("selectend", this.onSelectEnd);
707
+ this.xr.session.removeEventListener("squeezestart", this.onSequeezeStart);
708
+ this.xr.session.removeEventListener("squeezeend", this.onSequeezeEnd);
709
+ }
710
+ _selectButtonIndex = undefined;
711
+ _squeezeButtonIndex = undefined;
712
+ onSelectStart = (evt) => {
713
+ if (!this.emitPointerDownEvent)
714
+ return;
715
+ if (this.inputSource !== evt.inputSource)
716
+ return;
717
+ // if a selectstart event happens right after an input source is connected, we may even receive this event before
718
+ // requestAnimationFrame callback with the current session. So, we need to update the frame here.
719
+ this.onUpdateFrame(evt.frame);
720
+ // if we receive a select event we can be true that this device supports select events
721
+ this._hasSelectEvent = true;
722
+ const selectComponentId = this._layout?.selectComponentId;
723
+ const i = this._layout?.components[selectComponentId]?.gamepadIndices?.button;
724
+ if (i !== undefined)
725
+ this._selectButtonIndex = i;
726
+ if (debugCustomGesture)
727
+ return;
728
+ /*
729
+ if (!_didReceiveSelectStartEvent) {
730
+ _didReceiveSelectStartEvent = true;
731
+ // safeguard first pinch event - check if the pinch gesture is already down
732
+ const pinch = this.getGesture("pinch");
733
+ if (pinch?.pressed) {
734
+ 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);
735
+ return;
736
+ }
737
+ }
738
+ */
739
+ if (debug)
740
+ Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0xff0000, 10);
741
+ this.emitPointerEvent(InputEvents.PointerDown, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
742
+ };
743
+ onSelectEnd = (evt) => {
744
+ if (!this.emitPointerUpEvent)
745
+ return;
746
+ if (debugCustomGesture)
747
+ return;
748
+ if (this.inputSource !== evt.inputSource)
749
+ return;
750
+ this.emitPointerEvent(InputEvents.PointerUp, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
751
+ };
752
+ onSequeezeStart = (evt) => {
753
+ if (!this.emitPointerDownEvent)
754
+ return;
755
+ if (this.inputSource !== evt.inputSource)
756
+ return;
757
+ this._squeezeButtonIndex = this._layout?.components["xr-standard-squeeze"]?.gamepadIndices?.button;
758
+ if (this._squeezeButtonIndex !== undefined) {
759
+ if (debug)
760
+ Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0x0000ff, 10);
761
+ this.emitPointerEvent(InputEvents.PointerDown, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
762
+ }
763
+ };
764
+ onSequeezeEnd = (evt) => {
765
+ if (!this.emitPointerUpEvent)
766
+ return;
767
+ if (this.inputSource !== evt.inputSource)
768
+ return;
769
+ if (this._squeezeButtonIndex !== undefined)
770
+ this.emitPointerEvent(InputEvents.PointerUp, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
771
+ };
772
+ /** Index = button index */
773
+ states = {};
774
+ // If we want to invoke button events for ALL buttons we need to keep track of the previous state
775
+ // instead of using XR input select start events which is only raised for the primary button
776
+ // 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)
777
+ // and start with index = 1
778
+ updateInputEvents() {
779
+ // https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-heading
780
+ if (this.gamepad?.buttons) {
781
+ for (let index = 0; index < this.gamepad.buttons.length; index++) {
782
+ const button = this.gamepad.buttons[index];
783
+ const state = this.states[index] || new InputState();
784
+ let eventName = null;
785
+ // Special handling for MX Ink stylus on Quest OS v69+.
786
+ // We're never getting a "pressed" state here, so we determine pressed state based on the value.
787
+ if (this._isMxInk && (index === 4 || index === 5)) {
788
+ if (button.value > 0 && !state.pressed) {
789
+ eventName = "pointerdown";
790
+ state.isDown = true;
791
+ state.isUp = false;
792
+ }
793
+ else if (button.value === 0 && state.pressed) {
794
+ eventName = "pointerup";
795
+ state.isDown = false;
796
+ state.isUp = true;
797
+ }
798
+ else if (state.pressed) {
799
+ eventName = "pointermove";
800
+ state.isDown = false;
801
+ state.isUp = false;
802
+ }
803
+ state.pressed = button.value > 0;
804
+ state.value = button.value;
805
+ }
806
+ // Regular controller handling.
807
+ else {
808
+ // is down
809
+ if (button.pressed && !state.pressed) {
810
+ eventName = "pointerdown";
811
+ state.isDown = true;
812
+ state.isUp = false;
813
+ }
814
+ // is up
815
+ else if (!button.pressed && state.pressed) {
816
+ eventName = "pointerup";
817
+ state.isDown = false;
818
+ state.isUp = true;
819
+ }
820
+ else {
821
+ state.isDown = false;
822
+ state.isUp = false;
823
+ }
824
+ state.pressed = button.pressed;
825
+ state.value = button.value;
826
+ }
827
+ this.states[index] = state;
828
+ // the selection event is handled in the "selectstart" callback
829
+ const emitEvent = index !== this._selectButtonIndex && index !== this._squeezeButtonIndex;
830
+ if (eventName != null && emitEvent) {
831
+ let name = this._layout?.gamepad[index];
832
+ if (this._isMxInk && index === 4)
833
+ name = "stylus-touch";
834
+ if (this._isMxInk && index === 5)
835
+ name = "stylus-tip";
836
+ if (debug || debugCustomGesture)
837
+ console.log("Emitting pointer event", eventName, index, name, button.value, this.gamepad, this._layout);
838
+ this.emitPointerEvent(eventName, index, name ?? "none", false, null, button.value);
839
+ }
840
+ }
841
+ // For Quest controllers, the last button is the menu button
842
+ if (this._isMetaQuestTouchController) {
843
+ const menuButtonIndex = this.gamepad.buttons.length - 1;
844
+ const menuButtonState = this.states[menuButtonIndex];
845
+ if (menuButtonState) {
846
+ if (menuButtonState.isDown) {
847
+ const menu = this.context.menu;
848
+ if (menu.spatialMenuIsVisible)
849
+ menu.setSpatialMenuVisible(false);
850
+ else
851
+ this.context.menu.setSpatialMenuVisible(true);
852
+ }
853
+ }
854
+ }
855
+ }
856
+ // update hand gesture states
857
+ if (this.hand) {
858
+ const handObject = this.handObject;
859
+ if (handObject) {
860
+ // update pinch state
861
+ const indexTip = handObject.joints["index-finger-tip"];
862
+ const thumbTip = handObject.joints["thumb-tip"];
863
+ if (indexTip && thumbTip) {
864
+ const distance = indexTip.position.distanceTo(thumbTip.position);
865
+ // upddate position of the pinch point
866
+ this._pinchPosition.lerpVectors(indexTip.position, thumbTip.position, .5);
867
+ const parent = this.xr.context.mainCamera?.parent;
868
+ if (parent)
869
+ this._pinchPosition.applyMatrix4(parent.matrixWorld);
870
+ if (distance !== 0) { // ignore exactly 0 which happens when we switch from hands to controllers
871
+ const pinchThreshold = .02;
872
+ const pinchHysteresis = .01;
873
+ const state = this.states["pinch"] || new InputState();
874
+ const maxDistance = (pinchThreshold + pinchHysteresis) * 1.5;
875
+ state.value = 1 - ((distance - pinchThreshold) / maxDistance);
876
+ const isPressed = distance < (pinchThreshold - pinchHysteresis);
877
+ const isReleased = distance > (pinchThreshold + pinchHysteresis);
878
+ if (isPressed && !state.pressed) {
879
+ if (debugCustomGesture)
880
+ console.log("pinch start", distance);
881
+ state.isDown = true;
882
+ state.isUp = false;
883
+ state.pressed = true;
884
+ }
885
+ else if (isReleased && state.pressed) {
886
+ state.isDown = false;
887
+ state.isUp = true;
888
+ state.pressed = false;
889
+ }
890
+ else {
891
+ state.isDown = false;
892
+ state.isUp = false;
893
+ }
894
+ this.states["pinch"] = state;
895
+ }
896
+ /** Workaround for visionOS not emitting selectstart. See https://linear.app/needle/issue/NE-4212
897
+ * If a selectstart event was never received we do a manual check here if the user is pinching
898
+ * Update: VisionOS 1.1 now properly emits select events from transient input sources, based on gaze.
899
+ * We're keeping this code commented for now since there may be future changes before VisionOS WebXR ships.
900
+ */
901
+ /*
902
+ if (!_didReceiveSelectStartEvent && (state.isDown || state.isUp)) {
903
+ const eventName = isPressed ? "pointerdown" : "pointerup";
904
+ const pressure = distance / pinchThreshold;
905
+ if (debugCustomGesture) {
906
+ const p = this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.2));
907
+ p.y += .05;
908
+ p.y += Math.random() * .02;
909
+ Gizmos.DrawLabel(p, "pinch:" + eventName + ", " + this.index + ", " + this.side + "\n" + handObject.uuid, 0.01, 5, 0x000000, new RGBAColor(1, 1, 1, .1));
910
+ }
911
+ this.emitPointerEvent(eventName, 0, "pinch", false, null, pressure);
912
+ }
913
+ */
914
+ }
915
+ }
916
+ }
917
+ }
918
+ _didMoveLastFrame = false;
919
+ _lastPointerMovePosition = new Vector3();
920
+ _lastPointerMoveQuaternion = new Quaternion();
921
+ onUpdateMove() {
922
+ if (!this.emitPointerMoveEvent)
923
+ return;
924
+ let didMove = false;
925
+ const dist = this._lastPointerMovePosition.distanceTo(this.gripWorldPosition);
926
+ if (dist > this.pointerMoveDistanceThreshold * this.xr.rigScale)
927
+ didMove = true;
928
+ if (!didMove) {
929
+ const angle = this._lastPointerMoveQuaternion.angleTo(this.gripWorldQuaternion);
930
+ if (angle > this.pointerMoveAngleThreshold)
931
+ didMove = true;
932
+ }
933
+ if (didMove) {
934
+ this._didMoveLastFrame = true;
935
+ this._lastPointerMovePosition.copy(this.gripWorldPosition);
936
+ this._lastPointerMoveQuaternion.copy(this.gripWorldQuaternion);
937
+ if (debug)
938
+ Gizmos.DrawLabel(this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.1)), "move", .01);
939
+ let button = this.xr.context.input.getFirstPressedButtonForPointer(this.index);
940
+ if (button === undefined)
941
+ button = 0;
942
+ const pressure = this.gamepad?.buttons[button]?.value;
943
+ this.emitPointerEvent("pointermove", button, "none", false, null, pressure);
944
+ }
945
+ else {
946
+ this._didMoveLastFrame = false;
947
+ }
948
+ }
949
+ /** cached spatial pointer init object. We re-use it to not have */
950
+ pointerInit;
951
+ emitPointerEvent(type, button, buttonName, primary, source = null, pressure) {
952
+ if (!this.emitEvents) {
953
+ if (debug && type !== InputEvents.PointerMove)
954
+ console.warn("Pointer events are disabled for this controller", this.index, type, button);
955
+ return;
956
+ }
957
+ // Currently we do only want to emit pointer events for NON screen based events
958
+ // that means if the input device is spatial (AR touch on a screen should be handled via touchdown etc still)
959
+ // Not sure if *this* is enough to determine if the event is spatial or not
960
+ if (this.xr.mode === "immersive-vr" || this.xr.isPassThrough) {
961
+ this.pointerInit.origin = this;
962
+ this.pointerInit.pointerId = this.getPointerId(button);
963
+ this.pointerInit.pointerType = this.hand ? "hand" : "controller";
964
+ this.pointerInit.button = button;
965
+ this.pointerInit.buttonName = buttonName;
966
+ this.pointerInit.isPrimary = primary;
967
+ this.pointerInit.mode = this.inputSource.targetRayMode;
968
+ this.pointerInit.ray = this.ray;
969
+ this.pointerInit.device = this.object;
970
+ this.pointerInit.pressure = pressure;
971
+ this.pointerInit.clientX = this._rayPosition.x / this.xr.rigScale;
972
+ this.pointerInit.clientY = this._rayPosition.y / this.xr.rigScale;
973
+ this.pointerInit.clientZ = this._rayPosition.z / this.xr.rigScale;
974
+ const prevContext = Context.Current;
975
+ Context.Current = this.xr.context;
976
+ if (debug && type !== "pointermove")
977
+ console.warn("Pointer event", type, button, buttonName, { ...this.pointerInit });
978
+ this.xr.context.input.createInputEvent(new NEPointerEvent(type, source, this.pointerInit));
979
+ Context.Current = prevContext;
980
+ }
981
+ }
982
+ }
983
+ class InputState {
984
+ /** if the button was pressed the last update */
985
+ isDown = false;
986
+ /** if the button was released the last update */
987
+ isUp = false;
988
+ pressed = false;
989
+ value = 0;
990
+ }
991
+ ;
992
+ /** Enhanced GamepadButton with `isDown` and `isUp` information */
993
+ class NeedleGamepadButton {
994
+ /** The index of the button in the input gamepad */
995
+ index;
996
+ name;
997
+ touched = false;
998
+ pressed = false;
999
+ value = 0;
1000
+ /** was the button just pressed down the last update */
1001
+ isDown = false;
1002
+ /** was the button just released the last update */
1003
+ isUp = false;
1004
+ constructor(index, name) {
1005
+ this.index = index;
1006
+ this.name = name;
1007
+ }
1008
+ }
1009
1009
  //# sourceMappingURL=NeedleXRController.js.map