@needle-tools/engine 4.4.1 → 4.4.2

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 (1043) hide show
  1. package/CHANGELOG.md +3671 -3667
  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 +333 -219
  6. package/dist/needle-engine.bundle.light.js +333 -219
  7. package/dist/needle-engine.bundle.light.min.js +4 -4
  8. package/dist/needle-engine.bundle.light.umd.cjs +4 -4
  9. package/dist/needle-engine.bundle.min.js +4 -4
  10. package/dist/needle-engine.bundle.umd.cjs +4 -4
  11. package/dist/needle-engine.d.ts +130 -129
  12. package/dist/needle-engine.light.d.ts +130 -129
  13. package/lib/asap/needle-asap.d.ts +1 -1
  14. package/lib/asap/needle-asap.js +95 -95
  15. package/lib/asap/sessiongranted.d.ts +3 -3
  16. package/lib/asap/sessiongranted.js +65 -65
  17. package/lib/asap/utils.d.ts +1 -1
  18. package/lib/asap/utils.js +3 -3
  19. package/lib/engine/analytics/index.d.ts +6 -6
  20. package/lib/engine/analytics/index.js +12 -12
  21. package/lib/engine/analytics/lcp.d.ts +3 -3
  22. package/lib/engine/analytics/lcp.js +34 -34
  23. package/lib/engine/api.d.ts +81 -81
  24. package/lib/engine/api.js +80 -80
  25. package/lib/engine/assets/index.d.ts +11 -11
  26. package/lib/engine/assets/index.js +47 -47
  27. package/lib/engine/assets/static.d.ts +1 -1
  28. package/lib/engine/assets/static.js +4 -4
  29. package/lib/engine/codegen/register_types.d.ts +1 -1
  30. package/lib/engine/codegen/register_types.js +300 -300
  31. package/lib/engine/debug/debug.d.ts +15 -15
  32. package/lib/engine/debug/debug.js +44 -44
  33. package/lib/engine/debug/debug_console.d.ts +2 -2
  34. package/lib/engine/debug/debug_console.js +307 -307
  35. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  36. package/lib/engine/debug/debug_overlay.js +316 -316
  37. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  38. package/lib/engine/debug/debug_spatial_console.js +390 -390
  39. package/lib/engine/debug/index.d.ts +2 -2
  40. package/lib/engine/debug/index.js +2 -2
  41. package/lib/engine/engine_addressables.d.ts +166 -166
  42. package/lib/engine/engine_addressables.js +608 -608
  43. package/lib/engine/engine_animation.d.ts +43 -43
  44. package/lib/engine/engine_animation.js +133 -133
  45. package/lib/engine/engine_application.d.ts +40 -40
  46. package/lib/engine/engine_application.js +104 -104
  47. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  48. package/lib/engine/engine_assetdatabase.js +344 -344
  49. package/lib/engine/engine_audio.d.ts +4 -4
  50. package/lib/engine/engine_audio.js +23 -23
  51. package/lib/engine/engine_camera.d.ts +13 -13
  52. package/lib/engine/engine_camera.js +30 -30
  53. package/lib/engine/engine_components.d.ts +110 -110
  54. package/lib/engine/engine_components.js +382 -382
  55. package/lib/engine/engine_components_internal.d.ts +9 -9
  56. package/lib/engine/engine_components_internal.js +36 -36
  57. package/lib/engine/engine_constants.d.ts +10 -10
  58. package/lib/engine/engine_constants.js +41 -41
  59. package/lib/engine/engine_context.d.ts +472 -354
  60. package/lib/engine/engine_context.js +1653 -1536
  61. package/lib/engine/engine_context.js.map +1 -1
  62. package/lib/engine/engine_context_registry.d.ts +71 -71
  63. package/lib/engine/engine_context_registry.js +117 -117
  64. package/lib/engine/engine_coroutine.d.ts +35 -35
  65. package/lib/engine/engine_coroutine.js +52 -52
  66. package/lib/engine/engine_create_objects.d.ts +118 -118
  67. package/lib/engine/engine_create_objects.js +308 -308
  68. package/lib/engine/engine_default_parameters.d.ts +2 -2
  69. package/lib/engine/engine_default_parameters.js +3 -3
  70. package/lib/engine/engine_editor-sync.d.ts +21 -21
  71. package/lib/engine/engine_editor-sync.js +4 -4
  72. package/lib/engine/engine_element.d.ts +113 -113
  73. package/lib/engine/engine_element.js +832 -832
  74. package/lib/engine/engine_element_attributes.d.ts +72 -72
  75. package/lib/engine/engine_element_attributes.js +1 -1
  76. package/lib/engine/engine_element_extras.d.ts +6 -6
  77. package/lib/engine/engine_element_extras.js +13 -13
  78. package/lib/engine/engine_element_loading.d.ts +44 -44
  79. package/lib/engine/engine_element_loading.js +349 -349
  80. package/lib/engine/engine_element_overlay.d.ts +21 -21
  81. package/lib/engine/engine_element_overlay.js +166 -166
  82. package/lib/engine/engine_fileloader.d.ts +2 -2
  83. package/lib/engine/engine_fileloader.js +8 -8
  84. package/lib/engine/engine_gameobject.d.ts +68 -68
  85. package/lib/engine/engine_gameobject.js +596 -596
  86. package/lib/engine/engine_generic_utils.d.ts +1 -1
  87. package/lib/engine/engine_generic_utils.js +13 -13
  88. package/lib/engine/engine_gizmos.d.ts +149 -149
  89. package/lib/engine/engine_gizmos.js +530 -530
  90. package/lib/engine/engine_gltf.d.ts +12 -12
  91. package/lib/engine/engine_gltf.js +15 -15
  92. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  93. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  94. package/lib/engine/engine_hot_reload.d.ts +7 -7
  95. package/lib/engine/engine_hot_reload.js +184 -184
  96. package/lib/engine/engine_input.d.ts +352 -352
  97. package/lib/engine/engine_input.js +1265 -1265
  98. package/lib/engine/engine_input_utils.d.ts +2 -2
  99. package/lib/engine/engine_input_utils.js +22 -22
  100. package/lib/engine/engine_instancing.d.ts +19 -19
  101. package/lib/engine/engine_instancing.js +39 -39
  102. package/lib/engine/engine_license.d.ts +11 -11
  103. package/lib/engine/engine_license.js +361 -361
  104. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  105. package/lib/engine/engine_lifecycle_api.js +99 -99
  106. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  107. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  108. package/lib/engine/engine_lightdata.d.ts +23 -23
  109. package/lib/engine/engine_lightdata.js +91 -91
  110. package/lib/engine/engine_loaders.d.ts +13 -13
  111. package/lib/engine/engine_loaders.js +62 -62
  112. package/lib/engine/engine_lods.d.ts +31 -31
  113. package/lib/engine/engine_lods.js +146 -146
  114. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  115. package/lib/engine/engine_mainloop_utils.js +466 -466
  116. package/lib/engine/engine_math.d.ts +114 -114
  117. package/lib/engine/engine_math.js +247 -247
  118. package/lib/engine/engine_modules.d.ts +36 -36
  119. package/lib/engine/engine_modules.js +85 -85
  120. package/lib/engine/engine_networking.d.ts +252 -252
  121. package/lib/engine/engine_networking.js +743 -743
  122. package/lib/engine/engine_networking_auto.d.ts +24 -24
  123. package/lib/engine/engine_networking_auto.js +310 -310
  124. package/lib/engine/engine_networking_blob.d.ts +48 -48
  125. package/lib/engine/engine_networking_blob.js +228 -228
  126. package/lib/engine/engine_networking_files.d.ts +35 -35
  127. package/lib/engine/engine_networking_files.js +172 -172
  128. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  129. package/lib/engine/engine_networking_files_default_components.js +42 -42
  130. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  131. package/lib/engine/engine_networking_instantiate.js +345 -345
  132. package/lib/engine/engine_networking_peer.d.ts +15 -15
  133. package/lib/engine/engine_networking_peer.js +132 -132
  134. package/lib/engine/engine_networking_streams.d.ts +123 -123
  135. package/lib/engine/engine_networking_streams.js +645 -645
  136. package/lib/engine/engine_networking_types.d.ts +22 -22
  137. package/lib/engine/engine_networking_types.js +7 -7
  138. package/lib/engine/engine_networking_utils.d.ts +2 -2
  139. package/lib/engine/engine_networking_utils.js +20 -20
  140. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  141. package/lib/engine/engine_networking_websocket.js +2 -2
  142. package/lib/engine/engine_patcher.d.ts +10 -10
  143. package/lib/engine/engine_patcher.js +142 -142
  144. package/lib/engine/engine_physics.d.ts +152 -152
  145. package/lib/engine/engine_physics.js +645 -645
  146. package/lib/engine/engine_physics.types.d.ts +40 -40
  147. package/lib/engine/engine_physics.types.js +33 -33
  148. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  149. package/lib/engine/engine_physics_rapier.js +1433 -1433
  150. package/lib/engine/engine_playerview.d.ts +26 -26
  151. package/lib/engine/engine_playerview.js +64 -64
  152. package/lib/engine/engine_scenelighting.d.ts +71 -71
  153. package/lib/engine/engine_scenelighting.js +226 -226
  154. package/lib/engine/engine_scenetools.d.ts +50 -50
  155. package/lib/engine/engine_scenetools.js +321 -321
  156. package/lib/engine/engine_serialization.d.ts +3 -3
  157. package/lib/engine/engine_serialization.js +3 -3
  158. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  159. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  160. package/lib/engine/engine_serialization_core.d.ts +85 -85
  161. package/lib/engine/engine_serialization_core.js +606 -606
  162. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  163. package/lib/engine/engine_serialization_decorator.js +66 -66
  164. package/lib/engine/engine_setup.d.ts +1 -1
  165. package/lib/engine/engine_setup.js +2 -2
  166. package/lib/engine/engine_shaders.d.ts +53 -53
  167. package/lib/engine/engine_shaders.js +252 -252
  168. package/lib/engine/engine_shims.d.ts +4 -4
  169. package/lib/engine/engine_shims.js +24 -24
  170. package/lib/engine/engine_test_utils.d.ts +39 -39
  171. package/lib/engine/engine_test_utils.js +83 -83
  172. package/lib/engine/engine_texture.d.ts +28 -28
  173. package/lib/engine/engine_texture.js +64 -64
  174. package/lib/engine/engine_three_utils.d.ts +201 -201
  175. package/lib/engine/engine_three_utils.js +731 -731
  176. package/lib/engine/engine_time.d.ts +51 -51
  177. package/lib/engine/engine_time.js +82 -82
  178. package/lib/engine/engine_time_utils.d.ts +88 -88
  179. package/lib/engine/engine_time_utils.js +215 -215
  180. package/lib/engine/engine_tonemapping.d.ts +2 -2
  181. package/lib/engine/engine_tonemapping.js +194 -194
  182. package/lib/engine/engine_types.d.ts +572 -572
  183. package/lib/engine/engine_types.js +88 -88
  184. package/lib/engine/engine_typestore.d.ts +28 -28
  185. package/lib/engine/engine_typestore.js +55 -55
  186. package/lib/engine/engine_util_decorator.d.ts +13 -13
  187. package/lib/engine/engine_util_decorator.js +116 -116
  188. package/lib/engine/engine_utils.d.ts +266 -266
  189. package/lib/engine/engine_utils.js +878 -878
  190. package/lib/engine/engine_utils_format.d.ts +21 -21
  191. package/lib/engine/engine_utils_format.js +193 -193
  192. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  193. package/lib/engine/engine_utils_screenshot.js +513 -513
  194. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  195. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  196. package/lib/engine/engine_xr.d.ts +1 -1
  197. package/lib/engine/engine_xr.js +1 -1
  198. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  199. package/lib/engine/export/gltf/Writers.js +24 -24
  200. package/lib/engine/export/gltf/index.d.ts +11 -11
  201. package/lib/engine/export/gltf/index.js +123 -123
  202. package/lib/engine/export/index.d.ts +2 -2
  203. package/lib/engine/export/index.js +2 -2
  204. package/lib/engine/export/state.d.ts +7 -7
  205. package/lib/engine/export/state.js +17 -17
  206. package/lib/engine/export/utils.d.ts +2 -2
  207. package/lib/engine/export/utils.js +7 -7
  208. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  209. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  210. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  211. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  212. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  213. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  214. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  215. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  216. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  217. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  218. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  219. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  220. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  221. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  222. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  223. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  224. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  225. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  226. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  227. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  228. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  229. package/lib/engine/extensions/extension_resolver.js +1 -1
  230. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  231. package/lib/engine/extensions/extension_utils.js +152 -152
  232. package/lib/engine/extensions/extensions.d.ts +31 -31
  233. package/lib/engine/extensions/extensions.js +103 -103
  234. package/lib/engine/extensions/index.d.ts +6 -6
  235. package/lib/engine/extensions/index.js +6 -6
  236. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  237. package/lib/engine/extensions/usage_tracker.js +65 -65
  238. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  239. package/lib/engine/js-extensions/Camera.js +39 -39
  240. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  241. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  242. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  243. package/lib/engine/js-extensions/Layers.js +22 -22
  244. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  245. package/lib/engine/js-extensions/Object3D.js +136 -136
  246. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  247. package/lib/engine/js-extensions/RGBAColor.js +111 -110
  248. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  249. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  250. package/lib/engine/js-extensions/Vector.js +13 -13
  251. package/lib/engine/js-extensions/index.d.ts +5 -5
  252. package/lib/engine/js-extensions/index.js +5 -5
  253. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  254. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +76 -76
  255. package/lib/engine/shaders/shaderData.d.ts +55 -55
  256. package/lib/engine/shaders/shaderData.js +58 -58
  257. package/lib/engine/tests/test_utils.d.ts +2 -2
  258. package/lib/engine/tests/test_utils.js +53 -53
  259. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  260. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  261. package/lib/engine/webcomponents/api.d.ts +5 -5
  262. package/lib/engine/webcomponents/api.js +4 -4
  263. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  264. package/lib/engine/webcomponents/buttons.js +237 -237
  265. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  266. package/lib/engine/webcomponents/fonts.js +32 -32
  267. package/lib/engine/webcomponents/icons.d.ts +9 -9
  268. package/lib/engine/webcomponents/icons.js +52 -52
  269. package/lib/engine/webcomponents/index.d.ts +1 -1
  270. package/lib/engine/webcomponents/index.js +1 -1
  271. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  272. package/lib/engine/webcomponents/logo-element.js +67 -67
  273. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  274. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  275. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  276. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  277. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  278. package/lib/engine/webcomponents/needle-button.js +161 -161
  279. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  280. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  281. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  282. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  283. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  284. package/lib/engine/xr/NeedleXRSync.js +188 -188
  285. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  286. package/lib/engine/xr/SceneTransition.js +69 -69
  287. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  288. package/lib/engine/xr/TempXRContext.js +187 -187
  289. package/lib/engine/xr/XRRig.d.ts +7 -7
  290. package/lib/engine/xr/XRRig.js +1 -1
  291. package/lib/engine/xr/api.d.ts +6 -6
  292. package/lib/engine/xr/api.js +6 -6
  293. package/lib/engine/xr/events.d.ts +66 -66
  294. package/lib/engine/xr/events.js +93 -93
  295. package/lib/engine/xr/internal.d.ts +12 -12
  296. package/lib/engine/xr/internal.js +25 -25
  297. package/lib/engine/xr/usdz.d.ts +12 -12
  298. package/lib/engine/xr/usdz.js +29 -29
  299. package/lib/engine/xr/utils.d.ts +11 -11
  300. package/lib/engine/xr/utils.js +34 -34
  301. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  302. package/lib/engine-components/AlignmentConstraint.js +39 -39
  303. package/lib/engine-components/Animation.d.ts +156 -156
  304. package/lib/engine-components/Animation.js +508 -508
  305. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  306. package/lib/engine-components/AnimationCurve.js +159 -159
  307. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  308. package/lib/engine-components/AnimationUtils.js +27 -27
  309. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  310. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  311. package/lib/engine-components/Animator.d.ts +217 -217
  312. package/lib/engine-components/Animator.js +354 -354
  313. package/lib/engine-components/AnimatorController.d.ts +227 -227
  314. package/lib/engine-components/AnimatorController.js +1152 -1152
  315. package/lib/engine-components/AudioListener.d.ts +33 -33
  316. package/lib/engine-components/AudioListener.js +86 -86
  317. package/lib/engine-components/AudioSource.d.ts +217 -217
  318. package/lib/engine-components/AudioSource.js +634 -634
  319. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  320. package/lib/engine-components/AvatarLoader.js +231 -231
  321. package/lib/engine-components/AxesHelper.d.ts +32 -32
  322. package/lib/engine-components/AxesHelper.js +67 -67
  323. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  324. package/lib/engine-components/BasicIKConstraint.js +43 -43
  325. package/lib/engine-components/BoxCollider.d.ts +2 -2
  326. package/lib/engine-components/BoxCollider.js +2 -2
  327. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  328. package/lib/engine-components/BoxHelperComponent.js +102 -102
  329. package/lib/engine-components/Camera.d.ts +231 -231
  330. package/lib/engine-components/Camera.js +700 -700
  331. package/lib/engine-components/CameraUtils.d.ts +1 -1
  332. package/lib/engine-components/CameraUtils.js +121 -121
  333. package/lib/engine-components/CharacterController.d.ts +55 -55
  334. package/lib/engine-components/CharacterController.js +236 -236
  335. package/lib/engine-components/Collider.d.ts +188 -188
  336. package/lib/engine-components/Collider.js +369 -369
  337. package/lib/engine-components/Component.d.ts +792 -792
  338. package/lib/engine-components/Component.js +915 -915
  339. package/lib/engine-components/ContactShadows.d.ts +82 -82
  340. package/lib/engine-components/ContactShadows.js +430 -430
  341. package/lib/engine-components/DeleteBox.d.ts +19 -19
  342. package/lib/engine-components/DeleteBox.js +58 -58
  343. package/lib/engine-components/DeviceFlag.d.ts +16 -16
  344. package/lib/engine-components/DeviceFlag.js +47 -47
  345. package/lib/engine-components/DragControls.d.ts +170 -170
  346. package/lib/engine-components/DragControls.js +1421 -1421
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  1017. package/lib/engine/engine.d.ts +0 -4
  1018. package/lib/engine/engine.js +0 -12
  1019. package/lib/engine/engine.js.map +0 -1
  1020. package/lib/engine/engine_web_api.d.ts +0 -12
  1021. package/lib/engine/engine_web_api.js +0 -113
  1022. package/lib/engine/engine_web_api.js.map +0 -1
  1023. package/lib/engine-components/FlyControls.d.ts +0 -10
  1024. package/lib/engine-components/FlyControls.js +0 -29
  1025. package/lib/engine-components/FlyControls.js.map +0 -1
  1026. package/src/engine-schemes/dist/api.js +0 -17
  1027. package/src/engine-schemes/dist/api.js.meta +0 -7
  1028. package/src/engine-schemes/dist/schemes.js +0 -25
  1029. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1030. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1031. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1032. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1033. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1034. package/src/engine-schemes/dist/transform.js +0 -46
  1035. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1036. package/src/engine-schemes/dist/vec2.js +0 -32
  1037. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1038. package/src/engine-schemes/dist/vec3.js +0 -36
  1039. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1040. package/src/engine-schemes/dist/vec4.js +0 -40
  1041. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1042. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1043. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,1126 +1,1126 @@
1
- import { fetchProfile, MotionController } from "@webxr-input-profiles/motion-controllers";
2
- import { AxesHelper, Euler, MathUtils, Matrix4, Object3D, Quaternion, Ray, Vector3 } from "three";
3
-
4
- import { Context } from "../engine_context.js";
5
- import { Gizmos } from "../engine_gizmos.js";
6
- import { type InputEventNames, InputEvents, IPointerHitEventReceiver, NEPointerEvent, type NEPointerEventInit } from "../engine_input.js";
7
- import { getTempQuaternion, getTempVector, getWorldQuaternion } from "../engine_three_utils.js";
8
- import type { ButtonName, IGameObject, Vec3, XRControllerButtonName, XRGestureName } from "../engine_types.js";
9
- import { getParam } from "../engine_utils.js";
10
- import { flipForwardMatrix, flipForwardQuaternion } from "./internal.js";
11
- import type { NeedleXRHitTestResult, NeedleXRSession } from "./NeedleXRSession.js";
12
-
13
- const debug = getParam("debugwebxr");
14
- /** when enabled we will not use the browser select event but instead
15
- * we will emit the input event based on our own pinch detection
16
- * this is a workaround for visionOS not emitting the select events, see https://linear.app/needle/issue/NE-4212
17
- */
18
- const debugCustomGesture = getParam("debugcustomgesture");
19
-
20
- /** true when selectstart was ever received.
21
- * On VisionOS 1.1 we always have select events (as per the spec), so this is always true
22
- */
23
- // let _didReceiveSelectStartEvent = false;
24
-
25
- // https://github.com/immersive-web/webxr-input-profiles/blob/4484a05e30bcd43fe86bb4e06b7a707861a26796/packages/registry/profiles/meta/meta-quest-touch-plus.json
26
- declare type ControllerAxes = "xr-standard-thumbstick";
27
- declare type StickName = "xr-standard-thumbstick";
28
- declare type Mapping = "xr-standard";
29
- declare type ComponentType = "button" | "thumbstick" | "squeeze";
30
- declare type GamepadKey = "button" | "xAxis" | "yAxis";
31
-
32
- declare type NeedleXRControllerButtonName = ButtonName | "primary-button" | "primary";
33
-
34
- declare type ComponentMap = {
35
- type: ComponentType,
36
- rootNodeName?: string,
37
- gamepadIndices?: { [key in GamepadKey]?: number },
38
- visualResponses?: { [key: string]: { states: Array<string> } }
39
- }
40
-
41
- declare type InputDeviceLayout = {
42
- selectComponentId: string,
43
- components: { [key: string]: ComponentMap }
44
- mapping: Mapping;
45
- gamepad: Array<XRControllerButtonName>,
46
- axes: Array<{
47
- componentId: ControllerAxes,
48
- axis: "x-axis" | "y-axis",
49
- }>,
50
- }
51
- declare type InputDeviceProfile = {
52
- profileId: string,
53
- fallbackProfileIds: string[],
54
- layouts: [
55
- left: InputDeviceLayout,
56
- right: InputDeviceLayout
57
- ]
58
- }
59
-
60
- // https://github.com/immersive-web/webxr-input-profiles/blob/4484a05e30bcd43fe86bb4e06b7a707861a26796/packages/registry/profiles/meta/meta-quest-touch-plus.json
61
- const DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles';
62
- const DEFAULT_PROFILE = 'generic-trigger';
63
- const metacarpalToGripQuaternion = new Quaternion().setFromEuler(new Euler(MathUtils.degToRad(0), MathUtils.degToRad(-90), MathUtils.degToRad(-90)))
64
- const metacarpalToGripPosition = new Vector3(0.04, -0.04, 0.0);
65
-
66
- /**
67
- * A NeedleXRController wraps a connected XRInputDevice that is either a physical controller or a hand
68
- * You can access specific buttons using `getButton` and `getStick`
69
- * To get spatial data in rig space (position, rotation) use the `gripPosition`, `gripQuaternion`, `rayPosition` and `rayQuaternion` properties
70
- * To get spatial data in world space use the `gripWorldPosition`, `gripWorldQuaternion`, `rayWorldPosition` and `rayWorldQuaternion` properties
71
- * 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
72
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
73
- */
74
- export class NeedleXRController implements IPointerHitEventReceiver {
75
- /** the Needle XR Session */
76
- readonly xr: NeedleXRSession;
77
- get context() { return this.xr.context; }
78
- /**
79
- * https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
80
- */
81
- readonly inputSource: XRInputSource;
82
- /** the input source index */
83
- readonly index: number = 0;
84
-
85
- /** 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)
86
- * 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
87
- */
88
- emitEvents = true;
89
-
90
- /** Is the controller still connected? */
91
- get connected() {
92
- return this._connected;
93
- }
94
- private _connected: boolean = true;
95
-
96
- get isTracking() { return this._isTracking; }
97
- private _isTracking: boolean = false;
98
- /** the input source gamepad giving raw access to the gamepad values
99
- * You should usually use the `getButton` and `getStick` methods instead to get access to named buttons and sticks
100
- */
101
- get gamepad() { return this.__gamepad ??= this.inputSource.gamepad; }
102
- private __gamepad?: Gamepad;
103
- /** @returns true if this is a hand (otherwise this is a controller) */
104
- get isHand() { return this.hand != undefined; }
105
- /**
106
- * If this is a hand then this is the hand info (XRHand)
107
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRHand
108
- */
109
- get hand() { return this.__hand ??= this.inputSource.hand; }
110
- private __hand?: XRHand;
111
- /** threejs XRHandSpace, shorthand for `context.renderer.xr.getHand(controllerIndex)`
112
- * @link https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager.getHand
113
- */
114
- get handObject() { return this.context.renderer.xr.getHand(this.index); }
115
- /** The input source profiles */
116
- get profiles() { return this.inputSource.profiles; }
117
- /** The device input layout */
118
- get layout() { return this._layout; }
119
-
120
- /** shorthand for `inputSource.targetRayMode` */
121
- get targetRayMode(): (XRTargetRayMode | "transient-pointer") { return this.inputSource.targetRayMode; }
122
- /** shorthand for `inputSource.targetRaySpace` */
123
- get targetRaySpace() { return this.inputSource.targetRaySpace; }
124
- /** shorthand for `inputSource.gripSpace` */
125
- get gripSpace() { return this.inputSource.gripSpace; }
126
- /**
127
- * If the controller if held in the left or right hand (or if it's a left or right hand)
128
- **/
129
- get side() { return this.__side ??= this.inputSource.handedness; }
130
- private __side: XRHandedness | undefined = undefined;
131
-
132
- /** is right side. shorthand for `side === 'right'` */
133
- get isRight() { return this.side === 'right'; }
134
- /** is left side. shorthand for `side === 'left'` */
135
- get isLeft() { return this.side === 'left'; }
136
-
137
- /** is XR stylus, e.g. Logitech MX Ink */
138
- get isStylus() { return this._isMxInk; }
139
-
140
- /** The XRTransientInputHitTestSource can be used to perform hit tests with the controller ray against the real world.
141
- * see https://developer.mozilla.org/en-US/docs/Web/API/XRSession/requestHitTestSourceForTransientInput for more information
142
- * Requires the hit-test feature to be enabled in the XRSession
143
- *
144
- * NOTE: The hit test source should be cancelled once it's not needed anymore. Call `cancelHitTestSource` to do this
145
- */
146
- getHitTestSource() {
147
- if (!this._hitTestSource) this._requestHitTestSource();
148
- return this._hitTestSource;
149
- }
150
- get hasHitTestSource() {
151
- return this._hitTestSource;
152
- }
153
- /** Make sure to cancel the hittest source once it's not needed anymore */
154
- cancelHitTestSource() {
155
- if (this._hitTestSource) {
156
- this._hitTestSource.cancel();
157
- this._hitTestSource = undefined;
158
- }
159
- }
160
- private _hitTestSource: XRTransientInputHitTestSource | undefined = undefined;
161
- private _hasSelectEvent = false;
162
- get hasSelectEvent() { return this._hasSelectEvent; }
163
- private _isMxInk = false;
164
- private _isMetaQuestTouchController = false;
165
-
166
- /** Perform a hit test against the XR planes or meshes. shorthand for `xr.getHitTest(controller)`
167
- * @returns the hit test result (with position and rotation in worldspace) or null if no hit was found
168
- */
169
- getHitTest(): NeedleXRHitTestResult | null {
170
- return this.xr.getHitTest(this);
171
- }
172
-
173
- /** This is cleared at the beginning of each frame */
174
- private readonly _handJointPoses: Map<XRJointSpace, XRJointPose> = new Map();
175
- /** Get the hand joint pose from the current XRFrame. Results are cached for a frame to avoid calling getJointPose multiple times */
176
- getHandJointPose(joint: XRJointSpace, frame?: XRFrame) {
177
- frame = frame || this.xr.frame;
178
- if (!this.hand || !frame?.getJointPose || !this.xr.referenceSpace) return null;
179
- let pose = this._handJointPoses?.get(joint);
180
- if (pose) return pose;
181
- pose = frame.getJointPose(joint, this.xr.referenceSpace);
182
- if (pose) this._handJointPoses.set(joint, pose);
183
- return pose;
184
- }
185
-
186
- /** Grip matrix in grip space */
187
- private readonly _gripMatrix = new Matrix4();
188
- /** Grip position in grip space */
189
- private readonly _gripPosition = new Vector3();
190
- /** Grip rotation in grip space */
191
- private readonly _gripQuaternion = new Quaternion();
192
- private readonly _linearVelocity: Vector3 = new Vector3();
193
-
194
- private readonly _rayPositionRaw = new Vector3();
195
- private readonly _rayRotationRaw = new Quaternion();
196
- /** ray matrix in grip space */
197
- private readonly _rayMatrix = new Matrix4();
198
- /** Ray position in rig space */
199
- private readonly _rayPosition = new Vector3();
200
- /** Ray rotation in rig space */
201
- private readonly _rayQuaternion = new Quaternion();
202
-
203
- /** Grip position in rig space */
204
- get gripPosition() { return getTempVector(this._gripPosition) }
205
- /** Grip rotation in rig space */
206
- get gripQuaternion() { return getTempQuaternion(this._gripQuaternion) }
207
- get gripMatrix() { return this._gripMatrix; }
208
- /** Grip linear velocity in rig space
209
- * @link https://developer.mozilla.org/en-US/docs/Web/API/XRPose/linearVelocity
210
- */
211
- get gripLinearVelocity() {
212
- return getTempVector(this._linearVelocity).applyQuaternion(flipForwardQuaternion);
213
- }
214
- /** Ray position in rig space */
215
- get rayPosition() { return getTempVector(this._rayPosition) }
216
- /** Ray rotation in rig space */
217
- get rayQuaternion() { return getTempQuaternion(this._rayQuaternion) }
218
-
219
- /** Controller grip position in worldspace */
220
- get gripWorldPosition() { return getTempVector(this._gripWorldPosition); }
221
- private readonly _gripWorldPosition: Vector3 = new Vector3();
222
-
223
- /** Controller grip rotation in wordspace */
224
- get gripWorldQuaternion() {
225
- return getTempQuaternion(this._gripWorldQuaternion);
226
- }
227
- private readonly _gripWorldQuaternion: Quaternion = new Quaternion();
228
-
229
- /** Controller ray position in worldspace (this value is calculated once per frame by default - call `updateRayWorldPosition` to force an update) */
230
- get rayWorldPosition() {
231
- return getTempVector(this._rayWorldPosition);
232
- }
233
- private readonly _rayWorldPosition: Vector3 = new Vector3();
234
- /** Recalculates the ray world position */
235
- updateRayWorldPosition() {
236
- const parent = this.xr.context.mainCamera?.parent;
237
- this._rayWorldPosition.copy(this._rayPositionRaw);
238
- if (parent) this._rayWorldPosition.applyMatrix4(parent.matrixWorld);
239
- }
240
-
241
- /** Controller ray rotation in wordspace (this value is calculated once per frame by default - call `updateRayWorldQuaternion` to force an update) */
242
- get rayWorldQuaternion() {
243
- return getTempQuaternion(this._rayWorldQuaternion);
244
- }
245
- private readonly _rayWorldQuaternion: Quaternion = new Quaternion();
246
-
247
- get pinchPosition() {
248
- return getTempVector(this._pinchPosition);
249
- }
250
- private readonly _pinchPosition: Vector3 = new Vector3();
251
-
252
- /** Recalculates the ray world quaternion */
253
- updateRayWorldQuaternion() {
254
- const parent = this.xr.context.mainCamera?.parent;
255
- const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
256
- this._rayWorldQuaternion.copy(this._rayRotationRaw)
257
- // flip forward because we want +Z to be forward
258
- .multiply(flipForwardQuaternion);
259
- if (parentWorldQuaternion) this._rayWorldQuaternion.premultiply(parentWorldQuaternion)
260
- }
261
-
262
- /** The controller ray in worldspace */
263
- get ray(): Ray {
264
- this._ray.origin.copy(this.rayWorldPosition);
265
- this._ray.direction.copy(getTempVector(0, 0, 1).applyQuaternion(this.rayWorldQuaternion));
266
- return this._ray;
267
- }
268
- private readonly _ray;
269
-
270
- /** Recalculated once per update */
271
- private _hand_wristDotUp: number | undefined = undefined;
272
- /**
273
- * The dot product of the hand palm with the up vector.
274
- * 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).
275
- * This value is undefined if there's no hand
276
- */
277
- get handWristDotUp(): number | undefined {
278
- if (this._hand_wristDotUp !== undefined) return this._hand_wristDotUp;
279
- const handPalm = this.handObject?.joints["wrist"];
280
- if (handPalm) {
281
- const up = getTempVector(0, 1, 0).applyQuaternion(handPalm.quaternion);
282
- const dot = getTempVector(0, 1, 0).dot(up);
283
- return this._hand_wristDotUp = dot;
284
- }
285
- return undefined;
286
- }
287
- /**
288
- * @returns true if the hand is upside down
289
- */
290
- get isHandUpsideDown() {
291
- return this.handWristDotUp !== undefined ? this.handWristDotUp < -.7 : false;
292
- }
293
- /**
294
- * @returns true if the hand is upside down and we got a pinch down event this frame.
295
- */
296
- get isTeleportGesture() {
297
- return this.isHandUpsideDown && this.getGesture("pinch")?.isDown;
298
- }
299
-
300
- /** The controller object space.
301
- * You can use it to attach objects to the controller.
302
- * Children will be automatically detached and put into the scene when the controller disconnects
303
- */
304
- get object() { return this._object; }
305
- private readonly _object: IGameObject;
306
- private readonly _gripSpaceObject?: IGameObject;
307
- private readonly _raySpaceObject?: IGameObject;
308
-
309
- /** Assigned the model that you use for rendering. This can be used as a hint for other components */
310
- model: Object3D | null = null;
311
-
312
- private readonly _debugAxesHelper = new AxesHelper(.15);
313
- private readonly _debugGripAxesHelper = new AxesHelper(.07);
314
- private readonly _debugRayAxesHelper = new AxesHelper(.07);
315
-
316
- /** returns the URL of the default controller model */
317
- async getModelUrl(): Promise<string | null> {
318
- return this.getMotionController?.then(res => res?.assetUrl || null);
319
- }
320
-
321
- constructor(session: NeedleXRSession, device: XRInputSource, index: number) {
322
- this.xr = session;
323
- this.inputSource = device;
324
- this.index = index;
325
- this._object = new Object3D() as unknown as IGameObject;
326
- this._object.name = `NeedleXRController_${index}`;
327
-
328
- if (debug) {
329
- this._object.add(this._debugAxesHelper);
330
- this._gripSpaceObject = new Object3D() as unknown as IGameObject;
331
- this._raySpaceObject = new Object3D() as unknown as IGameObject;
332
- this._gripSpaceObject.name = `NeedleXRController_${index}_gripSpace`;
333
- this._raySpaceObject.name = `NeedleXRController_${index}_raySpace`;
334
- this._gripSpaceObject.add(this._debugGripAxesHelper);
335
- this._raySpaceObject.add(this._debugRayAxesHelper);
336
- this.xr.context.scene.add(this._gripSpaceObject);
337
- this.xr.context.scene.add(this._raySpaceObject);
338
- }
339
- this.xr.context.scene.add(this._object);
340
- this._ray = new Ray();
341
- this.pointerInit = {
342
- origin: this,
343
- pointerType: this.hand ? "hand" : "controller",
344
- deviceIndex: this.index,
345
- pointerId: -1, // < this will be updated in the emitPointerEvent method
346
- mode: this.inputSource.targetRayMode,
347
- ray: this._ray,
348
- device: this._object,
349
- buttonName: "none",
350
- }
351
- this.initialize();
352
- this.subscribeEvents();
353
-
354
- }
355
-
356
- private _hitTestSourcePromise: Promise<XRTransientInputHitTestSource | null> | null = null;
357
- private _requestHitTestSource(): Promise<XRTransientInputHitTestSource | null> | null {
358
- if (this._hitTestSourcePromise) return this._hitTestSourcePromise;
359
- // We only request a hit test source when we need it - meaning e.g. when we want to place the scene in AR
360
- // Make sure to cancel the hittest source when we don't need it anymore for performance reasons
361
-
362
- // // TODO: change this to check if we have hit-testing enabled instead of pass through.
363
- if (this.xr.mode === "immersive-ar" && this.inputSource.targetRayMode === "tracked-pointer" && this.xr.session.requestHitTestSourceForTransientInput) {
364
- // request hittest source
365
- return this._hitTestSourcePromise = this.xr.session.requestHitTestSourceForTransientInput({
366
- profile: this.inputSource.profiles[0],
367
- offsetRay: new XRRay(),
368
- })?.then(hitTestSource => {
369
- this._hitTestSourcePromise = null;
370
- if (!this.connected) {
371
- hitTestSource.cancel();
372
- return null;
373
- }
374
- return this._hitTestSource = hitTestSource;
375
- }) ?? null;
376
- }
377
- return null;
378
- }
379
-
380
- onPointerHits = _evt => {
381
- }
382
-
383
- onUpdate(frame: XRFrame) {
384
- this.onUpdateFrame(frame);
385
- this.updateInputEvents();
386
- this.onUpdateMove();
387
- //performance.mark('NeedleXRController onUpdate end');
388
- //performance.measure('NeedleXRController onUpdate', 'NeedleXRController onUpdate start', 'NeedleXRController onUpdate end');
389
- }
390
-
391
- onRenderDebug() {
392
- Gizmos.DrawSphere(this.rayWorldPosition, .003);
393
- Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, 0, 10).applyQuaternion(this.rayWorldQuaternion));
394
- const labelPosition = this.inputSource.gripSpace ? this.gripWorldPosition : this.object.worldPosition;
395
- const debugLabelPosition = labelPosition.sub(this.object.worldForward.multiplyScalar(.1));
396
- const profileStr = this.inputSource.profiles.join("\n");
397
- let debugStr = `Controller[${this.index}] (${this.inputSource.targetRayMode}, ${this.side})
398
- C:${this.connected ? "x" : "-"} T:${this.isTracking ? "x" : "-"} Hand:${this.inputSource.hand ? "x" : "-"} Pen: ${this._isMxInk ? "x" : "-"}`;
399
- if (this.inputSource.hand) debugStr += `\nPinch: ${this.getGesture("pinch")?.value.toFixed(3)}`;
400
- debugStr += "\n" + profileStr;
401
- debugStr += "\n" + (this.inputSource.targetRaySpace ? `Ray: x` : "Ray: -") +
402
- (this.inputSource.gripSpace ? " Grip: x" : " Grip: -") +
403
- (this.inputSource.gamepad ? ` Gamepad: ${this.inputSource.gamepad.mapping}` : " Gamepad: -");
404
- if (this.inputSource.gamepad) {
405
- const gp = this.inputSource.gamepad;
406
- let gamepadStr = "[btns " + gp.buttons.length + "]: " + gp.buttons.map(b => b.value.toPrecision(1)).join(",");
407
- gamepadStr += "\n[axes " + gp.axes.length + "]: " + gp.axes.map(a => a.toPrecision(1)).join(",");
408
- debugStr += "\n" + gamepadStr;
409
- }
410
- Gizmos.DrawLabel(debugLabelPosition, debugStr, .006);
411
- }
412
-
413
- private onUpdateFrame(frame: XRFrame) {
414
- // make sure this is cleared every frame
415
- this._handJointPoses.clear();
416
- this._hand_wristDotUp = undefined;
417
-
418
- if (!this.xr.referenceSpace) {
419
- this._isTracking = false;
420
- return;
421
- }
422
-
423
- const rayPose = frame.getPose(this.inputSource.targetRaySpace, this.xr.referenceSpace);
424
- this._isTracking = rayPose != null;
425
- let gripPositionRaw: Vector3 | null = null;
426
- let gripQuaternionRaw: Quaternion | null = null;
427
- let rayPositionRaw: Vector3 | null = null;
428
- let rayQuaternionRaw: Quaternion | null = null;
429
-
430
- if (rayPose) {
431
- const t = rayPose.transform;
432
- this._rayMatrix
433
- .fromArray(t.matrix)
434
- .premultiply(flipForwardMatrix);
435
- this._rayMatrix.decompose(this._rayPosition, this._rayQuaternion, getTempVector(1, 1, 1));
436
- rayPositionRaw = getTempVector(t.position);
437
- rayQuaternionRaw = getTempQuaternion(t.orientation);
438
-
439
- this._rayPositionRaw.copy(rayPositionRaw);
440
- this._rayRotationRaw.copy(rayQuaternionRaw);
441
- }
442
-
443
- if (this.inputSource.gripSpace) {
444
- const gripPose = frame.getPose(this.inputSource.gripSpace, this.xr.referenceSpace!);
445
- if (gripPose) {
446
- const t = gripPose.transform;
447
- gripPositionRaw = getTempVector(t.position);
448
- gripQuaternionRaw = getTempQuaternion(t.orientation);
449
- this._gripMatrix
450
- .fromArray(t.matrix)
451
- .premultiply(flipForwardMatrix);
452
- this._gripMatrix.decompose(this._gripPosition, this._gripQuaternion, getTempVector(1, 1, 1));
453
-
454
- if ("linearVelocity" in gripPose && gripPose.linearVelocity) {
455
- const p = gripPose.linearVelocity as DOMPointReadOnly;
456
- this._linearVelocity.set(p.x, p.y, p.z);
457
- }
458
- }
459
- }
460
-
461
- // update controller object parent – needs to be parented to the rig, which
462
- // implicitly is the same object as the camera parent.
463
- if (this.xr.context.mainCamera?.parent) {
464
- if (this._object.parent !== this.xr.context.mainCamera?.parent)
465
- this.xr.context.mainCamera.parent.add(this._object);
466
- if (this._gripSpaceObject !== undefined && this._gripSpaceObject?.parent !== this.xr.context.mainCamera?.parent)
467
- this.xr.context.mainCamera.parent.add(this._gripSpaceObject);
468
- if (this._raySpaceObject !== undefined && this._raySpaceObject?.parent !== this.xr.context.mainCamera?.parent)
469
- this.xr.context.mainCamera.parent.add(this._raySpaceObject);
470
- }
471
- // for controllers, we set the position and rotation of the object to the ray position and rotation
472
- // for hands, we take the wrist position and rotation
473
- const hand = this.hand;
474
- if (hand) {
475
- // https://www.w3.org/TR/webxr-hand-input-1/#xrhand-interface
476
- let gotWrist = false;
477
- // TODO check why types are not correct here
478
- const wrist = hand.get("wrist");
479
- const wristPose = wrist && this.getHandJointPose(wrist, frame);
480
- if (wristPose) {
481
- gotWrist = true;
482
- const p = wristPose.transform.position;
483
- const q = wristPose.transform.orientation;
484
- this._object.position.set(p.x, p.y, p.z);
485
- this._object.quaternion.set(q.x, q.y, q.z, q.w).multiply(flipForwardQuaternion);
486
- }
487
- if (!gotWrist) {
488
- this._object.position.copy(this._rayPosition);
489
- this._object.quaternion.copy(this._rayQuaternion).multiply(flipForwardQuaternion);
490
- }
491
-
492
- //@ts-ignore
493
- const middle = hand.get("middle-finger-metacarpal");
494
- const middlePose = middle && this.getHandJointPose(middle, frame);
495
- if (middlePose) {
496
- // for some reason the grip rotation is different from the wrist rotation
497
- // but we want to use the wrist rotation for the grip
498
- this._gripMatrix
499
- .fromArray(middlePose.transform.matrix)
500
- .premultiply(flipForwardMatrix);
501
- this._gripMatrix.decompose(this._gripPosition, this._gripQuaternion, getTempVector(1, 1, 1));
502
-
503
- // If we don't have a grip space, we update the data from the metacarpal bone instead.
504
- // this way, things looking for a grip pose will still find one (e.g. XRControllerFollow).
505
- // For example, hands on VisionOS do not provide a gripSpace.
506
- if (true || !this.inputSource.gripSpace) {
507
- gripPositionRaw = getTempVector().copy(middlePose.transform.position);
508
- gripQuaternionRaw = getTempQuaternion().copy(middlePose.transform.orientation);
509
- gripQuaternionRaw.multiply(metacarpalToGripQuaternion);
510
- gripPositionRaw.add(getTempVector(metacarpalToGripPosition).applyQuaternion(gripQuaternionRaw));
511
- }
512
- }
513
- }
514
- // on VisionOS we get a gripSpace that matches where the controller is for transient input sources
515
- else if (this.inputSource.gripSpace && this.targetRayMode === "transient-pointer" && gripPositionRaw && gripQuaternionRaw) {
516
- this._object.position.copy(gripPositionRaw);
517
- this._object.quaternion.copy(gripQuaternionRaw).multiply(flipForwardQuaternion);
518
- }
519
- else if (rayPositionRaw && rayQuaternionRaw) {
520
- this._object.position.copy(rayPositionRaw);
521
- this._object.quaternion.copy(rayQuaternionRaw).multiply(flipForwardQuaternion);
522
- }
523
-
524
- if (debug) {
525
- if (rayPositionRaw && rayQuaternionRaw) {
526
- this._raySpaceObject?.position.copy(rayPositionRaw);
527
- this._raySpaceObject?.quaternion.copy(rayQuaternionRaw).multiply(flipForwardQuaternion);
528
- }
529
- if (gripPositionRaw && gripQuaternionRaw) {
530
- this._gripSpaceObject?.position.copy(gripPositionRaw);
531
- this._gripSpaceObject?.quaternion.copy(gripQuaternionRaw).multiply(flipForwardQuaternion);
532
- }
533
- }
534
-
535
- // UPDATE WORLD TRANSFORM DATA
536
- const parent = this.xr.context.mainCamera?.parent;
537
- const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
538
-
539
- // GRIP
540
- if (gripPositionRaw && gripQuaternionRaw) {
541
- this._gripWorldPosition.copy(gripPositionRaw);
542
- if (parent) this._gripWorldPosition.applyMatrix4(parent.matrixWorld);
543
-
544
- this._gripWorldQuaternion.copy(gripQuaternionRaw);
545
- // flip forward because we want +Z to be forward
546
- this._gripWorldQuaternion.multiply(flipForwardQuaternion);
547
- if (parentWorldQuaternion) this._gripWorldQuaternion.premultiply(parentWorldQuaternion)
548
- }
549
-
550
- // RAY
551
- this.updateRayWorldPosition();
552
- this.updateRayWorldQuaternion();
553
- }
554
-
555
- /** Called when the input source disconnects */
556
- onDisconnected() {
557
- this._connected = false;
558
- if (debug) console.warn("Controller disconnected", this.index);
559
- // move all attached objects into the scene
560
- for (const child of this._object.children) {
561
- this.xr.context.scene.attach(child);
562
- }
563
- this._object?.removeFromParent();
564
- this._debugAxesHelper?.removeFromParent();
565
- this._debugGripAxesHelper?.removeFromParent();
566
- this._debugRayAxesHelper?.removeFromParent();
567
- this._gripSpaceObject?.removeFromParent();
568
- this._raySpaceObject?.removeFromParent();
569
-
570
- this.unsubscribeEvents();
571
- if (this._hitTestSource) {
572
- this._hitTestSource.cancel();
573
- this._hitTestSource = undefined;
574
- }
575
- }
576
-
577
- /**
578
- * Get a gamepad button
579
- * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
580
- * @param key the controller button name e.g. x-button
581
- * @returns the gamepad button if it exists on the controller - otherwise undefined
582
- */
583
- getButton(key: NeedleXRControllerButtonName): NeedleGamepadButton | undefined | null {
584
- if (!this._layout) return undefined;
585
-
586
- switch (key) {
587
- case "primary-button":
588
- if (this.isLeft) key = "x-button";
589
- else if (this.isRight) key = "a-button";
590
- else return undefined;
591
- break;
592
- case "primary":
593
- if (this.hand) {
594
- return this.getGesture("pinch");
595
- }
596
- return this.toNeedleGamepadButton(0, key);
597
- }
598
-
599
-
600
- if (this._buttonMap.has(key)) {
601
- return this.toNeedleGamepadButton(this._buttonMap.get(key)!, key);
602
- }
603
- const componentModel = this._layout?.components[key];
604
- if (componentModel?.gamepadIndices) {
605
- switch (componentModel.type) {
606
- case "button":
607
- case "squeeze":
608
- if (this.inputSource.gamepad) {
609
- const index = componentModel.gamepadIndices!.button!;
610
- this._buttonMap.set(key, index);
611
- return this.toNeedleGamepadButton(index, key);
612
- }
613
- break;
614
- default:
615
- console.warn("Unsupported component type", componentModel.type);
616
- break;
617
- }
618
- }
619
- this._buttonMap.set(key, undefined!);
620
- return undefined;
621
- }
622
-
623
- /** Get a gesture state */
624
- getGesture(key: XRGestureName): NeedleGamepadButton | null {
625
- const state = this.states[key];
626
- if (!state) return null;
627
- this.states[key] = state;
628
- const needleButton = this._needleGamepadButtons[key] || new NeedleGamepadButton(undefined, key);
629
- needleButton.pressed = state.pressed;
630
- needleButton.value = state.value;
631
- needleButton.isDown = state.isDown;
632
- needleButton.isUp = state.isUp;
633
- this._needleGamepadButtons[key] = needleButton;
634
- return needleButton;
635
- }
636
-
637
- /**
638
- * Get the pointer id for a specific button of this input device.
639
- * This is useful if you want to check if a button (e.g. trigger) is currently being in use which can be queried on the inputsystem.
640
- * @returns the pointer id for the button or undefined if the button is not supported
641
- * @example
642
- * ```ts
643
- * const pointerId = controller.getPointerId("primary");
644
- * if (pointerId !== undefined) {
645
- * const isUsed = this.context.input.getPointerUsed(pointerId);
646
- * console.log(controller.side, "used?", isUsed);
647
- * }
648
- * ```
649
- */
650
- getPointerId(button: number): number;
651
- getPointerId(button: NeedleXRControllerButtonName | XRGestureName): number | undefined;
652
- getPointerId(button: number | NeedleXRControllerButtonName | XRGestureName): number | undefined {
653
- if (button === "primary") {
654
- button = 0;
655
- }
656
- else if (button === "pinch") {
657
- button = 0;
658
- }
659
- if (typeof button !== "number") {
660
- const needleButton = this._buttonMap.get(button);
661
- if (needleButton === undefined) {
662
- return undefined;
663
- }
664
- button = needleButton;
665
- }
666
- return this.index * 10 + button;
667
- }
668
-
669
- private readonly _needleGamepadButtons: { [key: number | string]: NeedleGamepadButton } = {};
670
- /** combine the InputState information + the GamepadButton information (since GamepadButtons can not be extended) */
671
- private toNeedleGamepadButton(index: number, name: string): NeedleGamepadButton | undefined {
672
- if (!this.inputSource.gamepad?.buttons) return undefined
673
- const button = this.inputSource.gamepad?.buttons[index];
674
- const state = this.states[index];
675
- const needleButton = this._needleGamepadButtons[index] || new NeedleGamepadButton(index, name);
676
- if (button) {
677
- needleButton.pressed = button.pressed;
678
- needleButton.value = button.value;
679
- needleButton.touched = button.touched;
680
- }
681
- if (state) {
682
- needleButton.isDown = state.isDown;
683
- needleButton.isUp = state.isUp;
684
- }
685
- this._needleGamepadButtons[index] = needleButton;
686
- return needleButton;
687
- }
688
-
689
- /**
690
- * Get the values of a controller joystick
691
- * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
692
- * @returns the stick values where x is left/right, y is up/down and z is the button value
693
- */
694
- getStick(key: StickName | "primary"): Vec3 {
695
- if (!this._layout) return { x: 0, y: 0, z: 0 };
696
-
697
- if (key === "primary") {
698
- const x = this.inputSource.gamepad?.axes[0] || 0;
699
- const y = this.inputSource.gamepad?.axes[1] || 0;
700
- // the primary thumbstick is button 3 (see gamepads module explainer)
701
- const z = this.inputSource.gamepad?.buttons[3]?.value || 0;
702
- return { x, y, z }
703
- }
704
-
705
- const componentModel = this._layout?.components[key];
706
- if (componentModel?.gamepadIndices) {
707
- switch (componentModel.type) {
708
- case "thumbstick":
709
- if (this.inputSource.gamepad) {
710
- const xIndex = componentModel.gamepadIndices!.xAxis!;
711
- const yIndex = componentModel.gamepadIndices!.yAxis!;
712
- let x = this.inputSource.gamepad?.axes[xIndex];
713
- let y = this.inputSource.gamepad?.axes[yIndex];
714
- x *= -1;
715
- y *= -1;
716
- const buttonIndex = componentModel.gamepadIndices!.button!;
717
- const z = this.inputSource.gamepad?.buttons[buttonIndex]?.value;
718
- return { x, y, z }
719
- }
720
- }
721
- }
722
- return { x: 0, y: 0, z: 0 }
723
- }
724
-
725
- private readonly _buttonMap = new Map<NeedleXRControllerButtonName, number>();
726
-
727
- // the motion controller contains the controller scheme, we use this to simplify button access
728
- private _motioncontroller?: MotionController;
729
- private _layout: InputDeviceLayout | undefined;
730
- private getMotionController!: Promise<MotionController>;
731
- private initialize() {
732
- // WORKAROUND for hand controllers that don't have a select event
733
- this._hasSelectEvent = this.profiles.includes("generic-hand-select") || this.profiles.some(p => p.startsWith("generic-trigger"));
734
-
735
- // Used to determine special layout for Quest controllers, e.g. last button is menu button
736
- this._isMetaQuestTouchController = this.profiles.includes("meta-quest-touch-plus") || this.profiles.includes("oculus-touch-v3");
737
-
738
- // Proper profile starting with v69 and browser 35.1
739
- this._isMxInk = this.profiles.includes("logitech-mx-ink")
740
-
741
- if (!this._layout) {
742
- // Ignore transient-pointer since we likely don't want to spawn a controller visual just for a temporary pointer.
743
- // TODO we should check how this is actually handled on Quest Browser when the transient-pointer flag is on.
744
- if (this.inputSource.targetRayMode as XRTargetRayMode | "transient-pointer" === "transient-pointer") return;
745
-
746
- // TODO: we should fetch the profiles or better yet the profile list once and cache it
747
- const fetchProfileCall = fetchProfile(this.inputSource, DEFAULT_PROFILES_PATH, DEFAULT_PROFILE);
748
- /** @ts-ignore */
749
- this.getMotionController = fetchProfileCall.then(res => {
750
-
751
- if (!this.connected) return null;
752
-
753
- this._motioncontroller = new MotionController(
754
- this.inputSource,
755
- res.profile,
756
- res.assetPath || ""
757
- );
758
-
759
- const profile = res.profile as InputDeviceProfile;
760
- const layout = profile.layouts[this.inputSource.handedness];
761
- this._layout = layout;
762
- if (this._layout) {
763
- if (!this._layout.gamepad?.length) {
764
- this._layout.gamepad = [];
765
- for (const key in this._layout.components) {
766
- const component = this._layout.components[key];
767
- this._layout.gamepad[component.gamepadIndices!.button!] = key as XRControllerButtonName;
768
- }
769
- }
770
- }
771
- // if (debug) console.log(this._layout, this.inputSource);
772
- // debugger;
773
- // this.getButton("a-button")
774
- return this._motioncontroller;
775
- }).catch(err => {
776
- if (this.inputSource)
777
- console.warn("Couldn't initialize motion controller profile for ", this.inputSource, err);
778
- return null;
779
- });
780
- }
781
- }
782
-
783
- /**
784
- * When enabled the controller will automatically emit pointer down events to the Needle Engine Input System.
785
- * @default true
786
- */
787
- emitPointerDownEvent: boolean = true;
788
-
789
- /**
790
- * When enabled the controller will automatically emit pointer up events to the Needle Engine Input System.
791
- * @default true
792
- */
793
- emitPointerUpEvent: boolean = true;
794
-
795
- /**
796
- * When enabled the controller will automatically emit pointer move events to the Needle Engine Input System.
797
- * @default true
798
- */
799
- emitPointerMoveEvent: boolean = true;
800
-
801
- /**
802
- * The distance threshold for pointer move events. This value is in units in rig space
803
- * @default 0.03
804
- */
805
- pointerMoveDistanceThreshold = 0.03;
806
-
807
- /**
808
- * The angle threshold for pointer move events. This value is in radians.
809
- * @default 0.05
810
- */
811
- pointerMoveAngleThreshold = 0.05;
812
-
813
- private subscribeEvents() {
814
- // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/selectstart_event
815
- this.xr.session.addEventListener("selectstart", this.onSelectStart);
816
- this.xr.session.addEventListener("selectend", this.onSelectEnd);
817
- // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/squeeze_event
818
- this.xr.session.addEventListener("squeezestart", this.onSequeezeStart);
819
- this.xr.session.addEventListener("squeezeend", this.onSequeezeEnd);
820
- }
821
- private unsubscribeEvents() {
822
- this.xr.session.removeEventListener("selectstart", this.onSelectStart);
823
- this.xr.session.removeEventListener("selectend", this.onSelectEnd);
824
- this.xr.session.removeEventListener("squeezestart", this.onSequeezeStart);
825
- this.xr.session.removeEventListener("squeezeend", this.onSequeezeEnd);
826
- }
827
-
828
- private _selectButtonIndex: number | undefined = undefined;
829
- private _squeezeButtonIndex: number | undefined = undefined;
830
-
831
- private onSelectStart = (evt: XRInputSourceEvent) => {
832
- if (!this.emitPointerDownEvent) return;
833
- if (this.inputSource !== evt.inputSource) return;
834
- // if a selectstart event happens right after an input source is connected, we may even receive this event before
835
- // requestAnimationFrame callback with the current session. So, we need to update the frame here.
836
- this.onUpdateFrame(evt.frame);
837
- // if we receive a select event we can be true that this device supports select events
838
- this._hasSelectEvent = true;
839
- const selectComponentId = this._layout?.selectComponentId;
840
- const i = this._layout?.components[selectComponentId!]?.gamepadIndices?.button;
841
- if (i !== undefined) this._selectButtonIndex = i;
842
- if (debugCustomGesture) return;
843
- /*
844
- if (!_didReceiveSelectStartEvent) {
845
- _didReceiveSelectStartEvent = true;
846
- // safeguard first pinch event - check if the pinch gesture is already down
847
- const pinch = this.getGesture("pinch");
848
- if (pinch?.pressed) {
849
- 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);
850
- return;
851
- }
852
- }
853
- */
854
- if (debug) Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0xff0000, 10);
855
- this.emitPointerEvent(InputEvents.PointerDown, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
856
- }
857
- private onSelectEnd = (evt: XRInputSourceEvent) => {
858
- if (!this.emitPointerUpEvent) return;
859
- if (debugCustomGesture) return;
860
- if (this.inputSource !== evt.inputSource) return;
861
- this.emitPointerEvent(InputEvents.PointerUp, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
862
- }
863
- private onSequeezeStart = (evt: XRInputSourceEvent) => {
864
- if (!this.emitPointerDownEvent) return;
865
- if (this.inputSource !== evt.inputSource) return;
866
- this._squeezeButtonIndex = this._layout?.components["xr-standard-squeeze"]?.gamepadIndices?.button;
867
- if (this._squeezeButtonIndex !== undefined) {
868
- if (debug) Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0x0000ff, 10);
869
- this.emitPointerEvent(InputEvents.PointerDown, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
870
- }
871
- };
872
- private onSequeezeEnd = (evt: XRInputSourceEvent) => {
873
- if (!this.emitPointerUpEvent) return;
874
- if (this.inputSource !== evt.inputSource) return;
875
- if (this._squeezeButtonIndex !== undefined)
876
- this.emitPointerEvent(InputEvents.PointerUp, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
877
- };
878
-
879
- /** Index = button index */
880
- private readonly states: { [key: number | string]: InputState } = {};
881
- // If we want to invoke button events for ALL buttons we need to keep track of the previous state
882
- // instead of using XR input select start events which is only raised for the primary button
883
- // 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)
884
- // and start with index = 1
885
- private updateInputEvents() {
886
- // https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-heading
887
- if (this.gamepad?.buttons) {
888
- for (let index = 0; index < this.gamepad.buttons.length; index++) {
889
- const button = this.gamepad.buttons[index];
890
- const state = this.states[index] || new InputState();
891
- let eventName: InputEventNames | null = null;
892
-
893
- // Special handling for MX Ink stylus on Quest OS v69+.
894
- // We're never getting a "pressed" state here, so we determine pressed state based on the value.
895
- if (this._isMxInk && (index === 4 || index === 5)) {
896
- if (button.value > 0 && !state.pressed) {
897
- eventName = "pointerdown";
898
- state.isDown = true;
899
- state.isUp = false;
900
- }
901
- else if (button.value === 0 && state.pressed) {
902
- eventName = "pointerup";
903
- state.isDown = false;
904
- state.isUp = true;
905
- }
906
- else if (state.pressed) {
907
- eventName = "pointermove";
908
- state.isDown = false;
909
- state.isUp = false;
910
- }
911
- state.pressed = button.value > 0;
912
- state.value = button.value;
913
- }
914
- // Regular controller handling.
915
- else {
916
- // is down
917
- if (button.pressed && !state.pressed) {
918
- eventName = "pointerdown";
919
- state.isDown = true;
920
- state.isUp = false;
921
- }
922
- // is up
923
- else if (!button.pressed && state.pressed) {
924
- eventName = "pointerup"
925
- state.isDown = false;
926
- state.isUp = true;
927
- }
928
- else {
929
- state.isDown = false;
930
- state.isUp = false;
931
- }
932
- state.pressed = button.pressed;
933
- state.value = button.value;
934
- }
935
- this.states[index] = state;
936
-
937
- // the selection event is handled in the "selectstart" callback
938
- const emitEvent = index !== this._selectButtonIndex && index !== this._squeezeButtonIndex;
939
-
940
- if (eventName != null && emitEvent) {
941
- let name = this._layout?.gamepad[index];
942
- if (this._isMxInk && index === 4) name = "stylus-touch";
943
- if (this._isMxInk && index === 5) name = "stylus-tip";
944
- if (debug || debugCustomGesture) console.log("Emitting pointer event", eventName, index, name, button.value, this.gamepad, this._layout);
945
- this.emitPointerEvent(eventName, index, name ?? "none", false, null, button.value);
946
- }
947
- }
948
-
949
- // For Quest controllers, the last button is the menu button
950
- if (this._isMetaQuestTouchController) {
951
- const menuButtonIndex = this.gamepad.buttons.length - 1;
952
- const menuButtonState = this.states[menuButtonIndex];
953
- if (menuButtonState) {
954
- if (menuButtonState.isDown) {
955
- const menu = this.context.menu;
956
- if (menu.spatialMenuIsVisible)
957
- menu.setSpatialMenuVisible(false);
958
- else
959
- this.context.menu.setSpatialMenuVisible(true);
960
- }
961
- }
962
- }
963
- }
964
-
965
- // update hand gesture states
966
- if (this.hand) {
967
- const handObject = this.handObject;
968
- if (handObject) {
969
- // update pinch state
970
- const indexTip = handObject.joints["index-finger-tip"];
971
- const thumbTip = handObject.joints["thumb-tip"];
972
- if (indexTip && thumbTip) {
973
- const distance = indexTip.position.distanceTo(thumbTip.position);
974
-
975
- // upddate position of the pinch point
976
- this._pinchPosition.lerpVectors(indexTip.position, thumbTip.position, .5);
977
- const parent = this.xr.context.mainCamera?.parent;
978
- if (parent) this._pinchPosition.applyMatrix4(parent.matrixWorld);
979
-
980
- if (distance !== 0) { // ignore exactly 0 which happens when we switch from hands to controllers
981
- const pinchThreshold = .02;
982
- const pinchHysteresis = .01;
983
- const state = this.states["pinch"] || new InputState();
984
- const maxDistance = (pinchThreshold + pinchHysteresis) * 1.5;
985
- state.value = 1 - ((distance - pinchThreshold) / maxDistance);
986
-
987
- const isPressed = distance < (pinchThreshold - pinchHysteresis);
988
- const isReleased = distance > (pinchThreshold + pinchHysteresis);
989
- if (isPressed && !state.pressed) {
990
- if (debugCustomGesture) console.log("pinch start", distance);
991
- state.isDown = true;
992
- state.isUp = false;
993
- state.pressed = true;
994
- }
995
- else if (isReleased && state.pressed) {
996
- state.isDown = false;
997
- state.isUp = true;
998
- state.pressed = false;
999
- }
1000
- else {
1001
- state.isDown = false;
1002
- state.isUp = false;
1003
- }
1004
- this.states["pinch"] = state;
1005
- }
1006
-
1007
- /** Workaround for visionOS not emitting selectstart. See https://linear.app/needle/issue/NE-4212
1008
- * If a selectstart event was never received we do a manual check here if the user is pinching
1009
- * Update: VisionOS 1.1 now properly emits select events from transient input sources, based on gaze.
1010
- * We're keeping this code commented for now since there may be future changes before VisionOS WebXR ships.
1011
- */
1012
- /*
1013
- if (!_didReceiveSelectStartEvent && (state.isDown || state.isUp)) {
1014
- const eventName = isPressed ? "pointerdown" : "pointerup";
1015
- const pressure = distance / pinchThreshold;
1016
- if (debugCustomGesture) {
1017
- const p = this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.2));
1018
- p.y += .05;
1019
- p.y += Math.random() * .02;
1020
- Gizmos.DrawLabel(p, "pinch:" + eventName + ", " + this.index + ", " + this.side + "\n" + handObject.uuid, 0.01, 5, 0x000000, new RGBAColor(1, 1, 1, .1));
1021
- }
1022
- this.emitPointerEvent(eventName, 0, "pinch", false, null, pressure);
1023
- }
1024
- */
1025
- }
1026
- }
1027
- }
1028
- }
1029
-
1030
- private _didMoveLastFrame = false;
1031
- private readonly _lastPointerMovePosition = new Vector3();
1032
- private readonly _lastPointerMoveQuaternion = new Quaternion();
1033
-
1034
- private onUpdateMove() {
1035
- if (!this.emitPointerMoveEvent) return;
1036
- let didMove = false;
1037
- const dist = this._lastPointerMovePosition.distanceTo(this.gripWorldPosition);
1038
- if (dist > this.pointerMoveDistanceThreshold * this.xr.rigScale) didMove = true;
1039
- if (!didMove) {
1040
- const angle = this._lastPointerMoveQuaternion.angleTo(this.gripWorldQuaternion);
1041
- if (angle > this.pointerMoveAngleThreshold) didMove = true;
1042
- }
1043
- if (didMove) {
1044
- this._didMoveLastFrame = true;
1045
- this._lastPointerMovePosition.copy(this.gripWorldPosition);
1046
- this._lastPointerMoveQuaternion.copy(this.gripWorldQuaternion);
1047
- if (debug) Gizmos.DrawLabel(this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.1)), "move", .01);
1048
-
1049
- let button = this.xr.context.input.getFirstPressedButtonForPointer(this.index);
1050
- if (button === undefined) button = 0;
1051
- const pressure = this.gamepad?.buttons[button]?.value;
1052
- this.emitPointerEvent("pointermove", button, "none", false, null, pressure);
1053
- }
1054
- else {
1055
- this._didMoveLastFrame = false;
1056
- }
1057
- }
1058
-
1059
-
1060
- /** cached spatial pointer init object. We re-use it to not have */
1061
- private readonly pointerInit: NEPointerEventInit;
1062
- private emitPointerEvent(type: InputEventNames, button: number, buttonName: ButtonName | "none", primary: boolean, source: Event | null = null, pressure?: number) {
1063
-
1064
- if (!this.emitEvents) {
1065
- if (debug && type !== InputEvents.PointerMove) console.warn("Pointer events are disabled for this controller", this.index, type, button);
1066
- return;
1067
- }
1068
-
1069
- // Currently we do only want to emit pointer events for NON screen based events
1070
- // that means if the input device is spatial (AR touch on a screen should be handled via touchdown etc still)
1071
- // Not sure if *this* is enough to determine if the event is spatial or not
1072
- if (this.xr.mode === "immersive-vr" || this.xr.isPassThrough) {
1073
- this.pointerInit.origin = this;
1074
- this.pointerInit.pointerId = this.getPointerId(button);
1075
- this.pointerInit.pointerType = this.hand ? "hand" : "controller";
1076
- this.pointerInit.button = button;
1077
- this.pointerInit.buttonName = buttonName;
1078
- this.pointerInit.isPrimary = primary;
1079
- this.pointerInit.mode = this.inputSource.targetRayMode;
1080
- this.pointerInit.ray = this.ray;
1081
- this.pointerInit.device = this.object;
1082
- this.pointerInit.pressure = pressure;
1083
- this.pointerInit.clientX = this._rayPosition.x / this.xr.rigScale;
1084
- this.pointerInit.clientY = this._rayPosition.y / this.xr.rigScale;
1085
- this.pointerInit.clientZ = this._rayPosition.z / this.xr.rigScale;
1086
-
1087
- const prevContext = Context.Current;
1088
- Context.Current = this.xr.context;
1089
- if (debug && type !== "pointermove") console.warn("Pointer event", type, button, buttonName, { ...this.pointerInit });
1090
- this.xr.context.input.createInputEvent(new NEPointerEvent(type, source, this.pointerInit));
1091
- Context.Current = prevContext;
1092
- }
1093
- }
1094
-
1095
-
1096
- }
1097
-
1098
- class InputState {
1099
- /** if the button was pressed the last update */
1100
- isDown: boolean = false;
1101
- /** if the button was released the last update */
1102
- isUp: boolean = false;
1103
-
1104
- pressed: boolean = false;
1105
- value: number = 0;
1106
- };
1107
-
1108
- /** Enhanced GamepadButton with `isDown` and `isUp` information */
1109
- class NeedleGamepadButton {
1110
- /** The index of the button in the input gamepad */
1111
- readonly index: number | undefined;
1112
- readonly name: string;
1113
-
1114
- touched: boolean = false;
1115
- pressed: boolean = false;
1116
- value: number = 0;
1117
- /** was the button just pressed down the last update */
1118
- isDown: boolean = false;
1119
- /** was the button just released the last update */
1120
- isUp: boolean = false;
1121
-
1122
- constructor(index: number | undefined, name: string) {
1123
- this.index = index;
1124
- this.name = name;
1125
- }
1
+ import { fetchProfile, MotionController } from "@webxr-input-profiles/motion-controllers";
2
+ import { AxesHelper, Euler, MathUtils, Matrix4, Object3D, Quaternion, Ray, Vector3 } from "three";
3
+
4
+ import { Context } from "../engine_context.js";
5
+ import { Gizmos } from "../engine_gizmos.js";
6
+ import { type InputEventNames, InputEvents, IPointerHitEventReceiver, NEPointerEvent, type NEPointerEventInit } from "../engine_input.js";
7
+ import { getTempQuaternion, getTempVector, getWorldQuaternion } from "../engine_three_utils.js";
8
+ import type { ButtonName, IGameObject, Vec3, XRControllerButtonName, XRGestureName } from "../engine_types.js";
9
+ import { getParam } from "../engine_utils.js";
10
+ import { flipForwardMatrix, flipForwardQuaternion } from "./internal.js";
11
+ import type { NeedleXRHitTestResult, NeedleXRSession } from "./NeedleXRSession.js";
12
+
13
+ const debug = getParam("debugwebxr");
14
+ /** when enabled we will not use the browser select event but instead
15
+ * we will emit the input event based on our own pinch detection
16
+ * this is a workaround for visionOS not emitting the select events, see https://linear.app/needle/issue/NE-4212
17
+ */
18
+ const debugCustomGesture = getParam("debugcustomgesture");
19
+
20
+ /** true when selectstart was ever received.
21
+ * On VisionOS 1.1 we always have select events (as per the spec), so this is always true
22
+ */
23
+ // let _didReceiveSelectStartEvent = false;
24
+
25
+ // https://github.com/immersive-web/webxr-input-profiles/blob/4484a05e30bcd43fe86bb4e06b7a707861a26796/packages/registry/profiles/meta/meta-quest-touch-plus.json
26
+ declare type ControllerAxes = "xr-standard-thumbstick";
27
+ declare type StickName = "xr-standard-thumbstick";
28
+ declare type Mapping = "xr-standard";
29
+ declare type ComponentType = "button" | "thumbstick" | "squeeze";
30
+ declare type GamepadKey = "button" | "xAxis" | "yAxis";
31
+
32
+ declare type NeedleXRControllerButtonName = ButtonName | "primary-button" | "primary";
33
+
34
+ declare type ComponentMap = {
35
+ type: ComponentType,
36
+ rootNodeName?: string,
37
+ gamepadIndices?: { [key in GamepadKey]?: number },
38
+ visualResponses?: { [key: string]: { states: Array<string> } }
39
+ }
40
+
41
+ declare type InputDeviceLayout = {
42
+ selectComponentId: string,
43
+ components: { [key: string]: ComponentMap }
44
+ mapping: Mapping;
45
+ gamepad: Array<XRControllerButtonName>,
46
+ axes: Array<{
47
+ componentId: ControllerAxes,
48
+ axis: "x-axis" | "y-axis",
49
+ }>,
50
+ }
51
+ declare type InputDeviceProfile = {
52
+ profileId: string,
53
+ fallbackProfileIds: string[],
54
+ layouts: [
55
+ left: InputDeviceLayout,
56
+ right: InputDeviceLayout
57
+ ]
58
+ }
59
+
60
+ // https://github.com/immersive-web/webxr-input-profiles/blob/4484a05e30bcd43fe86bb4e06b7a707861a26796/packages/registry/profiles/meta/meta-quest-touch-plus.json
61
+ const DEFAULT_PROFILES_PATH = 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles';
62
+ const DEFAULT_PROFILE = 'generic-trigger';
63
+ const metacarpalToGripQuaternion = new Quaternion().setFromEuler(new Euler(MathUtils.degToRad(0), MathUtils.degToRad(-90), MathUtils.degToRad(-90)))
64
+ const metacarpalToGripPosition = new Vector3(0.04, -0.04, 0.0);
65
+
66
+ /**
67
+ * A NeedleXRController wraps a connected XRInputDevice that is either a physical controller or a hand
68
+ * You can access specific buttons using `getButton` and `getStick`
69
+ * To get spatial data in rig space (position, rotation) use the `gripPosition`, `gripQuaternion`, `rayPosition` and `rayQuaternion` properties
70
+ * To get spatial data in world space use the `gripWorldPosition`, `gripWorldQuaternion`, `rayWorldPosition` and `rayWorldQuaternion` properties
71
+ * 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
72
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
73
+ */
74
+ export class NeedleXRController implements IPointerHitEventReceiver {
75
+ /** the Needle XR Session */
76
+ readonly xr: NeedleXRSession;
77
+ get context() { return this.xr.context; }
78
+ /**
79
+ * https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource
80
+ */
81
+ readonly inputSource: XRInputSource;
82
+ /** the input source index */
83
+ readonly index: number = 0;
84
+
85
+ /** 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)
86
+ * 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
87
+ */
88
+ emitEvents = true;
89
+
90
+ /** Is the controller still connected? */
91
+ get connected() {
92
+ return this._connected;
93
+ }
94
+ private _connected: boolean = true;
95
+
96
+ get isTracking() { return this._isTracking; }
97
+ private _isTracking: boolean = false;
98
+ /** the input source gamepad giving raw access to the gamepad values
99
+ * You should usually use the `getButton` and `getStick` methods instead to get access to named buttons and sticks
100
+ */
101
+ get gamepad() { return this.__gamepad ??= this.inputSource.gamepad; }
102
+ private __gamepad?: Gamepad;
103
+ /** @returns true if this is a hand (otherwise this is a controller) */
104
+ get isHand() { return this.hand != undefined; }
105
+ /**
106
+ * If this is a hand then this is the hand info (XRHand)
107
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRHand
108
+ */
109
+ get hand() { return this.__hand ??= this.inputSource.hand; }
110
+ private __hand?: XRHand;
111
+ /** threejs XRHandSpace, shorthand for `context.renderer.xr.getHand(controllerIndex)`
112
+ * @link https://threejs.org/docs/#api/en/renderers/webxr/WebXRManager.getHand
113
+ */
114
+ get handObject() { return this.context.renderer.xr.getHand(this.index); }
115
+ /** The input source profiles */
116
+ get profiles() { return this.inputSource.profiles; }
117
+ /** The device input layout */
118
+ get layout() { return this._layout; }
119
+
120
+ /** shorthand for `inputSource.targetRayMode` */
121
+ get targetRayMode(): (XRTargetRayMode | "transient-pointer") { return this.inputSource.targetRayMode; }
122
+ /** shorthand for `inputSource.targetRaySpace` */
123
+ get targetRaySpace() { return this.inputSource.targetRaySpace; }
124
+ /** shorthand for `inputSource.gripSpace` */
125
+ get gripSpace() { return this.inputSource.gripSpace; }
126
+ /**
127
+ * If the controller if held in the left or right hand (or if it's a left or right hand)
128
+ **/
129
+ get side() { return this.__side ??= this.inputSource.handedness; }
130
+ private __side: XRHandedness | undefined = undefined;
131
+
132
+ /** is right side. shorthand for `side === 'right'` */
133
+ get isRight() { return this.side === 'right'; }
134
+ /** is left side. shorthand for `side === 'left'` */
135
+ get isLeft() { return this.side === 'left'; }
136
+
137
+ /** is XR stylus, e.g. Logitech MX Ink */
138
+ get isStylus() { return this._isMxInk; }
139
+
140
+ /** The XRTransientInputHitTestSource can be used to perform hit tests with the controller ray against the real world.
141
+ * see https://developer.mozilla.org/en-US/docs/Web/API/XRSession/requestHitTestSourceForTransientInput for more information
142
+ * Requires the hit-test feature to be enabled in the XRSession
143
+ *
144
+ * NOTE: The hit test source should be cancelled once it's not needed anymore. Call `cancelHitTestSource` to do this
145
+ */
146
+ getHitTestSource() {
147
+ if (!this._hitTestSource) this._requestHitTestSource();
148
+ return this._hitTestSource;
149
+ }
150
+ get hasHitTestSource() {
151
+ return this._hitTestSource;
152
+ }
153
+ /** Make sure to cancel the hittest source once it's not needed anymore */
154
+ cancelHitTestSource() {
155
+ if (this._hitTestSource) {
156
+ this._hitTestSource.cancel();
157
+ this._hitTestSource = undefined;
158
+ }
159
+ }
160
+ private _hitTestSource: XRTransientInputHitTestSource | undefined = undefined;
161
+ private _hasSelectEvent = false;
162
+ get hasSelectEvent() { return this._hasSelectEvent; }
163
+ private _isMxInk = false;
164
+ private _isMetaQuestTouchController = false;
165
+
166
+ /** Perform a hit test against the XR planes or meshes. shorthand for `xr.getHitTest(controller)`
167
+ * @returns the hit test result (with position and rotation in worldspace) or null if no hit was found
168
+ */
169
+ getHitTest(): NeedleXRHitTestResult | null {
170
+ return this.xr.getHitTest(this);
171
+ }
172
+
173
+ /** This is cleared at the beginning of each frame */
174
+ private readonly _handJointPoses: Map<XRJointSpace, XRJointPose> = new Map();
175
+ /** Get the hand joint pose from the current XRFrame. Results are cached for a frame to avoid calling getJointPose multiple times */
176
+ getHandJointPose(joint: XRJointSpace, frame?: XRFrame) {
177
+ frame = frame || this.xr.frame;
178
+ if (!this.hand || !frame?.getJointPose || !this.xr.referenceSpace) return null;
179
+ let pose = this._handJointPoses?.get(joint);
180
+ if (pose) return pose;
181
+ pose = frame.getJointPose(joint, this.xr.referenceSpace);
182
+ if (pose) this._handJointPoses.set(joint, pose);
183
+ return pose;
184
+ }
185
+
186
+ /** Grip matrix in grip space */
187
+ private readonly _gripMatrix = new Matrix4();
188
+ /** Grip position in grip space */
189
+ private readonly _gripPosition = new Vector3();
190
+ /** Grip rotation in grip space */
191
+ private readonly _gripQuaternion = new Quaternion();
192
+ private readonly _linearVelocity: Vector3 = new Vector3();
193
+
194
+ private readonly _rayPositionRaw = new Vector3();
195
+ private readonly _rayRotationRaw = new Quaternion();
196
+ /** ray matrix in grip space */
197
+ private readonly _rayMatrix = new Matrix4();
198
+ /** Ray position in rig space */
199
+ private readonly _rayPosition = new Vector3();
200
+ /** Ray rotation in rig space */
201
+ private readonly _rayQuaternion = new Quaternion();
202
+
203
+ /** Grip position in rig space */
204
+ get gripPosition() { return getTempVector(this._gripPosition) }
205
+ /** Grip rotation in rig space */
206
+ get gripQuaternion() { return getTempQuaternion(this._gripQuaternion) }
207
+ get gripMatrix() { return this._gripMatrix; }
208
+ /** Grip linear velocity in rig space
209
+ * @link https://developer.mozilla.org/en-US/docs/Web/API/XRPose/linearVelocity
210
+ */
211
+ get gripLinearVelocity() {
212
+ return getTempVector(this._linearVelocity).applyQuaternion(flipForwardQuaternion);
213
+ }
214
+ /** Ray position in rig space */
215
+ get rayPosition() { return getTempVector(this._rayPosition) }
216
+ /** Ray rotation in rig space */
217
+ get rayQuaternion() { return getTempQuaternion(this._rayQuaternion) }
218
+
219
+ /** Controller grip position in worldspace */
220
+ get gripWorldPosition() { return getTempVector(this._gripWorldPosition); }
221
+ private readonly _gripWorldPosition: Vector3 = new Vector3();
222
+
223
+ /** Controller grip rotation in wordspace */
224
+ get gripWorldQuaternion() {
225
+ return getTempQuaternion(this._gripWorldQuaternion);
226
+ }
227
+ private readonly _gripWorldQuaternion: Quaternion = new Quaternion();
228
+
229
+ /** Controller ray position in worldspace (this value is calculated once per frame by default - call `updateRayWorldPosition` to force an update) */
230
+ get rayWorldPosition() {
231
+ return getTempVector(this._rayWorldPosition);
232
+ }
233
+ private readonly _rayWorldPosition: Vector3 = new Vector3();
234
+ /** Recalculates the ray world position */
235
+ updateRayWorldPosition() {
236
+ const parent = this.xr.context.mainCamera?.parent;
237
+ this._rayWorldPosition.copy(this._rayPositionRaw);
238
+ if (parent) this._rayWorldPosition.applyMatrix4(parent.matrixWorld);
239
+ }
240
+
241
+ /** Controller ray rotation in wordspace (this value is calculated once per frame by default - call `updateRayWorldQuaternion` to force an update) */
242
+ get rayWorldQuaternion() {
243
+ return getTempQuaternion(this._rayWorldQuaternion);
244
+ }
245
+ private readonly _rayWorldQuaternion: Quaternion = new Quaternion();
246
+
247
+ get pinchPosition() {
248
+ return getTempVector(this._pinchPosition);
249
+ }
250
+ private readonly _pinchPosition: Vector3 = new Vector3();
251
+
252
+ /** Recalculates the ray world quaternion */
253
+ updateRayWorldQuaternion() {
254
+ const parent = this.xr.context.mainCamera?.parent;
255
+ const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
256
+ this._rayWorldQuaternion.copy(this._rayRotationRaw)
257
+ // flip forward because we want +Z to be forward
258
+ .multiply(flipForwardQuaternion);
259
+ if (parentWorldQuaternion) this._rayWorldQuaternion.premultiply(parentWorldQuaternion)
260
+ }
261
+
262
+ /** The controller ray in worldspace */
263
+ get ray(): Ray {
264
+ this._ray.origin.copy(this.rayWorldPosition);
265
+ this._ray.direction.copy(getTempVector(0, 0, 1).applyQuaternion(this.rayWorldQuaternion));
266
+ return this._ray;
267
+ }
268
+ private readonly _ray;
269
+
270
+ /** Recalculated once per update */
271
+ private _hand_wristDotUp: number | undefined = undefined;
272
+ /**
273
+ * The dot product of the hand palm with the up vector.
274
+ * 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).
275
+ * This value is undefined if there's no hand
276
+ */
277
+ get handWristDotUp(): number | undefined {
278
+ if (this._hand_wristDotUp !== undefined) return this._hand_wristDotUp;
279
+ const handPalm = this.handObject?.joints["wrist"];
280
+ if (handPalm) {
281
+ const up = getTempVector(0, 1, 0).applyQuaternion(handPalm.quaternion);
282
+ const dot = getTempVector(0, 1, 0).dot(up);
283
+ return this._hand_wristDotUp = dot;
284
+ }
285
+ return undefined;
286
+ }
287
+ /**
288
+ * @returns true if the hand is upside down
289
+ */
290
+ get isHandUpsideDown() {
291
+ return this.handWristDotUp !== undefined ? this.handWristDotUp < -.7 : false;
292
+ }
293
+ /**
294
+ * @returns true if the hand is upside down and we got a pinch down event this frame.
295
+ */
296
+ get isTeleportGesture() {
297
+ return this.isHandUpsideDown && this.getGesture("pinch")?.isDown;
298
+ }
299
+
300
+ /** The controller object space.
301
+ * You can use it to attach objects to the controller.
302
+ * Children will be automatically detached and put into the scene when the controller disconnects
303
+ */
304
+ get object() { return this._object; }
305
+ private readonly _object: IGameObject;
306
+ private readonly _gripSpaceObject?: IGameObject;
307
+ private readonly _raySpaceObject?: IGameObject;
308
+
309
+ /** Assigned the model that you use for rendering. This can be used as a hint for other components */
310
+ model: Object3D | null = null;
311
+
312
+ private readonly _debugAxesHelper = new AxesHelper(.15);
313
+ private readonly _debugGripAxesHelper = new AxesHelper(.07);
314
+ private readonly _debugRayAxesHelper = new AxesHelper(.07);
315
+
316
+ /** returns the URL of the default controller model */
317
+ async getModelUrl(): Promise<string | null> {
318
+ return this.getMotionController?.then(res => res?.assetUrl || null);
319
+ }
320
+
321
+ constructor(session: NeedleXRSession, device: XRInputSource, index: number) {
322
+ this.xr = session;
323
+ this.inputSource = device;
324
+ this.index = index;
325
+ this._object = new Object3D() as unknown as IGameObject;
326
+ this._object.name = `NeedleXRController_${index}`;
327
+
328
+ if (debug) {
329
+ this._object.add(this._debugAxesHelper);
330
+ this._gripSpaceObject = new Object3D() as unknown as IGameObject;
331
+ this._raySpaceObject = new Object3D() as unknown as IGameObject;
332
+ this._gripSpaceObject.name = `NeedleXRController_${index}_gripSpace`;
333
+ this._raySpaceObject.name = `NeedleXRController_${index}_raySpace`;
334
+ this._gripSpaceObject.add(this._debugGripAxesHelper);
335
+ this._raySpaceObject.add(this._debugRayAxesHelper);
336
+ this.xr.context.scene.add(this._gripSpaceObject);
337
+ this.xr.context.scene.add(this._raySpaceObject);
338
+ }
339
+ this.xr.context.scene.add(this._object);
340
+ this._ray = new Ray();
341
+ this.pointerInit = {
342
+ origin: this,
343
+ pointerType: this.hand ? "hand" : "controller",
344
+ deviceIndex: this.index,
345
+ pointerId: -1, // < this will be updated in the emitPointerEvent method
346
+ mode: this.inputSource.targetRayMode,
347
+ ray: this._ray,
348
+ device: this._object,
349
+ buttonName: "none",
350
+ }
351
+ this.initialize();
352
+ this.subscribeEvents();
353
+
354
+ }
355
+
356
+ private _hitTestSourcePromise: Promise<XRTransientInputHitTestSource | null> | null = null;
357
+ private _requestHitTestSource(): Promise<XRTransientInputHitTestSource | null> | null {
358
+ if (this._hitTestSourcePromise) return this._hitTestSourcePromise;
359
+ // We only request a hit test source when we need it - meaning e.g. when we want to place the scene in AR
360
+ // Make sure to cancel the hittest source when we don't need it anymore for performance reasons
361
+
362
+ // // TODO: change this to check if we have hit-testing enabled instead of pass through.
363
+ if (this.xr.mode === "immersive-ar" && this.inputSource.targetRayMode === "tracked-pointer" && this.xr.session.requestHitTestSourceForTransientInput) {
364
+ // request hittest source
365
+ return this._hitTestSourcePromise = this.xr.session.requestHitTestSourceForTransientInput({
366
+ profile: this.inputSource.profiles[0],
367
+ offsetRay: new XRRay(),
368
+ })?.then(hitTestSource => {
369
+ this._hitTestSourcePromise = null;
370
+ if (!this.connected) {
371
+ hitTestSource.cancel();
372
+ return null;
373
+ }
374
+ return this._hitTestSource = hitTestSource;
375
+ }) ?? null;
376
+ }
377
+ return null;
378
+ }
379
+
380
+ onPointerHits = _evt => {
381
+ }
382
+
383
+ onUpdate(frame: XRFrame) {
384
+ this.onUpdateFrame(frame);
385
+ this.updateInputEvents();
386
+ this.onUpdateMove();
387
+ //performance.mark('NeedleXRController onUpdate end');
388
+ //performance.measure('NeedleXRController onUpdate', 'NeedleXRController onUpdate start', 'NeedleXRController onUpdate end');
389
+ }
390
+
391
+ onRenderDebug() {
392
+ Gizmos.DrawSphere(this.rayWorldPosition, .003);
393
+ Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, 0, 10).applyQuaternion(this.rayWorldQuaternion));
394
+ const labelPosition = this.inputSource.gripSpace ? this.gripWorldPosition : this.object.worldPosition;
395
+ const debugLabelPosition = labelPosition.sub(this.object.worldForward.multiplyScalar(.1));
396
+ const profileStr = this.inputSource.profiles.join("\n");
397
+ let debugStr = `Controller[${this.index}] (${this.inputSource.targetRayMode}, ${this.side})
398
+ C:${this.connected ? "x" : "-"} T:${this.isTracking ? "x" : "-"} Hand:${this.inputSource.hand ? "x" : "-"} Pen: ${this._isMxInk ? "x" : "-"}`;
399
+ if (this.inputSource.hand) debugStr += `\nPinch: ${this.getGesture("pinch")?.value.toFixed(3)}`;
400
+ debugStr += "\n" + profileStr;
401
+ debugStr += "\n" + (this.inputSource.targetRaySpace ? `Ray: x` : "Ray: -") +
402
+ (this.inputSource.gripSpace ? " Grip: x" : " Grip: -") +
403
+ (this.inputSource.gamepad ? ` Gamepad: ${this.inputSource.gamepad.mapping}` : " Gamepad: -");
404
+ if (this.inputSource.gamepad) {
405
+ const gp = this.inputSource.gamepad;
406
+ let gamepadStr = "[btns " + gp.buttons.length + "]: " + gp.buttons.map(b => b.value.toPrecision(1)).join(",");
407
+ gamepadStr += "\n[axes " + gp.axes.length + "]: " + gp.axes.map(a => a.toPrecision(1)).join(",");
408
+ debugStr += "\n" + gamepadStr;
409
+ }
410
+ Gizmos.DrawLabel(debugLabelPosition, debugStr, .006);
411
+ }
412
+
413
+ private onUpdateFrame(frame: XRFrame) {
414
+ // make sure this is cleared every frame
415
+ this._handJointPoses.clear();
416
+ this._hand_wristDotUp = undefined;
417
+
418
+ if (!this.xr.referenceSpace) {
419
+ this._isTracking = false;
420
+ return;
421
+ }
422
+
423
+ const rayPose = frame.getPose(this.inputSource.targetRaySpace, this.xr.referenceSpace);
424
+ this._isTracking = rayPose != null;
425
+ let gripPositionRaw: Vector3 | null = null;
426
+ let gripQuaternionRaw: Quaternion | null = null;
427
+ let rayPositionRaw: Vector3 | null = null;
428
+ let rayQuaternionRaw: Quaternion | null = null;
429
+
430
+ if (rayPose) {
431
+ const t = rayPose.transform;
432
+ this._rayMatrix
433
+ .fromArray(t.matrix)
434
+ .premultiply(flipForwardMatrix);
435
+ this._rayMatrix.decompose(this._rayPosition, this._rayQuaternion, getTempVector(1, 1, 1));
436
+ rayPositionRaw = getTempVector(t.position);
437
+ rayQuaternionRaw = getTempQuaternion(t.orientation);
438
+
439
+ this._rayPositionRaw.copy(rayPositionRaw);
440
+ this._rayRotationRaw.copy(rayQuaternionRaw);
441
+ }
442
+
443
+ if (this.inputSource.gripSpace) {
444
+ const gripPose = frame.getPose(this.inputSource.gripSpace, this.xr.referenceSpace!);
445
+ if (gripPose) {
446
+ const t = gripPose.transform;
447
+ gripPositionRaw = getTempVector(t.position);
448
+ gripQuaternionRaw = getTempQuaternion(t.orientation);
449
+ this._gripMatrix
450
+ .fromArray(t.matrix)
451
+ .premultiply(flipForwardMatrix);
452
+ this._gripMatrix.decompose(this._gripPosition, this._gripQuaternion, getTempVector(1, 1, 1));
453
+
454
+ if ("linearVelocity" in gripPose && gripPose.linearVelocity) {
455
+ const p = gripPose.linearVelocity as DOMPointReadOnly;
456
+ this._linearVelocity.set(p.x, p.y, p.z);
457
+ }
458
+ }
459
+ }
460
+
461
+ // update controller object parent – needs to be parented to the rig, which
462
+ // implicitly is the same object as the camera parent.
463
+ if (this.xr.context.mainCamera?.parent) {
464
+ if (this._object.parent !== this.xr.context.mainCamera?.parent)
465
+ this.xr.context.mainCamera.parent.add(this._object);
466
+ if (this._gripSpaceObject !== undefined && this._gripSpaceObject?.parent !== this.xr.context.mainCamera?.parent)
467
+ this.xr.context.mainCamera.parent.add(this._gripSpaceObject);
468
+ if (this._raySpaceObject !== undefined && this._raySpaceObject?.parent !== this.xr.context.mainCamera?.parent)
469
+ this.xr.context.mainCamera.parent.add(this._raySpaceObject);
470
+ }
471
+ // for controllers, we set the position and rotation of the object to the ray position and rotation
472
+ // for hands, we take the wrist position and rotation
473
+ const hand = this.hand;
474
+ if (hand) {
475
+ // https://www.w3.org/TR/webxr-hand-input-1/#xrhand-interface
476
+ let gotWrist = false;
477
+ // TODO check why types are not correct here
478
+ const wrist = hand.get("wrist");
479
+ const wristPose = wrist && this.getHandJointPose(wrist, frame);
480
+ if (wristPose) {
481
+ gotWrist = true;
482
+ const p = wristPose.transform.position;
483
+ const q = wristPose.transform.orientation;
484
+ this._object.position.set(p.x, p.y, p.z);
485
+ this._object.quaternion.set(q.x, q.y, q.z, q.w).multiply(flipForwardQuaternion);
486
+ }
487
+ if (!gotWrist) {
488
+ this._object.position.copy(this._rayPosition);
489
+ this._object.quaternion.copy(this._rayQuaternion).multiply(flipForwardQuaternion);
490
+ }
491
+
492
+ //@ts-ignore
493
+ const middle = hand.get("middle-finger-metacarpal");
494
+ const middlePose = middle && this.getHandJointPose(middle, frame);
495
+ if (middlePose) {
496
+ // for some reason the grip rotation is different from the wrist rotation
497
+ // but we want to use the wrist rotation for the grip
498
+ this._gripMatrix
499
+ .fromArray(middlePose.transform.matrix)
500
+ .premultiply(flipForwardMatrix);
501
+ this._gripMatrix.decompose(this._gripPosition, this._gripQuaternion, getTempVector(1, 1, 1));
502
+
503
+ // If we don't have a grip space, we update the data from the metacarpal bone instead.
504
+ // this way, things looking for a grip pose will still find one (e.g. XRControllerFollow).
505
+ // For example, hands on VisionOS do not provide a gripSpace.
506
+ if (true || !this.inputSource.gripSpace) {
507
+ gripPositionRaw = getTempVector().copy(middlePose.transform.position);
508
+ gripQuaternionRaw = getTempQuaternion().copy(middlePose.transform.orientation);
509
+ gripQuaternionRaw.multiply(metacarpalToGripQuaternion);
510
+ gripPositionRaw.add(getTempVector(metacarpalToGripPosition).applyQuaternion(gripQuaternionRaw));
511
+ }
512
+ }
513
+ }
514
+ // on VisionOS we get a gripSpace that matches where the controller is for transient input sources
515
+ else if (this.inputSource.gripSpace && this.targetRayMode === "transient-pointer" && gripPositionRaw && gripQuaternionRaw) {
516
+ this._object.position.copy(gripPositionRaw);
517
+ this._object.quaternion.copy(gripQuaternionRaw).multiply(flipForwardQuaternion);
518
+ }
519
+ else if (rayPositionRaw && rayQuaternionRaw) {
520
+ this._object.position.copy(rayPositionRaw);
521
+ this._object.quaternion.copy(rayQuaternionRaw).multiply(flipForwardQuaternion);
522
+ }
523
+
524
+ if (debug) {
525
+ if (rayPositionRaw && rayQuaternionRaw) {
526
+ this._raySpaceObject?.position.copy(rayPositionRaw);
527
+ this._raySpaceObject?.quaternion.copy(rayQuaternionRaw).multiply(flipForwardQuaternion);
528
+ }
529
+ if (gripPositionRaw && gripQuaternionRaw) {
530
+ this._gripSpaceObject?.position.copy(gripPositionRaw);
531
+ this._gripSpaceObject?.quaternion.copy(gripQuaternionRaw).multiply(flipForwardQuaternion);
532
+ }
533
+ }
534
+
535
+ // UPDATE WORLD TRANSFORM DATA
536
+ const parent = this.xr.context.mainCamera?.parent;
537
+ const parentWorldQuaternion = parent ? getWorldQuaternion(parent) : undefined;
538
+
539
+ // GRIP
540
+ if (gripPositionRaw && gripQuaternionRaw) {
541
+ this._gripWorldPosition.copy(gripPositionRaw);
542
+ if (parent) this._gripWorldPosition.applyMatrix4(parent.matrixWorld);
543
+
544
+ this._gripWorldQuaternion.copy(gripQuaternionRaw);
545
+ // flip forward because we want +Z to be forward
546
+ this._gripWorldQuaternion.multiply(flipForwardQuaternion);
547
+ if (parentWorldQuaternion) this._gripWorldQuaternion.premultiply(parentWorldQuaternion)
548
+ }
549
+
550
+ // RAY
551
+ this.updateRayWorldPosition();
552
+ this.updateRayWorldQuaternion();
553
+ }
554
+
555
+ /** Called when the input source disconnects */
556
+ onDisconnected() {
557
+ this._connected = false;
558
+ if (debug) console.warn("Controller disconnected", this.index);
559
+ // move all attached objects into the scene
560
+ for (const child of this._object.children) {
561
+ this.xr.context.scene.attach(child);
562
+ }
563
+ this._object?.removeFromParent();
564
+ this._debugAxesHelper?.removeFromParent();
565
+ this._debugGripAxesHelper?.removeFromParent();
566
+ this._debugRayAxesHelper?.removeFromParent();
567
+ this._gripSpaceObject?.removeFromParent();
568
+ this._raySpaceObject?.removeFromParent();
569
+
570
+ this.unsubscribeEvents();
571
+ if (this._hitTestSource) {
572
+ this._hitTestSource.cancel();
573
+ this._hitTestSource = undefined;
574
+ }
575
+ }
576
+
577
+ /**
578
+ * Get a gamepad button
579
+ * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
580
+ * @param key the controller button name e.g. x-button
581
+ * @returns the gamepad button if it exists on the controller - otherwise undefined
582
+ */
583
+ getButton(key: NeedleXRControllerButtonName): NeedleGamepadButton | undefined | null {
584
+ if (!this._layout) return undefined;
585
+
586
+ switch (key) {
587
+ case "primary-button":
588
+ if (this.isLeft) key = "x-button";
589
+ else if (this.isRight) key = "a-button";
590
+ else return undefined;
591
+ break;
592
+ case "primary":
593
+ if (this.hand) {
594
+ return this.getGesture("pinch");
595
+ }
596
+ return this.toNeedleGamepadButton(0, key);
597
+ }
598
+
599
+
600
+ if (this._buttonMap.has(key)) {
601
+ return this.toNeedleGamepadButton(this._buttonMap.get(key)!, key);
602
+ }
603
+ const componentModel = this._layout?.components[key];
604
+ if (componentModel?.gamepadIndices) {
605
+ switch (componentModel.type) {
606
+ case "button":
607
+ case "squeeze":
608
+ if (this.inputSource.gamepad) {
609
+ const index = componentModel.gamepadIndices!.button!;
610
+ this._buttonMap.set(key, index);
611
+ return this.toNeedleGamepadButton(index, key);
612
+ }
613
+ break;
614
+ default:
615
+ console.warn("Unsupported component type", componentModel.type);
616
+ break;
617
+ }
618
+ }
619
+ this._buttonMap.set(key, undefined!);
620
+ return undefined;
621
+ }
622
+
623
+ /** Get a gesture state */
624
+ getGesture(key: XRGestureName): NeedleGamepadButton | null {
625
+ const state = this.states[key];
626
+ if (!state) return null;
627
+ this.states[key] = state;
628
+ const needleButton = this._needleGamepadButtons[key] || new NeedleGamepadButton(undefined, key);
629
+ needleButton.pressed = state.pressed;
630
+ needleButton.value = state.value;
631
+ needleButton.isDown = state.isDown;
632
+ needleButton.isUp = state.isUp;
633
+ this._needleGamepadButtons[key] = needleButton;
634
+ return needleButton;
635
+ }
636
+
637
+ /**
638
+ * Get the pointer id for a specific button of this input device.
639
+ * This is useful if you want to check if a button (e.g. trigger) is currently being in use which can be queried on the inputsystem.
640
+ * @returns the pointer id for the button or undefined if the button is not supported
641
+ * @example
642
+ * ```ts
643
+ * const pointerId = controller.getPointerId("primary");
644
+ * if (pointerId !== undefined) {
645
+ * const isUsed = this.context.input.getPointerUsed(pointerId);
646
+ * console.log(controller.side, "used?", isUsed);
647
+ * }
648
+ * ```
649
+ */
650
+ getPointerId(button: number): number;
651
+ getPointerId(button: NeedleXRControllerButtonName | XRGestureName): number | undefined;
652
+ getPointerId(button: number | NeedleXRControllerButtonName | XRGestureName): number | undefined {
653
+ if (button === "primary") {
654
+ button = 0;
655
+ }
656
+ else if (button === "pinch") {
657
+ button = 0;
658
+ }
659
+ if (typeof button !== "number") {
660
+ const needleButton = this._buttonMap.get(button);
661
+ if (needleButton === undefined) {
662
+ return undefined;
663
+ }
664
+ button = needleButton;
665
+ }
666
+ return this.index * 10 + button;
667
+ }
668
+
669
+ private readonly _needleGamepadButtons: { [key: number | string]: NeedleGamepadButton } = {};
670
+ /** combine the InputState information + the GamepadButton information (since GamepadButtons can not be extended) */
671
+ private toNeedleGamepadButton(index: number, name: string): NeedleGamepadButton | undefined {
672
+ if (!this.inputSource.gamepad?.buttons) return undefined
673
+ const button = this.inputSource.gamepad?.buttons[index];
674
+ const state = this.states[index];
675
+ const needleButton = this._needleGamepadButtons[index] || new NeedleGamepadButton(index, name);
676
+ if (button) {
677
+ needleButton.pressed = button.pressed;
678
+ needleButton.value = button.value;
679
+ needleButton.touched = button.touched;
680
+ }
681
+ if (state) {
682
+ needleButton.isDown = state.isDown;
683
+ needleButton.isUp = state.isUp;
684
+ }
685
+ this._needleGamepadButtons[index] = needleButton;
686
+ return needleButton;
687
+ }
688
+
689
+ /**
690
+ * Get the values of a controller joystick
691
+ * @link https://github.com/immersive-web/webxr-gamepads-module/blob/main/gamepads-module-explainer.md
692
+ * @returns the stick values where x is left/right, y is up/down and z is the button value
693
+ */
694
+ getStick(key: StickName | "primary"): Vec3 {
695
+ if (!this._layout) return { x: 0, y: 0, z: 0 };
696
+
697
+ if (key === "primary") {
698
+ const x = this.inputSource.gamepad?.axes[0] || 0;
699
+ const y = this.inputSource.gamepad?.axes[1] || 0;
700
+ // the primary thumbstick is button 3 (see gamepads module explainer)
701
+ const z = this.inputSource.gamepad?.buttons[3]?.value || 0;
702
+ return { x, y, z }
703
+ }
704
+
705
+ const componentModel = this._layout?.components[key];
706
+ if (componentModel?.gamepadIndices) {
707
+ switch (componentModel.type) {
708
+ case "thumbstick":
709
+ if (this.inputSource.gamepad) {
710
+ const xIndex = componentModel.gamepadIndices!.xAxis!;
711
+ const yIndex = componentModel.gamepadIndices!.yAxis!;
712
+ let x = this.inputSource.gamepad?.axes[xIndex];
713
+ let y = this.inputSource.gamepad?.axes[yIndex];
714
+ x *= -1;
715
+ y *= -1;
716
+ const buttonIndex = componentModel.gamepadIndices!.button!;
717
+ const z = this.inputSource.gamepad?.buttons[buttonIndex]?.value;
718
+ return { x, y, z }
719
+ }
720
+ }
721
+ }
722
+ return { x: 0, y: 0, z: 0 }
723
+ }
724
+
725
+ private readonly _buttonMap = new Map<NeedleXRControllerButtonName, number>();
726
+
727
+ // the motion controller contains the controller scheme, we use this to simplify button access
728
+ private _motioncontroller?: MotionController;
729
+ private _layout: InputDeviceLayout | undefined;
730
+ private getMotionController!: Promise<MotionController>;
731
+ private initialize() {
732
+ // WORKAROUND for hand controllers that don't have a select event
733
+ this._hasSelectEvent = this.profiles.includes("generic-hand-select") || this.profiles.some(p => p.startsWith("generic-trigger"));
734
+
735
+ // Used to determine special layout for Quest controllers, e.g. last button is menu button
736
+ this._isMetaQuestTouchController = this.profiles.includes("meta-quest-touch-plus") || this.profiles.includes("oculus-touch-v3");
737
+
738
+ // Proper profile starting with v69 and browser 35.1
739
+ this._isMxInk = this.profiles.includes("logitech-mx-ink")
740
+
741
+ if (!this._layout) {
742
+ // Ignore transient-pointer since we likely don't want to spawn a controller visual just for a temporary pointer.
743
+ // TODO we should check how this is actually handled on Quest Browser when the transient-pointer flag is on.
744
+ if (this.inputSource.targetRayMode as XRTargetRayMode | "transient-pointer" === "transient-pointer") return;
745
+
746
+ // TODO: we should fetch the profiles or better yet the profile list once and cache it
747
+ const fetchProfileCall = fetchProfile(this.inputSource, DEFAULT_PROFILES_PATH, DEFAULT_PROFILE);
748
+ /** @ts-ignore */
749
+ this.getMotionController = fetchProfileCall.then(res => {
750
+
751
+ if (!this.connected) return null;
752
+
753
+ this._motioncontroller = new MotionController(
754
+ this.inputSource,
755
+ res.profile,
756
+ res.assetPath || ""
757
+ );
758
+
759
+ const profile = res.profile as InputDeviceProfile;
760
+ const layout = profile.layouts[this.inputSource.handedness];
761
+ this._layout = layout;
762
+ if (this._layout) {
763
+ if (!this._layout.gamepad?.length) {
764
+ this._layout.gamepad = [];
765
+ for (const key in this._layout.components) {
766
+ const component = this._layout.components[key];
767
+ this._layout.gamepad[component.gamepadIndices!.button!] = key as XRControllerButtonName;
768
+ }
769
+ }
770
+ }
771
+ // if (debug) console.log(this._layout, this.inputSource);
772
+ // debugger;
773
+ // this.getButton("a-button")
774
+ return this._motioncontroller;
775
+ }).catch(err => {
776
+ if (this.inputSource)
777
+ console.warn("Couldn't initialize motion controller profile for ", this.inputSource, err);
778
+ return null;
779
+ });
780
+ }
781
+ }
782
+
783
+ /**
784
+ * When enabled the controller will automatically emit pointer down events to the Needle Engine Input System.
785
+ * @default true
786
+ */
787
+ emitPointerDownEvent: boolean = true;
788
+
789
+ /**
790
+ * When enabled the controller will automatically emit pointer up events to the Needle Engine Input System.
791
+ * @default true
792
+ */
793
+ emitPointerUpEvent: boolean = true;
794
+
795
+ /**
796
+ * When enabled the controller will automatically emit pointer move events to the Needle Engine Input System.
797
+ * @default true
798
+ */
799
+ emitPointerMoveEvent: boolean = true;
800
+
801
+ /**
802
+ * The distance threshold for pointer move events. This value is in units in rig space
803
+ * @default 0.03
804
+ */
805
+ pointerMoveDistanceThreshold = 0.03;
806
+
807
+ /**
808
+ * The angle threshold for pointer move events. This value is in radians.
809
+ * @default 0.05
810
+ */
811
+ pointerMoveAngleThreshold = 0.05;
812
+
813
+ private subscribeEvents() {
814
+ // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/selectstart_event
815
+ this.xr.session.addEventListener("selectstart", this.onSelectStart);
816
+ this.xr.session.addEventListener("selectend", this.onSelectEnd);
817
+ // https://developer.mozilla.org/en-US/docs/Web/API/XRSession/squeeze_event
818
+ this.xr.session.addEventListener("squeezestart", this.onSequeezeStart);
819
+ this.xr.session.addEventListener("squeezeend", this.onSequeezeEnd);
820
+ }
821
+ private unsubscribeEvents() {
822
+ this.xr.session.removeEventListener("selectstart", this.onSelectStart);
823
+ this.xr.session.removeEventListener("selectend", this.onSelectEnd);
824
+ this.xr.session.removeEventListener("squeezestart", this.onSequeezeStart);
825
+ this.xr.session.removeEventListener("squeezeend", this.onSequeezeEnd);
826
+ }
827
+
828
+ private _selectButtonIndex: number | undefined = undefined;
829
+ private _squeezeButtonIndex: number | undefined = undefined;
830
+
831
+ private onSelectStart = (evt: XRInputSourceEvent) => {
832
+ if (!this.emitPointerDownEvent) return;
833
+ if (this.inputSource !== evt.inputSource) return;
834
+ // if a selectstart event happens right after an input source is connected, we may even receive this event before
835
+ // requestAnimationFrame callback with the current session. So, we need to update the frame here.
836
+ this.onUpdateFrame(evt.frame);
837
+ // if we receive a select event we can be true that this device supports select events
838
+ this._hasSelectEvent = true;
839
+ const selectComponentId = this._layout?.selectComponentId;
840
+ const i = this._layout?.components[selectComponentId!]?.gamepadIndices?.button;
841
+ if (i !== undefined) this._selectButtonIndex = i;
842
+ if (debugCustomGesture) return;
843
+ /*
844
+ if (!_didReceiveSelectStartEvent) {
845
+ _didReceiveSelectStartEvent = true;
846
+ // safeguard first pinch event - check if the pinch gesture is already down
847
+ const pinch = this.getGesture("pinch");
848
+ if (pinch?.pressed) {
849
+ 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);
850
+ return;
851
+ }
852
+ }
853
+ */
854
+ if (debug) Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0xff0000, 10);
855
+ this.emitPointerEvent(InputEvents.PointerDown, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
856
+ }
857
+ private onSelectEnd = (evt: XRInputSourceEvent) => {
858
+ if (!this.emitPointerUpEvent) return;
859
+ if (debugCustomGesture) return;
860
+ if (this.inputSource !== evt.inputSource) return;
861
+ this.emitPointerEvent(InputEvents.PointerUp, this._selectButtonIndex || 0, "xr-standard-trigger", true, evt);
862
+ }
863
+ private onSequeezeStart = (evt: XRInputSourceEvent) => {
864
+ if (!this.emitPointerDownEvent) return;
865
+ if (this.inputSource !== evt.inputSource) return;
866
+ this._squeezeButtonIndex = this._layout?.components["xr-standard-squeeze"]?.gamepadIndices?.button;
867
+ if (this._squeezeButtonIndex !== undefined) {
868
+ if (debug) Gizmos.DrawDirection(this.rayWorldPosition, getTempVector(0, .01, 1).applyQuaternion(this.rayWorldQuaternion), 0x0000ff, 10);
869
+ this.emitPointerEvent(InputEvents.PointerDown, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
870
+ }
871
+ };
872
+ private onSequeezeEnd = (evt: XRInputSourceEvent) => {
873
+ if (!this.emitPointerUpEvent) return;
874
+ if (this.inputSource !== evt.inputSource) return;
875
+ if (this._squeezeButtonIndex !== undefined)
876
+ this.emitPointerEvent(InputEvents.PointerUp, this._squeezeButtonIndex || 0, "xr-standard-squeeze", true, evt);
877
+ };
878
+
879
+ /** Index = button index */
880
+ private readonly states: { [key: number | string]: InputState } = {};
881
+ // If we want to invoke button events for ALL buttons we need to keep track of the previous state
882
+ // instead of using XR input select start events which is only raised for the primary button
883
+ // 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)
884
+ // and start with index = 1
885
+ private updateInputEvents() {
886
+ // https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-heading
887
+ if (this.gamepad?.buttons) {
888
+ for (let index = 0; index < this.gamepad.buttons.length; index++) {
889
+ const button = this.gamepad.buttons[index];
890
+ const state = this.states[index] || new InputState();
891
+ let eventName: InputEventNames | null = null;
892
+
893
+ // Special handling for MX Ink stylus on Quest OS v69+.
894
+ // We're never getting a "pressed" state here, so we determine pressed state based on the value.
895
+ if (this._isMxInk && (index === 4 || index === 5)) {
896
+ if (button.value > 0 && !state.pressed) {
897
+ eventName = "pointerdown";
898
+ state.isDown = true;
899
+ state.isUp = false;
900
+ }
901
+ else if (button.value === 0 && state.pressed) {
902
+ eventName = "pointerup";
903
+ state.isDown = false;
904
+ state.isUp = true;
905
+ }
906
+ else if (state.pressed) {
907
+ eventName = "pointermove";
908
+ state.isDown = false;
909
+ state.isUp = false;
910
+ }
911
+ state.pressed = button.value > 0;
912
+ state.value = button.value;
913
+ }
914
+ // Regular controller handling.
915
+ else {
916
+ // is down
917
+ if (button.pressed && !state.pressed) {
918
+ eventName = "pointerdown";
919
+ state.isDown = true;
920
+ state.isUp = false;
921
+ }
922
+ // is up
923
+ else if (!button.pressed && state.pressed) {
924
+ eventName = "pointerup"
925
+ state.isDown = false;
926
+ state.isUp = true;
927
+ }
928
+ else {
929
+ state.isDown = false;
930
+ state.isUp = false;
931
+ }
932
+ state.pressed = button.pressed;
933
+ state.value = button.value;
934
+ }
935
+ this.states[index] = state;
936
+
937
+ // the selection event is handled in the "selectstart" callback
938
+ const emitEvent = index !== this._selectButtonIndex && index !== this._squeezeButtonIndex;
939
+
940
+ if (eventName != null && emitEvent) {
941
+ let name = this._layout?.gamepad[index];
942
+ if (this._isMxInk && index === 4) name = "stylus-touch";
943
+ if (this._isMxInk && index === 5) name = "stylus-tip";
944
+ if (debug || debugCustomGesture) console.log("Emitting pointer event", eventName, index, name, button.value, this.gamepad, this._layout);
945
+ this.emitPointerEvent(eventName, index, name ?? "none", false, null, button.value);
946
+ }
947
+ }
948
+
949
+ // For Quest controllers, the last button is the menu button
950
+ if (this._isMetaQuestTouchController) {
951
+ const menuButtonIndex = this.gamepad.buttons.length - 1;
952
+ const menuButtonState = this.states[menuButtonIndex];
953
+ if (menuButtonState) {
954
+ if (menuButtonState.isDown) {
955
+ const menu = this.context.menu;
956
+ if (menu.spatialMenuIsVisible)
957
+ menu.setSpatialMenuVisible(false);
958
+ else
959
+ this.context.menu.setSpatialMenuVisible(true);
960
+ }
961
+ }
962
+ }
963
+ }
964
+
965
+ // update hand gesture states
966
+ if (this.hand) {
967
+ const handObject = this.handObject;
968
+ if (handObject) {
969
+ // update pinch state
970
+ const indexTip = handObject.joints["index-finger-tip"];
971
+ const thumbTip = handObject.joints["thumb-tip"];
972
+ if (indexTip && thumbTip) {
973
+ const distance = indexTip.position.distanceTo(thumbTip.position);
974
+
975
+ // upddate position of the pinch point
976
+ this._pinchPosition.lerpVectors(indexTip.position, thumbTip.position, .5);
977
+ const parent = this.xr.context.mainCamera?.parent;
978
+ if (parent) this._pinchPosition.applyMatrix4(parent.matrixWorld);
979
+
980
+ if (distance !== 0) { // ignore exactly 0 which happens when we switch from hands to controllers
981
+ const pinchThreshold = .02;
982
+ const pinchHysteresis = .01;
983
+ const state = this.states["pinch"] || new InputState();
984
+ const maxDistance = (pinchThreshold + pinchHysteresis) * 1.5;
985
+ state.value = 1 - ((distance - pinchThreshold) / maxDistance);
986
+
987
+ const isPressed = distance < (pinchThreshold - pinchHysteresis);
988
+ const isReleased = distance > (pinchThreshold + pinchHysteresis);
989
+ if (isPressed && !state.pressed) {
990
+ if (debugCustomGesture) console.log("pinch start", distance);
991
+ state.isDown = true;
992
+ state.isUp = false;
993
+ state.pressed = true;
994
+ }
995
+ else if (isReleased && state.pressed) {
996
+ state.isDown = false;
997
+ state.isUp = true;
998
+ state.pressed = false;
999
+ }
1000
+ else {
1001
+ state.isDown = false;
1002
+ state.isUp = false;
1003
+ }
1004
+ this.states["pinch"] = state;
1005
+ }
1006
+
1007
+ /** Workaround for visionOS not emitting selectstart. See https://linear.app/needle/issue/NE-4212
1008
+ * If a selectstart event was never received we do a manual check here if the user is pinching
1009
+ * Update: VisionOS 1.1 now properly emits select events from transient input sources, based on gaze.
1010
+ * We're keeping this code commented for now since there may be future changes before VisionOS WebXR ships.
1011
+ */
1012
+ /*
1013
+ if (!_didReceiveSelectStartEvent && (state.isDown || state.isUp)) {
1014
+ const eventName = isPressed ? "pointerdown" : "pointerup";
1015
+ const pressure = distance / pinchThreshold;
1016
+ if (debugCustomGesture) {
1017
+ const p = this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.2));
1018
+ p.y += .05;
1019
+ p.y += Math.random() * .02;
1020
+ Gizmos.DrawLabel(p, "pinch:" + eventName + ", " + this.index + ", " + this.side + "\n" + handObject.uuid, 0.01, 5, 0x000000, new RGBAColor(1, 1, 1, .1));
1021
+ }
1022
+ this.emitPointerEvent(eventName, 0, "pinch", false, null, pressure);
1023
+ }
1024
+ */
1025
+ }
1026
+ }
1027
+ }
1028
+ }
1029
+
1030
+ private _didMoveLastFrame = false;
1031
+ private readonly _lastPointerMovePosition = new Vector3();
1032
+ private readonly _lastPointerMoveQuaternion = new Quaternion();
1033
+
1034
+ private onUpdateMove() {
1035
+ if (!this.emitPointerMoveEvent) return;
1036
+ let didMove = false;
1037
+ const dist = this._lastPointerMovePosition.distanceTo(this.gripWorldPosition);
1038
+ if (dist > this.pointerMoveDistanceThreshold * this.xr.rigScale) didMove = true;
1039
+ if (!didMove) {
1040
+ const angle = this._lastPointerMoveQuaternion.angleTo(this.gripWorldQuaternion);
1041
+ if (angle > this.pointerMoveAngleThreshold) didMove = true;
1042
+ }
1043
+ if (didMove) {
1044
+ this._didMoveLastFrame = true;
1045
+ this._lastPointerMovePosition.copy(this.gripWorldPosition);
1046
+ this._lastPointerMoveQuaternion.copy(this.gripWorldQuaternion);
1047
+ if (debug) Gizmos.DrawLabel(this.rayWorldPosition.add(this.object.worldForward.multiplyScalar(.1)), "move", .01);
1048
+
1049
+ let button = this.xr.context.input.getFirstPressedButtonForPointer(this.index);
1050
+ if (button === undefined) button = 0;
1051
+ const pressure = this.gamepad?.buttons[button]?.value;
1052
+ this.emitPointerEvent("pointermove", button, "none", false, null, pressure);
1053
+ }
1054
+ else {
1055
+ this._didMoveLastFrame = false;
1056
+ }
1057
+ }
1058
+
1059
+
1060
+ /** cached spatial pointer init object. We re-use it to not have */
1061
+ private readonly pointerInit: NEPointerEventInit;
1062
+ private emitPointerEvent(type: InputEventNames, button: number, buttonName: ButtonName | "none", primary: boolean, source: Event | null = null, pressure?: number) {
1063
+
1064
+ if (!this.emitEvents) {
1065
+ if (debug && type !== InputEvents.PointerMove) console.warn("Pointer events are disabled for this controller", this.index, type, button);
1066
+ return;
1067
+ }
1068
+
1069
+ // Currently we do only want to emit pointer events for NON screen based events
1070
+ // that means if the input device is spatial (AR touch on a screen should be handled via touchdown etc still)
1071
+ // Not sure if *this* is enough to determine if the event is spatial or not
1072
+ if (this.xr.mode === "immersive-vr" || this.xr.isPassThrough) {
1073
+ this.pointerInit.origin = this;
1074
+ this.pointerInit.pointerId = this.getPointerId(button);
1075
+ this.pointerInit.pointerType = this.hand ? "hand" : "controller";
1076
+ this.pointerInit.button = button;
1077
+ this.pointerInit.buttonName = buttonName;
1078
+ this.pointerInit.isPrimary = primary;
1079
+ this.pointerInit.mode = this.inputSource.targetRayMode;
1080
+ this.pointerInit.ray = this.ray;
1081
+ this.pointerInit.device = this.object;
1082
+ this.pointerInit.pressure = pressure;
1083
+ this.pointerInit.clientX = this._rayPosition.x / this.xr.rigScale;
1084
+ this.pointerInit.clientY = this._rayPosition.y / this.xr.rigScale;
1085
+ this.pointerInit.clientZ = this._rayPosition.z / this.xr.rigScale;
1086
+
1087
+ const prevContext = Context.Current;
1088
+ Context.Current = this.xr.context;
1089
+ if (debug && type !== "pointermove") console.warn("Pointer event", type, button, buttonName, { ...this.pointerInit });
1090
+ this.xr.context.input.createInputEvent(new NEPointerEvent(type, source, this.pointerInit));
1091
+ Context.Current = prevContext;
1092
+ }
1093
+ }
1094
+
1095
+
1096
+ }
1097
+
1098
+ class InputState {
1099
+ /** if the button was pressed the last update */
1100
+ isDown: boolean = false;
1101
+ /** if the button was released the last update */
1102
+ isUp: boolean = false;
1103
+
1104
+ pressed: boolean = false;
1105
+ value: number = 0;
1106
+ };
1107
+
1108
+ /** Enhanced GamepadButton with `isDown` and `isUp` information */
1109
+ class NeedleGamepadButton {
1110
+ /** The index of the button in the input gamepad */
1111
+ readonly index: number | undefined;
1112
+ readonly name: string;
1113
+
1114
+ touched: boolean = false;
1115
+ pressed: boolean = false;
1116
+ value: number = 0;
1117
+ /** was the button just pressed down the last update */
1118
+ isDown: boolean = false;
1119
+ /** was the button just released the last update */
1120
+ isUp: boolean = false;
1121
+
1122
+ constructor(index: number | undefined, name: string) {
1123
+ this.index = index;
1124
+ this.name = name;
1125
+ }
1126
1126
  }