@onerjs/core 8.42.5 → 8.42.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (31) hide show
  1. package/Cameras/arcRotateCamera.js +9 -9
  2. package/Cameras/arcRotateCamera.js.map +1 -1
  3. package/Materials/vertexPullingHelper.functions.d.ts +4 -0
  4. package/Materials/vertexPullingHelper.functions.js +4 -2
  5. package/Materials/vertexPullingHelper.functions.js.map +1 -1
  6. package/ShadersWGSL/iblVoxelGrid.vertex.js +51 -42
  7. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  8. package/XR/features/WebXRControllerTeleportation.js +1 -2
  9. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  10. package/XR/features/WebXRDepthSensing.js +1 -0
  11. package/XR/features/WebXRDepthSensing.js.map +1 -1
  12. package/XR/features/WebXRHandTracking.js +2 -2
  13. package/XR/features/WebXRHandTracking.js.map +1 -1
  14. package/XR/features/WebXRWalkingLocomotion.js +1 -1
  15. package/XR/features/WebXRWalkingLocomotion.js.map +1 -1
  16. package/XR/motionController/webXRMicrosoftMixedRealityController.js +1 -1
  17. package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
  18. package/XR/motionController/webXRMotionControllerManager.js +2 -2
  19. package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
  20. package/XR/webXRCamera.d.ts +1 -0
  21. package/XR/webXRCamera.js +9 -7
  22. package/XR/webXRCamera.js.map +1 -1
  23. package/XR/webXRExperienceHelper.d.ts +4 -0
  24. package/XR/webXRExperienceHelper.js +25 -5
  25. package/XR/webXRExperienceHelper.js.map +1 -1
  26. package/XR/webXRInput.d.ts +1 -0
  27. package/XR/webXRInput.js +6 -0
  28. package/XR/webXRInput.js.map +1 -1
  29. package/XR/webXRSessionManager.js +5 -4
  30. package/XR/webXRSessionManager.js.map +1 -1
  31. package/package.json +1 -1
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { IMinimalMotionControllerObject, MotionControllerHandedness, IMotionControllerLayoutMap } from \"./webXRAbstractMotionController\";\r\nimport { WebXRAbstractMotionController } from \"./webXRAbstractMotionController\";\r\nimport { WebXRMotionControllerManager } from \"./webXRMotionControllerManager\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { SceneLoader } from \"../../Loading/sceneLoader\";\r\nimport { Logger } from \"../../Misc/logger\";\r\n\r\n/**\r\n * The motion controller class for all microsoft mixed reality controllers\r\n */\r\nexport class WebXRMicrosoftMixedRealityController extends WebXRAbstractMotionController {\r\n // use this in the future - https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/assets/profiles/microsoft\r\n protected readonly _mapping = {\r\n defaultButton: {\r\n valueNodeName: \"VALUE\",\r\n unpressedNodeName: \"UNPRESSED\",\r\n pressedNodeName: \"PRESSED\",\r\n },\r\n defaultAxis: {\r\n valueNodeName: \"VALUE\",\r\n minNodeName: \"MIN\",\r\n maxNodeName: \"MAX\",\r\n },\r\n buttons: {\r\n \"xr-standard-trigger\": {\r\n rootNodeName: \"SELECT\",\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n },\r\n \"xr-standard-squeeze\": {\r\n rootNodeName: \"GRASP\",\r\n componentProperty: \"state\",\r\n states: [\"pressed\"],\r\n },\r\n \"xr-standard-touchpad\": {\r\n rootNodeName: \"TOUCHPAD_PRESS\",\r\n labelAnchorNodeName: \"squeeze-label\",\r\n touchPointNodeName: \"TOUCH\", // TODO - use this for visual feedback\r\n },\r\n \"xr-standard-thumbstick\": {\r\n rootNodeName: \"THUMBSTICK_PRESS\",\r\n componentProperty: \"state\",\r\n states: [\"pressed\"],\r\n },\r\n },\r\n axes: {\r\n \"xr-standard-touchpad\": {\r\n \"x-axis\": {\r\n rootNodeName: \"TOUCHPAD_TOUCH_X\",\r\n },\r\n \"y-axis\": {\r\n rootNodeName: \"TOUCHPAD_TOUCH_Y\",\r\n },\r\n },\r\n \"xr-standard-thumbstick\": {\r\n \"x-axis\": {\r\n rootNodeName: \"THUMBSTICK_X\",\r\n },\r\n \"y-axis\": {\r\n rootNodeName: \"THUMBSTICK_Y\",\r\n },\r\n },\r\n },\r\n };\r\n\r\n /**\r\n * The base url used to load the left and right controller models\r\n */\r\n public static MODEL_BASE_URL: string = \"https://controllers.babylonjs.com/microsoft/\";\r\n /**\r\n * The name of the left controller model file\r\n */\r\n public static MODEL_LEFT_FILENAME: string = \"left.glb\";\r\n /**\r\n * The name of the right controller model file\r\n */\r\n public static MODEL_RIGHT_FILENAME: string = \"right.glb\";\r\n\r\n public profileId = \"microsoft-mixed-reality\";\r\n\r\n constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handedness: MotionControllerHandedness) {\r\n super(scene, MixedRealityProfile[\"left-right\"], gamepadObject, handedness);\r\n }\r\n\r\n protected _getFilenameAndPath(): { filename: string; path: string } {\r\n let filename = \"\";\r\n if (this.handedness === \"left\") {\r\n filename = WebXRMicrosoftMixedRealityController.MODEL_LEFT_FILENAME;\r\n } else {\r\n // Right is the default if no hand is specified\r\n filename = WebXRMicrosoftMixedRealityController.MODEL_RIGHT_FILENAME;\r\n }\r\n\r\n const device = \"default\";\r\n const path = WebXRMicrosoftMixedRealityController.MODEL_BASE_URL + device + \"/\";\r\n return {\r\n filename,\r\n path,\r\n };\r\n }\r\n\r\n protected _getModelLoadingConstraints(): boolean {\r\n const glbLoaded = SceneLoader.IsPluginForExtensionAvailable(\".glb\");\r\n if (!glbLoaded) {\r\n Logger.Warn(\"glTF / glb loaded was not registered, using generic controller instead\");\r\n }\r\n return glbLoaded;\r\n }\r\n\r\n protected _processLoadedModel(_meshes: AbstractMesh[]): void {\r\n if (!this.rootMesh) {\r\n return;\r\n }\r\n\r\n // Button Meshes\r\n const ids = this.getComponentIds();\r\n for (let i = 0; i < ids.length; i++) {\r\n const id = ids[i];\r\n if (this.disableAnimation) {\r\n continue;\r\n }\r\n if (id && this.rootMesh) {\r\n const buttonMap = (<any>this._mapping.buttons)[id];\r\n const buttonMeshName = buttonMap.rootNodeName;\r\n if (!buttonMeshName) {\r\n Logger.Log(\"Skipping unknown button at index: \" + i + \" with mapped name: \" + id);\r\n continue;\r\n }\r\n\r\n const buttonMesh = this._getChildByName(this.rootMesh, buttonMeshName);\r\n if (!buttonMesh) {\r\n Logger.Warn(\"Missing button mesh with name: \" + buttonMeshName);\r\n continue;\r\n }\r\n\r\n buttonMap.valueMesh = this._getImmediateChildByName(buttonMesh, this._mapping.defaultButton.valueNodeName);\r\n buttonMap.pressedMesh = this._getImmediateChildByName(buttonMesh, this._mapping.defaultButton.pressedNodeName);\r\n buttonMap.unpressedMesh = this._getImmediateChildByName(buttonMesh, this._mapping.defaultButton.unpressedNodeName);\r\n\r\n if (buttonMap.valueMesh && buttonMap.pressedMesh && buttonMap.unpressedMesh) {\r\n const comp = this.getComponent(id);\r\n if (comp) {\r\n comp.onButtonStateChangedObservable.add(\r\n (component) => {\r\n this._lerpTransform(buttonMap, component.value);\r\n },\r\n undefined,\r\n true\r\n );\r\n }\r\n } else {\r\n // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.\r\n Logger.Warn(\"Missing button submesh under mesh with name: \" + buttonMeshName);\r\n }\r\n }\r\n }\r\n\r\n // Axis Meshes\r\n for (const id of ids) {\r\n const comp = this.getComponent(id);\r\n if (!comp.isAxes()) {\r\n continue;\r\n }\r\n\r\n const axisArray = [\"x-axis\", \"y-axis\"];\r\n\r\n for (const axis of axisArray) {\r\n if (!this.rootMesh) {\r\n continue;\r\n }\r\n const axisMap = (<any>this._mapping.axes)[id][axis];\r\n\r\n const axisMesh = this._getChildByName(this.rootMesh, axisMap.rootNodeName);\r\n if (!axisMesh) {\r\n Logger.Warn(\"Missing axis mesh with name: \" + axisMap.rootNodeName);\r\n continue;\r\n }\r\n\r\n axisMap.valueMesh = this._getImmediateChildByName(axisMesh, this._mapping.defaultAxis.valueNodeName);\r\n axisMap.minMesh = this._getImmediateChildByName(axisMesh, this._mapping.defaultAxis.minNodeName);\r\n axisMap.maxMesh = this._getImmediateChildByName(axisMesh, this._mapping.defaultAxis.maxNodeName);\r\n\r\n if (axisMap.valueMesh && axisMap.minMesh && axisMap.maxMesh) {\r\n if (comp) {\r\n comp.onAxisValueChangedObservable.add(\r\n (axisValues) => {\r\n const value = axis === \"x-axis\" ? axisValues.x : axisValues.y;\r\n this._lerpTransform(axisMap, value, true);\r\n },\r\n undefined,\r\n true\r\n );\r\n }\r\n } else {\r\n // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.\r\n Logger.Warn(\"Missing axis submesh under mesh with name: \" + axisMap.rootNodeName);\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _setRootMesh(meshes: AbstractMesh[]): void {\r\n this.rootMesh = new Mesh(this.profileId + \" \" + this.handedness, this.scene);\r\n this.rootMesh.isPickable = false;\r\n let rootMesh;\r\n // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n\r\n mesh.isPickable = false;\r\n\r\n if (!mesh.parent) {\r\n // Handle root node, attach to the new parentMesh\r\n rootMesh = mesh;\r\n }\r\n }\r\n\r\n if (rootMesh) {\r\n rootMesh.setParent(this.rootMesh);\r\n }\r\n\r\n if (!this.scene.useRightHandedSystem) {\r\n this.rootMesh.rotationQuaternion = Quaternion.FromEulerAngles(0, Math.PI, 0);\r\n }\r\n }\r\n\r\n protected _updateModel(): void {\r\n // no-op. model is updated using observables.\r\n }\r\n}\r\n\r\n// register the profile\r\nWebXRMotionControllerManager.RegisterController(\"windows-mixed-reality\", (xrInput: XRInputSource, scene: Scene) => {\r\n return new WebXRMicrosoftMixedRealityController(scene, <any>xrInput.gamepad, xrInput.handedness);\r\n});\r\n\r\n// https://github.com/immersive-web/webxr-input-profiles/blob/master/packages/registry/profiles/microsoft/microsoft-mixed-reality.json\r\nconst MixedRealityProfile: IMotionControllerLayoutMap = {\r\n left: {\r\n selectComponentId: \"xr-standard-trigger\",\r\n components: {\r\n \"xr-standard-trigger\": {\r\n type: \"trigger\",\r\n gamepadIndices: {\r\n button: 0,\r\n },\r\n rootNodeName: \"xr_standard_trigger\",\r\n visualResponses: {\r\n xr_standard_trigger_pressed: {\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_trigger_pressed_value\",\r\n minNodeName: \"xr_standard_trigger_pressed_min\",\r\n maxNodeName: \"xr_standard_trigger_pressed_max\",\r\n },\r\n },\r\n },\r\n \"xr-standard-squeeze\": {\r\n type: \"squeeze\",\r\n gamepadIndices: {\r\n button: 1,\r\n },\r\n rootNodeName: \"xr_standard_squeeze\",\r\n visualResponses: {\r\n xr_standard_squeeze_pressed: {\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_squeeze_pressed_value\",\r\n minNodeName: \"xr_standard_squeeze_pressed_min\",\r\n maxNodeName: \"xr_standard_squeeze_pressed_max\",\r\n },\r\n },\r\n },\r\n \"xr-standard-touchpad\": {\r\n type: \"touchpad\",\r\n gamepadIndices: {\r\n button: 2,\r\n xAxis: 0,\r\n yAxis: 1,\r\n },\r\n rootNodeName: \"xr_standard_touchpad\",\r\n visualResponses: {\r\n xr_standard_touchpad_pressed: {\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_pressed_value\",\r\n minNodeName: \"xr_standard_touchpad_pressed_min\",\r\n maxNodeName: \"xr_standard_touchpad_pressed_max\",\r\n },\r\n xr_standard_touchpad_xaxis_pressed: {\r\n componentProperty: \"xAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_xaxis_pressed_value\",\r\n minNodeName: \"xr_standard_touchpad_xaxis_pressed_min\",\r\n maxNodeName: \"xr_standard_touchpad_xaxis_pressed_max\",\r\n },\r\n xr_standard_touchpad_yaxis_pressed: {\r\n componentProperty: \"yAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_yaxis_pressed_value\",\r\n minNodeName: \"xr_standard_touchpad_yaxis_pressed_min\",\r\n maxNodeName: \"xr_standard_touchpad_yaxis_pressed_max\",\r\n },\r\n xr_standard_touchpad_xaxis_touched: {\r\n componentProperty: \"xAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_xaxis_touched_value\",\r\n minNodeName: \"xr_standard_touchpad_xaxis_touched_min\",\r\n maxNodeName: \"xr_standard_touchpad_xaxis_touched_max\",\r\n },\r\n xr_standard_touchpad_yaxis_touched: {\r\n componentProperty: \"yAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_yaxis_touched_value\",\r\n minNodeName: \"xr_standard_touchpad_yaxis_touched_min\",\r\n maxNodeName: \"xr_standard_touchpad_yaxis_touched_max\",\r\n },\r\n xr_standard_touchpad_axes_touched: {\r\n componentProperty: \"state\",\r\n states: [\"touched\", \"pressed\"],\r\n valueNodeProperty: \"visibility\",\r\n valueNodeName: \"xr_standard_touchpad_axes_touched_value\",\r\n },\r\n },\r\n touchPointNodeName: \"xr_standard_touchpad_axes_touched_value\",\r\n },\r\n \"xr-standard-thumbstick\": {\r\n type: \"thumbstick\",\r\n gamepadIndices: {\r\n button: 3,\r\n xAxis: 2,\r\n yAxis: 3,\r\n },\r\n rootNodeName: \"xr_standard_thumbstick\",\r\n visualResponses: {\r\n xr_standard_thumbstick_pressed: {\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_thumbstick_pressed_value\",\r\n minNodeName: \"xr_standard_thumbstick_pressed_min\",\r\n maxNodeName: \"xr_standard_thumbstick_pressed_max\",\r\n },\r\n xr_standard_thumbstick_xaxis_pressed: {\r\n componentProperty: \"xAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_thumbstick_xaxis_pressed_value\",\r\n minNodeName: \"xr_standard_thumbstick_xaxis_pressed_min\",\r\n maxNodeName: \"xr_standard_thumbstick_xaxis_pressed_max\",\r\n },\r\n xr_standard_thumbstick_yaxis_pressed: {\r\n componentProperty: \"yAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_thumbstick_yaxis_pressed_value\",\r\n minNodeName: \"xr_standard_thumbstick_yaxis_pressed_min\",\r\n maxNodeName: \"xr_standard_thumbstick_yaxis_pressed_max\",\r\n },\r\n },\r\n },\r\n },\r\n gamepadMapping: \"xr-standard\",\r\n rootNodeName: \"microsoft-mixed-reality-left\",\r\n assetPath: \"left.glb\",\r\n },\r\n right: {\r\n selectComponentId: \"xr-standard-trigger\",\r\n components: {\r\n \"xr-standard-trigger\": {\r\n type: \"trigger\",\r\n gamepadIndices: {\r\n button: 0,\r\n },\r\n rootNodeName: \"xr_standard_trigger\",\r\n visualResponses: {\r\n xr_standard_trigger_pressed: {\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_trigger_pressed_value\",\r\n minNodeName: \"xr_standard_trigger_pressed_min\",\r\n maxNodeName: \"xr_standard_trigger_pressed_max\",\r\n },\r\n },\r\n },\r\n \"xr-standard-squeeze\": {\r\n type: \"squeeze\",\r\n gamepadIndices: {\r\n button: 1,\r\n },\r\n rootNodeName: \"xr_standard_squeeze\",\r\n visualResponses: {\r\n xr_standard_squeeze_pressed: {\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_squeeze_pressed_value\",\r\n minNodeName: \"xr_standard_squeeze_pressed_min\",\r\n maxNodeName: \"xr_standard_squeeze_pressed_max\",\r\n },\r\n },\r\n },\r\n \"xr-standard-touchpad\": {\r\n type: \"touchpad\",\r\n gamepadIndices: {\r\n button: 2,\r\n xAxis: 0,\r\n yAxis: 1,\r\n },\r\n rootNodeName: \"xr_standard_touchpad\",\r\n visualResponses: {\r\n xr_standard_touchpad_pressed: {\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_pressed_value\",\r\n minNodeName: \"xr_standard_touchpad_pressed_min\",\r\n maxNodeName: \"xr_standard_touchpad_pressed_max\",\r\n },\r\n xr_standard_touchpad_xaxis_pressed: {\r\n componentProperty: \"xAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_xaxis_pressed_value\",\r\n minNodeName: \"xr_standard_touchpad_xaxis_pressed_min\",\r\n maxNodeName: \"xr_standard_touchpad_xaxis_pressed_max\",\r\n },\r\n xr_standard_touchpad_yaxis_pressed: {\r\n componentProperty: \"yAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_yaxis_pressed_value\",\r\n minNodeName: \"xr_standard_touchpad_yaxis_pressed_min\",\r\n maxNodeName: \"xr_standard_touchpad_yaxis_pressed_max\",\r\n },\r\n xr_standard_touchpad_xaxis_touched: {\r\n componentProperty: \"xAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_xaxis_touched_value\",\r\n minNodeName: \"xr_standard_touchpad_xaxis_touched_min\",\r\n maxNodeName: \"xr_standard_touchpad_xaxis_touched_max\",\r\n },\r\n xr_standard_touchpad_yaxis_touched: {\r\n componentProperty: \"yAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_yaxis_touched_value\",\r\n minNodeName: \"xr_standard_touchpad_yaxis_touched_min\",\r\n maxNodeName: \"xr_standard_touchpad_yaxis_touched_max\",\r\n },\r\n xr_standard_touchpad_axes_touched: {\r\n componentProperty: \"state\",\r\n states: [\"touched\", \"pressed\"],\r\n valueNodeProperty: \"visibility\",\r\n valueNodeName: \"xr_standard_touchpad_axes_touched_value\",\r\n },\r\n },\r\n touchPointNodeName: \"xr_standard_touchpad_axes_touched_value\",\r\n },\r\n \"xr-standard-thumbstick\": {\r\n type: \"thumbstick\",\r\n gamepadIndices: {\r\n button: 3,\r\n xAxis: 2,\r\n yAxis: 3,\r\n },\r\n rootNodeName: \"xr_standard_thumbstick\",\r\n visualResponses: {\r\n xr_standard_thumbstick_pressed: {\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_thumbstick_pressed_value\",\r\n minNodeName: \"xr_standard_thumbstick_pressed_min\",\r\n maxNodeName: \"xr_standard_thumbstick_pressed_max\",\r\n },\r\n xr_standard_thumbstick_xaxis_pressed: {\r\n componentProperty: \"xAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_thumbstick_xaxis_pressed_value\",\r\n minNodeName: \"xr_standard_thumbstick_xaxis_pressed_min\",\r\n maxNodeName: \"xr_standard_thumbstick_xaxis_pressed_max\",\r\n },\r\n xr_standard_thumbstick_yaxis_pressed: {\r\n componentProperty: \"yAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_thumbstick_yaxis_pressed_value\",\r\n minNodeName: \"xr_standard_thumbstick_yaxis_pressed_min\",\r\n maxNodeName: \"xr_standard_thumbstick_yaxis_pressed_max\",\r\n },\r\n },\r\n },\r\n },\r\n gamepadMapping: \"xr-standard\",\r\n rootNodeName: \"microsoft-mixed-reality-right\",\r\n assetPath: \"right.glb\",\r\n },\r\n};\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { IMinimalMotionControllerObject, MotionControllerHandedness, IMotionControllerLayoutMap } from \"./webXRAbstractMotionController\";\r\nimport { WebXRAbstractMotionController } from \"./webXRAbstractMotionController\";\r\nimport { WebXRMotionControllerManager } from \"./webXRMotionControllerManager\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { SceneLoader } from \"../../Loading/sceneLoader\";\r\nimport { Logger } from \"../../Misc/logger\";\r\n\r\n/**\r\n * The motion controller class for all microsoft mixed reality controllers\r\n */\r\nexport class WebXRMicrosoftMixedRealityController extends WebXRAbstractMotionController {\r\n // use this in the future - https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/assets/profiles/microsoft\r\n protected readonly _mapping = {\r\n defaultButton: {\r\n valueNodeName: \"VALUE\",\r\n unpressedNodeName: \"UNPRESSED\",\r\n pressedNodeName: \"PRESSED\",\r\n },\r\n defaultAxis: {\r\n valueNodeName: \"VALUE\",\r\n minNodeName: \"MIN\",\r\n maxNodeName: \"MAX\",\r\n },\r\n buttons: {\r\n \"xr-standard-trigger\": {\r\n rootNodeName: \"SELECT\",\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n },\r\n \"xr-standard-squeeze\": {\r\n rootNodeName: \"GRASP\",\r\n componentProperty: \"state\",\r\n states: [\"pressed\"],\r\n },\r\n \"xr-standard-touchpad\": {\r\n rootNodeName: \"TOUCHPAD_PRESS\",\r\n labelAnchorNodeName: \"squeeze-label\",\r\n touchPointNodeName: \"TOUCH\", // TODO - use this for visual feedback\r\n },\r\n \"xr-standard-thumbstick\": {\r\n rootNodeName: \"THUMBSTICK_PRESS\",\r\n componentProperty: \"state\",\r\n states: [\"pressed\"],\r\n },\r\n },\r\n axes: {\r\n \"xr-standard-touchpad\": {\r\n \"x-axis\": {\r\n rootNodeName: \"TOUCHPAD_TOUCH_X\",\r\n },\r\n \"y-axis\": {\r\n rootNodeName: \"TOUCHPAD_TOUCH_Y\",\r\n },\r\n },\r\n \"xr-standard-thumbstick\": {\r\n \"x-axis\": {\r\n rootNodeName: \"THUMBSTICK_X\",\r\n },\r\n \"y-axis\": {\r\n rootNodeName: \"THUMBSTICK_Y\",\r\n },\r\n },\r\n },\r\n };\r\n\r\n /**\r\n * The base url used to load the left and right controller models\r\n */\r\n public static MODEL_BASE_URL: string = \"https://controllers.babylonjs.com/microsoft/\";\r\n /**\r\n * The name of the left controller model file\r\n */\r\n public static MODEL_LEFT_FILENAME: string = \"left.glb\";\r\n /**\r\n * The name of the right controller model file\r\n */\r\n public static MODEL_RIGHT_FILENAME: string = \"right.glb\";\r\n\r\n public profileId = \"microsoft-mixed-reality\";\r\n\r\n constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handedness: MotionControllerHandedness) {\r\n super(scene, MixedRealityProfile[handedness], gamepadObject, handedness);\r\n }\r\n\r\n protected _getFilenameAndPath(): { filename: string; path: string } {\r\n let filename = \"\";\r\n if (this.handedness === \"left\") {\r\n filename = WebXRMicrosoftMixedRealityController.MODEL_LEFT_FILENAME;\r\n } else {\r\n // Right is the default if no hand is specified\r\n filename = WebXRMicrosoftMixedRealityController.MODEL_RIGHT_FILENAME;\r\n }\r\n\r\n const device = \"default\";\r\n const path = WebXRMicrosoftMixedRealityController.MODEL_BASE_URL + device + \"/\";\r\n return {\r\n filename,\r\n path,\r\n };\r\n }\r\n\r\n protected _getModelLoadingConstraints(): boolean {\r\n const glbLoaded = SceneLoader.IsPluginForExtensionAvailable(\".glb\");\r\n if (!glbLoaded) {\r\n Logger.Warn(\"glTF / glb loaded was not registered, using generic controller instead\");\r\n }\r\n return glbLoaded;\r\n }\r\n\r\n protected _processLoadedModel(_meshes: AbstractMesh[]): void {\r\n if (!this.rootMesh) {\r\n return;\r\n }\r\n\r\n // Button Meshes\r\n const ids = this.getComponentIds();\r\n for (let i = 0; i < ids.length; i++) {\r\n const id = ids[i];\r\n if (this.disableAnimation) {\r\n continue;\r\n }\r\n if (id && this.rootMesh) {\r\n const buttonMap = (<any>this._mapping.buttons)[id];\r\n const buttonMeshName = buttonMap.rootNodeName;\r\n if (!buttonMeshName) {\r\n Logger.Log(\"Skipping unknown button at index: \" + i + \" with mapped name: \" + id);\r\n continue;\r\n }\r\n\r\n const buttonMesh = this._getChildByName(this.rootMesh, buttonMeshName);\r\n if (!buttonMesh) {\r\n Logger.Warn(\"Missing button mesh with name: \" + buttonMeshName);\r\n continue;\r\n }\r\n\r\n buttonMap.valueMesh = this._getImmediateChildByName(buttonMesh, this._mapping.defaultButton.valueNodeName);\r\n buttonMap.pressedMesh = this._getImmediateChildByName(buttonMesh, this._mapping.defaultButton.pressedNodeName);\r\n buttonMap.unpressedMesh = this._getImmediateChildByName(buttonMesh, this._mapping.defaultButton.unpressedNodeName);\r\n\r\n if (buttonMap.valueMesh && buttonMap.pressedMesh && buttonMap.unpressedMesh) {\r\n const comp = this.getComponent(id);\r\n if (comp) {\r\n comp.onButtonStateChangedObservable.add(\r\n (component) => {\r\n this._lerpTransform(buttonMap, component.value);\r\n },\r\n undefined,\r\n true\r\n );\r\n }\r\n } else {\r\n // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.\r\n Logger.Warn(\"Missing button submesh under mesh with name: \" + buttonMeshName);\r\n }\r\n }\r\n }\r\n\r\n // Axis Meshes\r\n for (const id of ids) {\r\n const comp = this.getComponent(id);\r\n if (!comp.isAxes()) {\r\n continue;\r\n }\r\n\r\n const axisArray = [\"x-axis\", \"y-axis\"];\r\n\r\n for (const axis of axisArray) {\r\n if (!this.rootMesh) {\r\n continue;\r\n }\r\n const axisMap = (<any>this._mapping.axes)[id][axis];\r\n\r\n const axisMesh = this._getChildByName(this.rootMesh, axisMap.rootNodeName);\r\n if (!axisMesh) {\r\n Logger.Warn(\"Missing axis mesh with name: \" + axisMap.rootNodeName);\r\n continue;\r\n }\r\n\r\n axisMap.valueMesh = this._getImmediateChildByName(axisMesh, this._mapping.defaultAxis.valueNodeName);\r\n axisMap.minMesh = this._getImmediateChildByName(axisMesh, this._mapping.defaultAxis.minNodeName);\r\n axisMap.maxMesh = this._getImmediateChildByName(axisMesh, this._mapping.defaultAxis.maxNodeName);\r\n\r\n if (axisMap.valueMesh && axisMap.minMesh && axisMap.maxMesh) {\r\n if (comp) {\r\n comp.onAxisValueChangedObservable.add(\r\n (axisValues) => {\r\n const value = axis === \"x-axis\" ? axisValues.x : axisValues.y;\r\n this._lerpTransform(axisMap, value, true);\r\n },\r\n undefined,\r\n true\r\n );\r\n }\r\n } else {\r\n // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.\r\n Logger.Warn(\"Missing axis submesh under mesh with name: \" + axisMap.rootNodeName);\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _setRootMesh(meshes: AbstractMesh[]): void {\r\n this.rootMesh = new Mesh(this.profileId + \" \" + this.handedness, this.scene);\r\n this.rootMesh.isPickable = false;\r\n let rootMesh;\r\n // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n\r\n mesh.isPickable = false;\r\n\r\n if (!mesh.parent) {\r\n // Handle root node, attach to the new parentMesh\r\n rootMesh = mesh;\r\n }\r\n }\r\n\r\n if (rootMesh) {\r\n rootMesh.setParent(this.rootMesh);\r\n }\r\n\r\n if (!this.scene.useRightHandedSystem) {\r\n this.rootMesh.rotationQuaternion = Quaternion.FromEulerAngles(0, Math.PI, 0);\r\n }\r\n }\r\n\r\n protected _updateModel(): void {\r\n // no-op. model is updated using observables.\r\n }\r\n}\r\n\r\n// register the profile\r\nWebXRMotionControllerManager.RegisterController(\"windows-mixed-reality\", (xrInput: XRInputSource, scene: Scene) => {\r\n return new WebXRMicrosoftMixedRealityController(scene, <any>xrInput.gamepad, xrInput.handedness);\r\n});\r\n\r\n// https://github.com/immersive-web/webxr-input-profiles/blob/master/packages/registry/profiles/microsoft/microsoft-mixed-reality.json\r\nconst MixedRealityProfile: IMotionControllerLayoutMap = {\r\n left: {\r\n selectComponentId: \"xr-standard-trigger\",\r\n components: {\r\n \"xr-standard-trigger\": {\r\n type: \"trigger\",\r\n gamepadIndices: {\r\n button: 0,\r\n },\r\n rootNodeName: \"xr_standard_trigger\",\r\n visualResponses: {\r\n xr_standard_trigger_pressed: {\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_trigger_pressed_value\",\r\n minNodeName: \"xr_standard_trigger_pressed_min\",\r\n maxNodeName: \"xr_standard_trigger_pressed_max\",\r\n },\r\n },\r\n },\r\n \"xr-standard-squeeze\": {\r\n type: \"squeeze\",\r\n gamepadIndices: {\r\n button: 1,\r\n },\r\n rootNodeName: \"xr_standard_squeeze\",\r\n visualResponses: {\r\n xr_standard_squeeze_pressed: {\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_squeeze_pressed_value\",\r\n minNodeName: \"xr_standard_squeeze_pressed_min\",\r\n maxNodeName: \"xr_standard_squeeze_pressed_max\",\r\n },\r\n },\r\n },\r\n \"xr-standard-touchpad\": {\r\n type: \"touchpad\",\r\n gamepadIndices: {\r\n button: 2,\r\n xAxis: 0,\r\n yAxis: 1,\r\n },\r\n rootNodeName: \"xr_standard_touchpad\",\r\n visualResponses: {\r\n xr_standard_touchpad_pressed: {\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_pressed_value\",\r\n minNodeName: \"xr_standard_touchpad_pressed_min\",\r\n maxNodeName: \"xr_standard_touchpad_pressed_max\",\r\n },\r\n xr_standard_touchpad_xaxis_pressed: {\r\n componentProperty: \"xAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_xaxis_pressed_value\",\r\n minNodeName: \"xr_standard_touchpad_xaxis_pressed_min\",\r\n maxNodeName: \"xr_standard_touchpad_xaxis_pressed_max\",\r\n },\r\n xr_standard_touchpad_yaxis_pressed: {\r\n componentProperty: \"yAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_yaxis_pressed_value\",\r\n minNodeName: \"xr_standard_touchpad_yaxis_pressed_min\",\r\n maxNodeName: \"xr_standard_touchpad_yaxis_pressed_max\",\r\n },\r\n xr_standard_touchpad_xaxis_touched: {\r\n componentProperty: \"xAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_xaxis_touched_value\",\r\n minNodeName: \"xr_standard_touchpad_xaxis_touched_min\",\r\n maxNodeName: \"xr_standard_touchpad_xaxis_touched_max\",\r\n },\r\n xr_standard_touchpad_yaxis_touched: {\r\n componentProperty: \"yAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_yaxis_touched_value\",\r\n minNodeName: \"xr_standard_touchpad_yaxis_touched_min\",\r\n maxNodeName: \"xr_standard_touchpad_yaxis_touched_max\",\r\n },\r\n xr_standard_touchpad_axes_touched: {\r\n componentProperty: \"state\",\r\n states: [\"touched\", \"pressed\"],\r\n valueNodeProperty: \"visibility\",\r\n valueNodeName: \"xr_standard_touchpad_axes_touched_value\",\r\n },\r\n },\r\n touchPointNodeName: \"xr_standard_touchpad_axes_touched_value\",\r\n },\r\n \"xr-standard-thumbstick\": {\r\n type: \"thumbstick\",\r\n gamepadIndices: {\r\n button: 3,\r\n xAxis: 2,\r\n yAxis: 3,\r\n },\r\n rootNodeName: \"xr_standard_thumbstick\",\r\n visualResponses: {\r\n xr_standard_thumbstick_pressed: {\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_thumbstick_pressed_value\",\r\n minNodeName: \"xr_standard_thumbstick_pressed_min\",\r\n maxNodeName: \"xr_standard_thumbstick_pressed_max\",\r\n },\r\n xr_standard_thumbstick_xaxis_pressed: {\r\n componentProperty: \"xAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_thumbstick_xaxis_pressed_value\",\r\n minNodeName: \"xr_standard_thumbstick_xaxis_pressed_min\",\r\n maxNodeName: \"xr_standard_thumbstick_xaxis_pressed_max\",\r\n },\r\n xr_standard_thumbstick_yaxis_pressed: {\r\n componentProperty: \"yAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_thumbstick_yaxis_pressed_value\",\r\n minNodeName: \"xr_standard_thumbstick_yaxis_pressed_min\",\r\n maxNodeName: \"xr_standard_thumbstick_yaxis_pressed_max\",\r\n },\r\n },\r\n },\r\n },\r\n gamepadMapping: \"xr-standard\",\r\n rootNodeName: \"microsoft-mixed-reality-left\",\r\n assetPath: \"left.glb\",\r\n },\r\n right: {\r\n selectComponentId: \"xr-standard-trigger\",\r\n components: {\r\n \"xr-standard-trigger\": {\r\n type: \"trigger\",\r\n gamepadIndices: {\r\n button: 0,\r\n },\r\n rootNodeName: \"xr_standard_trigger\",\r\n visualResponses: {\r\n xr_standard_trigger_pressed: {\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_trigger_pressed_value\",\r\n minNodeName: \"xr_standard_trigger_pressed_min\",\r\n maxNodeName: \"xr_standard_trigger_pressed_max\",\r\n },\r\n },\r\n },\r\n \"xr-standard-squeeze\": {\r\n type: \"squeeze\",\r\n gamepadIndices: {\r\n button: 1,\r\n },\r\n rootNodeName: \"xr_standard_squeeze\",\r\n visualResponses: {\r\n xr_standard_squeeze_pressed: {\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_squeeze_pressed_value\",\r\n minNodeName: \"xr_standard_squeeze_pressed_min\",\r\n maxNodeName: \"xr_standard_squeeze_pressed_max\",\r\n },\r\n },\r\n },\r\n \"xr-standard-touchpad\": {\r\n type: \"touchpad\",\r\n gamepadIndices: {\r\n button: 2,\r\n xAxis: 0,\r\n yAxis: 1,\r\n },\r\n rootNodeName: \"xr_standard_touchpad\",\r\n visualResponses: {\r\n xr_standard_touchpad_pressed: {\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_pressed_value\",\r\n minNodeName: \"xr_standard_touchpad_pressed_min\",\r\n maxNodeName: \"xr_standard_touchpad_pressed_max\",\r\n },\r\n xr_standard_touchpad_xaxis_pressed: {\r\n componentProperty: \"xAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_xaxis_pressed_value\",\r\n minNodeName: \"xr_standard_touchpad_xaxis_pressed_min\",\r\n maxNodeName: \"xr_standard_touchpad_xaxis_pressed_max\",\r\n },\r\n xr_standard_touchpad_yaxis_pressed: {\r\n componentProperty: \"yAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_yaxis_pressed_value\",\r\n minNodeName: \"xr_standard_touchpad_yaxis_pressed_min\",\r\n maxNodeName: \"xr_standard_touchpad_yaxis_pressed_max\",\r\n },\r\n xr_standard_touchpad_xaxis_touched: {\r\n componentProperty: \"xAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_xaxis_touched_value\",\r\n minNodeName: \"xr_standard_touchpad_xaxis_touched_min\",\r\n maxNodeName: \"xr_standard_touchpad_xaxis_touched_max\",\r\n },\r\n xr_standard_touchpad_yaxis_touched: {\r\n componentProperty: \"yAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_touchpad_yaxis_touched_value\",\r\n minNodeName: \"xr_standard_touchpad_yaxis_touched_min\",\r\n maxNodeName: \"xr_standard_touchpad_yaxis_touched_max\",\r\n },\r\n xr_standard_touchpad_axes_touched: {\r\n componentProperty: \"state\",\r\n states: [\"touched\", \"pressed\"],\r\n valueNodeProperty: \"visibility\",\r\n valueNodeName: \"xr_standard_touchpad_axes_touched_value\",\r\n },\r\n },\r\n touchPointNodeName: \"xr_standard_touchpad_axes_touched_value\",\r\n },\r\n \"xr-standard-thumbstick\": {\r\n type: \"thumbstick\",\r\n gamepadIndices: {\r\n button: 3,\r\n xAxis: 2,\r\n yAxis: 3,\r\n },\r\n rootNodeName: \"xr_standard_thumbstick\",\r\n visualResponses: {\r\n xr_standard_thumbstick_pressed: {\r\n componentProperty: \"button\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_thumbstick_pressed_value\",\r\n minNodeName: \"xr_standard_thumbstick_pressed_min\",\r\n maxNodeName: \"xr_standard_thumbstick_pressed_max\",\r\n },\r\n xr_standard_thumbstick_xaxis_pressed: {\r\n componentProperty: \"xAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_thumbstick_xaxis_pressed_value\",\r\n minNodeName: \"xr_standard_thumbstick_xaxis_pressed_min\",\r\n maxNodeName: \"xr_standard_thumbstick_xaxis_pressed_max\",\r\n },\r\n xr_standard_thumbstick_yaxis_pressed: {\r\n componentProperty: \"yAxis\",\r\n states: [\"default\", \"touched\", \"pressed\"],\r\n valueNodeProperty: \"transform\",\r\n valueNodeName: \"xr_standard_thumbstick_yaxis_pressed_value\",\r\n minNodeName: \"xr_standard_thumbstick_yaxis_pressed_min\",\r\n maxNodeName: \"xr_standard_thumbstick_yaxis_pressed_max\",\r\n },\r\n },\r\n },\r\n },\r\n gamepadMapping: \"xr-standard\",\r\n rootNodeName: \"microsoft-mixed-reality-right\",\r\n assetPath: \"right.glb\",\r\n },\r\n};\r\n"]}
@@ -48,7 +48,7 @@ export class WebXRMotionControllerManager {
48
48
  * @returns an array with corresponding fallback profiles
49
49
  */
50
50
  static FindFallbackWithProfileId(profileId) {
51
- const returnArray = this._Fallbacks[profileId] || [];
51
+ const returnArray = [...(this._Fallbacks[profileId] || [])];
52
52
  returnArray.unshift(profileId);
53
53
  return returnArray;
54
54
  }
@@ -75,7 +75,7 @@ export class WebXRMotionControllerManager {
75
75
  // emulator support
76
76
  if (profileArray.length && !profileArray[0]) {
77
77
  // remove the first "undefined" that the emulator is adding
78
- profileArray.pop();
78
+ profileArray.shift();
79
79
  }
80
80
  // legacy support - try using the gamepad id
81
81
  if (xrInput.gamepad && xrInput.gamepad.id) {
@@ -1 +1 @@
1
- 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type { WebXRAbstractMotionController, IMotionControllerProfile } from \"./webXRAbstractMotionController\";\r\nimport { WebXRGenericTriggerMotionController } from \"./webXRGenericMotionController\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { WebXRProfiledMotionController } from \"./webXRProfiledMotionController\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\n\r\n/**\r\n * A construction function type to create a new controller based on an xrInput object\r\n */\r\nexport type MotionControllerConstructor = (xrInput: XRInputSource, scene: Scene) => WebXRAbstractMotionController;\r\n\r\n/**\r\n * The MotionController Manager manages all registered motion controllers and loads the right one when needed.\r\n *\r\n * When this repository is complete: https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/assets\r\n * it should be replaced with auto-loaded controllers.\r\n *\r\n * When using a model try to stay as generic as possible. Eventually there will be no need in any of the controller classes\r\n */\r\n\r\nconst ControllerCache: Array<{\r\n filename: string;\r\n path: string;\r\n meshes: AbstractMesh[];\r\n}> = [];\r\n\r\n/**\r\n * Motion controller manager is managing the different webxr profiles and makes sure the right\r\n * controller is being loaded.\r\n */\r\nexport class WebXRMotionControllerManager {\r\n private static _AvailableControllers: { [type: string]: MotionControllerConstructor } = {};\r\n private static _Fallbacks: { [profileId: string]: string[] } = {};\r\n // cache for loading\r\n private static _ProfileLoadingPromises: { [profileName: string]: Promise<IMotionControllerProfile> } = {};\r\n private static _ProfilesList: Nullable<Promise<{ [profile: string]: string }>>;\r\n\r\n /**\r\n * The base URL of the online controller repository. Can be changed at any time.\r\n */\r\n public static BaseRepositoryUrl = \"https://immersive-web.github.io/webxr-input-profiles/packages/viewer/dist\";\r\n /**\r\n * Which repository gets priority - local or online\r\n */\r\n public static PrioritizeOnlineRepository: boolean = true;\r\n /**\r\n * Use the online repository, or use only locally-defined controllers\r\n */\r\n public static UseOnlineRepository: boolean = true;\r\n\r\n /**\r\n * Disable the controller cache and load the models each time a new WebXRProfileMotionController is loaded.\r\n * Defaults to true.\r\n */\r\n public static DisableControllerCache: boolean = true;\r\n\r\n /**\r\n * Clear the cache used for profile loading and reload when requested again\r\n */\r\n public static ClearProfilesCache() {\r\n this._ProfilesList = null;\r\n this._ProfileLoadingPromises = {};\r\n }\r\n\r\n /**\r\n * Register the default fallbacks.\r\n * This function is called automatically when this file is imported.\r\n */\r\n public static DefaultFallbacks() {\r\n this.RegisterFallbacksForProfileId(\"google-daydream\", [\"generic-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"htc-vive-focus\", [\"generic-trigger-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"htc-vive\", [\"generic-trigger-squeeze-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"magicleap-one\", [\"generic-trigger-squeeze-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"windows-mixed-reality\", [\"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"microsoft-mixed-reality\", [\"windows-mixed-reality\", \"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-go\", [\"generic-trigger-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-touch-v2\", [\"oculus-touch\", \"generic-trigger-squeeze-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-touch\", [\"generic-trigger-squeeze-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"samsung-gearvr\", [\"windows-mixed-reality\", \"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"samsung-odyssey\", [\"generic-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"valve-index\", [\"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"generic-hand-select\", [\"generic-trigger\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-hand\", [\"generic-trigger\"]);\r\n }\r\n\r\n /**\r\n * Find a fallback profile if the profile was not found. There are a few predefined generic profiles.\r\n * @param profileId the profile to which a fallback needs to be found\r\n * @returns an array with corresponding fallback profiles\r\n */\r\n public static FindFallbackWithProfileId(profileId: string): string[] {\r\n const returnArray = this._Fallbacks[profileId] || [];\r\n\r\n returnArray.unshift(profileId);\r\n return returnArray;\r\n }\r\n\r\n /**\r\n * When acquiring a new xrInput object (usually by the WebXRInput class), match it with the correct profile.\r\n * The order of search:\r\n *\r\n * 1) Iterate the profiles array of the xr input and try finding a corresponding motion controller\r\n * 2) (If not found) search in the gamepad id and try using it (legacy versions only)\r\n * 3) search for registered fallbacks (should be redundant, nonetheless it makes sense to check)\r\n * 4) return the generic trigger controller if none were found\r\n *\r\n * @param xrInput the xrInput to which a new controller is initialized\r\n * @param scene the scene to which the model will be added\r\n * @param forceProfile force a certain profile for this controller\r\n * @returns A promise that fulfils with the motion controller class for this profile id or the generic standard class if none was found\r\n */\r\n public static async GetMotionControllerWithXRInput(xrInput: XRInputSource, scene: Scene, forceProfile?: string): Promise<WebXRAbstractMotionController> {\r\n const profileArray: string[] = [];\r\n if (forceProfile) {\r\n profileArray.push(forceProfile);\r\n }\r\n profileArray.push(...(xrInput.profiles || []));\r\n\r\n // emulator support\r\n if (profileArray.length && !profileArray[0]) {\r\n // remove the first \"undefined\" that the emulator is adding\r\n profileArray.pop();\r\n }\r\n\r\n // legacy support - try using the gamepad id\r\n if (xrInput.gamepad && xrInput.gamepad.id) {\r\n switch (xrInput.gamepad.id) {\r\n case xrInput.gamepad.id.match(/oculus touch/gi) ? xrInput.gamepad.id : undefined:\r\n // oculus in gamepad id\r\n profileArray.push(\"oculus-touch-v2\");\r\n break;\r\n }\r\n }\r\n\r\n // make sure microsoft/windows mixed reality works correctly\r\n const windowsMRIdx = profileArray.indexOf(\"windows-mixed-reality\");\r\n if (windowsMRIdx !== -1) {\r\n profileArray.splice(windowsMRIdx, 0, \"microsoft-mixed-reality\");\r\n }\r\n\r\n if (!profileArray.length) {\r\n profileArray.push(\"generic-trigger\");\r\n }\r\n\r\n if (this.UseOnlineRepository) {\r\n const firstFunction = this.PrioritizeOnlineRepository ? this._LoadProfileFromRepositoryAsync : this._LoadProfilesFromAvailableControllersAsync;\r\n const secondFunction = this.PrioritizeOnlineRepository ? this._LoadProfilesFromAvailableControllersAsync : this._LoadProfileFromRepositoryAsync;\r\n\r\n // eslint-disable-next-line github/no-then\r\n return firstFunction.call(this, profileArray, xrInput, scene).catch(() => {\r\n return secondFunction.call(this, profileArray, xrInput, scene);\r\n });\r\n } else {\r\n // use only available functions\r\n return await this._LoadProfilesFromAvailableControllersAsync(profileArray, xrInput, scene);\r\n }\r\n }\r\n\r\n /**\r\n * Register a new controller based on its profile. This function will be called by the controller classes themselves.\r\n *\r\n * If you are missing a profile, make sure it is imported in your source, otherwise it will not register.\r\n *\r\n * @param type the profile type to register\r\n * @param constructFunction the function to be called when loading this profile\r\n */\r\n public static RegisterController(type: string, constructFunction: MotionControllerConstructor) {\r\n this._AvailableControllers[type] = constructFunction;\r\n }\r\n\r\n /**\r\n * Register a fallback to a specific profile.\r\n * @param profileId the profileId that will receive the fallbacks\r\n * @param fallbacks A list of fallback profiles\r\n */\r\n public static RegisterFallbacksForProfileId(profileId: string, fallbacks: string[]): void {\r\n if (this._Fallbacks[profileId]) {\r\n this._Fallbacks[profileId].push(...fallbacks);\r\n } else {\r\n this._Fallbacks[profileId] = fallbacks;\r\n }\r\n }\r\n\r\n /**\r\n * Will update the list of profiles available in the repository\r\n * @returns a promise that resolves to a map of profiles available online\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static async UpdateProfilesList(): Promise<{\r\n [profile: string]: string;\r\n }> {\r\n const data = await Tools.LoadFileAsync(this.BaseRepositoryUrl + \"/profiles/profilesList.json\", false);\r\n this._ProfilesList = JSON.parse(data);\r\n return await this._ProfilesList!;\r\n }\r\n\r\n /**\r\n * Clear the controller's cache (usually happens at the end of a session)\r\n */\r\n public static ClearControllerCache() {\r\n for (const cacheItem of ControllerCache) {\r\n for (const mesh of cacheItem.meshes) {\r\n mesh.dispose(false, true);\r\n }\r\n }\r\n ControllerCache.length = 0;\r\n }\r\n\r\n private static async _LoadProfileFromRepositoryAsync(profileArray: string[], xrInput: XRInputSource, scene: Scene): Promise<WebXRAbstractMotionController> {\r\n return await Promise.resolve()\r\n // eslint-disable-next-line github/no-then\r\n .then(async () => {\r\n if (!this._ProfilesList) {\r\n return await this.UpdateProfilesList();\r\n } else {\r\n return await this._ProfilesList;\r\n }\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .then((profilesList: { [profile: string]: string }) => {\r\n // load the right profile\r\n for (let i = 0; i < profileArray.length; ++i) {\r\n // defensive\r\n if (!profileArray[i]) {\r\n continue;\r\n }\r\n if (profilesList[profileArray[i]]) {\r\n return profileArray[i];\r\n }\r\n }\r\n\r\n throw new Error(`neither controller ${profileArray[0]} nor all fallbacks were found in the repository,`);\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .then(async (profileToLoad: string) => {\r\n // load the profile\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n if (!this._ProfileLoadingPromises[profileToLoad]) {\r\n // eslint-disable-next-line github/no-then\r\n this._ProfileLoadingPromises[profileToLoad] = Tools.LoadFileAsync(`${this.BaseRepositoryUrl}/profiles/${profileToLoad}/profile.json`, false).then(\r\n (data) => <IMotionControllerProfile>JSON.parse(data)\r\n );\r\n }\r\n return await this._ProfileLoadingPromises[profileToLoad];\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .then((profile: IMotionControllerProfile) => {\r\n return new WebXRProfiledMotionController(scene, xrInput, profile, this.BaseRepositoryUrl, this.DisableControllerCache ? undefined : ControllerCache);\r\n });\r\n }\r\n\r\n private static async _LoadProfilesFromAvailableControllersAsync(profileArray: string[], xrInput: XRInputSource, scene: Scene) {\r\n // check fallbacks\r\n for (let i = 0; i < profileArray.length; ++i) {\r\n // defensive\r\n if (!profileArray[i]) {\r\n continue;\r\n }\r\n const fallbacks = this.FindFallbackWithProfileId(profileArray[i]);\r\n for (let j = 0; j < fallbacks.length; ++j) {\r\n const constructionFunction = this._AvailableControllers[fallbacks[j]];\r\n if (constructionFunction) {\r\n return constructionFunction(xrInput, scene);\r\n }\r\n }\r\n }\r\n\r\n throw new Error(`no controller requested was found in the available controllers list`);\r\n }\r\n}\r\n\r\n// register the generic profile(s) here so we will at least have them\r\nWebXRMotionControllerManager.RegisterController(WebXRGenericTriggerMotionController.ProfileId, (xrInput: XRInputSource, scene: Scene) => {\r\n return new WebXRGenericTriggerMotionController(scene, <any>xrInput.gamepad, xrInput.handedness);\r\n});\r\n\r\n// register fallbacks\r\nWebXRMotionControllerManager.DefaultFallbacks();\r\n"]}
1
+ 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type { WebXRAbstractMotionController, IMotionControllerProfile } from \"./webXRAbstractMotionController\";\r\nimport { WebXRGenericTriggerMotionController } from \"./webXRGenericMotionController\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { WebXRProfiledMotionController } from \"./webXRProfiledMotionController\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\n\r\n/**\r\n * A construction function type to create a new controller based on an xrInput object\r\n */\r\nexport type MotionControllerConstructor = (xrInput: XRInputSource, scene: Scene) => WebXRAbstractMotionController;\r\n\r\n/**\r\n * The MotionController Manager manages all registered motion controllers and loads the right one when needed.\r\n *\r\n * When this repository is complete: https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/assets\r\n * it should be replaced with auto-loaded controllers.\r\n *\r\n * When using a model try to stay as generic as possible. Eventually there will be no need in any of the controller classes\r\n */\r\n\r\nconst ControllerCache: Array<{\r\n filename: string;\r\n path: string;\r\n meshes: AbstractMesh[];\r\n}> = [];\r\n\r\n/**\r\n * Motion controller manager is managing the different webxr profiles and makes sure the right\r\n * controller is being loaded.\r\n */\r\nexport class WebXRMotionControllerManager {\r\n private static _AvailableControllers: { [type: string]: MotionControllerConstructor } = {};\r\n private static _Fallbacks: { [profileId: string]: string[] } = {};\r\n // cache for loading\r\n private static _ProfileLoadingPromises: { [profileName: string]: Promise<IMotionControllerProfile> } = {};\r\n private static _ProfilesList: Nullable<Promise<{ [profile: string]: string }>>;\r\n\r\n /**\r\n * The base URL of the online controller repository. Can be changed at any time.\r\n */\r\n public static BaseRepositoryUrl = \"https://immersive-web.github.io/webxr-input-profiles/packages/viewer/dist\";\r\n /**\r\n * Which repository gets priority - local or online\r\n */\r\n public static PrioritizeOnlineRepository: boolean = true;\r\n /**\r\n * Use the online repository, or use only locally-defined controllers\r\n */\r\n public static UseOnlineRepository: boolean = true;\r\n\r\n /**\r\n * Disable the controller cache and load the models each time a new WebXRProfileMotionController is loaded.\r\n * Defaults to true.\r\n */\r\n public static DisableControllerCache: boolean = true;\r\n\r\n /**\r\n * Clear the cache used for profile loading and reload when requested again\r\n */\r\n public static ClearProfilesCache() {\r\n this._ProfilesList = null;\r\n this._ProfileLoadingPromises = {};\r\n }\r\n\r\n /**\r\n * Register the default fallbacks.\r\n * This function is called automatically when this file is imported.\r\n */\r\n public static DefaultFallbacks() {\r\n this.RegisterFallbacksForProfileId(\"google-daydream\", [\"generic-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"htc-vive-focus\", [\"generic-trigger-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"htc-vive\", [\"generic-trigger-squeeze-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"magicleap-one\", [\"generic-trigger-squeeze-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"windows-mixed-reality\", [\"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"microsoft-mixed-reality\", [\"windows-mixed-reality\", \"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-go\", [\"generic-trigger-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-touch-v2\", [\"oculus-touch\", \"generic-trigger-squeeze-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-touch\", [\"generic-trigger-squeeze-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"samsung-gearvr\", [\"windows-mixed-reality\", \"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"samsung-odyssey\", [\"generic-touchpad\"]);\r\n this.RegisterFallbacksForProfileId(\"valve-index\", [\"generic-trigger-squeeze-touchpad-thumbstick\"]);\r\n this.RegisterFallbacksForProfileId(\"generic-hand-select\", [\"generic-trigger\"]);\r\n this.RegisterFallbacksForProfileId(\"oculus-hand\", [\"generic-trigger\"]);\r\n }\r\n\r\n /**\r\n * Find a fallback profile if the profile was not found. There are a few predefined generic profiles.\r\n * @param profileId the profile to which a fallback needs to be found\r\n * @returns an array with corresponding fallback profiles\r\n */\r\n public static FindFallbackWithProfileId(profileId: string): string[] {\r\n const returnArray = [...(this._Fallbacks[profileId] || [])];\r\n\r\n returnArray.unshift(profileId);\r\n return returnArray;\r\n }\r\n\r\n /**\r\n * When acquiring a new xrInput object (usually by the WebXRInput class), match it with the correct profile.\r\n * The order of search:\r\n *\r\n * 1) Iterate the profiles array of the xr input and try finding a corresponding motion controller\r\n * 2) (If not found) search in the gamepad id and try using it (legacy versions only)\r\n * 3) search for registered fallbacks (should be redundant, nonetheless it makes sense to check)\r\n * 4) return the generic trigger controller if none were found\r\n *\r\n * @param xrInput the xrInput to which a new controller is initialized\r\n * @param scene the scene to which the model will be added\r\n * @param forceProfile force a certain profile for this controller\r\n * @returns A promise that fulfils with the motion controller class for this profile id or the generic standard class if none was found\r\n */\r\n public static async GetMotionControllerWithXRInput(xrInput: XRInputSource, scene: Scene, forceProfile?: string): Promise<WebXRAbstractMotionController> {\r\n const profileArray: string[] = [];\r\n if (forceProfile) {\r\n profileArray.push(forceProfile);\r\n }\r\n profileArray.push(...(xrInput.profiles || []));\r\n\r\n // emulator support\r\n if (profileArray.length && !profileArray[0]) {\r\n // remove the first \"undefined\" that the emulator is adding\r\n profileArray.shift();\r\n }\r\n\r\n // legacy support - try using the gamepad id\r\n if (xrInput.gamepad && xrInput.gamepad.id) {\r\n switch (xrInput.gamepad.id) {\r\n case xrInput.gamepad.id.match(/oculus touch/gi) ? xrInput.gamepad.id : undefined:\r\n // oculus in gamepad id\r\n profileArray.push(\"oculus-touch-v2\");\r\n break;\r\n }\r\n }\r\n\r\n // make sure microsoft/windows mixed reality works correctly\r\n const windowsMRIdx = profileArray.indexOf(\"windows-mixed-reality\");\r\n if (windowsMRIdx !== -1) {\r\n profileArray.splice(windowsMRIdx, 0, \"microsoft-mixed-reality\");\r\n }\r\n\r\n if (!profileArray.length) {\r\n profileArray.push(\"generic-trigger\");\r\n }\r\n\r\n if (this.UseOnlineRepository) {\r\n const firstFunction = this.PrioritizeOnlineRepository ? this._LoadProfileFromRepositoryAsync : this._LoadProfilesFromAvailableControllersAsync;\r\n const secondFunction = this.PrioritizeOnlineRepository ? this._LoadProfilesFromAvailableControllersAsync : this._LoadProfileFromRepositoryAsync;\r\n\r\n // eslint-disable-next-line github/no-then\r\n return firstFunction.call(this, profileArray, xrInput, scene).catch(() => {\r\n return secondFunction.call(this, profileArray, xrInput, scene);\r\n });\r\n } else {\r\n // use only available functions\r\n return await this._LoadProfilesFromAvailableControllersAsync(profileArray, xrInput, scene);\r\n }\r\n }\r\n\r\n /**\r\n * Register a new controller based on its profile. This function will be called by the controller classes themselves.\r\n *\r\n * If you are missing a profile, make sure it is imported in your source, otherwise it will not register.\r\n *\r\n * @param type the profile type to register\r\n * @param constructFunction the function to be called when loading this profile\r\n */\r\n public static RegisterController(type: string, constructFunction: MotionControllerConstructor) {\r\n this._AvailableControllers[type] = constructFunction;\r\n }\r\n\r\n /**\r\n * Register a fallback to a specific profile.\r\n * @param profileId the profileId that will receive the fallbacks\r\n * @param fallbacks A list of fallback profiles\r\n */\r\n public static RegisterFallbacksForProfileId(profileId: string, fallbacks: string[]): void {\r\n if (this._Fallbacks[profileId]) {\r\n this._Fallbacks[profileId].push(...fallbacks);\r\n } else {\r\n this._Fallbacks[profileId] = fallbacks;\r\n }\r\n }\r\n\r\n /**\r\n * Will update the list of profiles available in the repository\r\n * @returns a promise that resolves to a map of profiles available online\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public static async UpdateProfilesList(): Promise<{\r\n [profile: string]: string;\r\n }> {\r\n const data = await Tools.LoadFileAsync(this.BaseRepositoryUrl + \"/profiles/profilesList.json\", false);\r\n this._ProfilesList = JSON.parse(data);\r\n return await this._ProfilesList!;\r\n }\r\n\r\n /**\r\n * Clear the controller's cache (usually happens at the end of a session)\r\n */\r\n public static ClearControllerCache() {\r\n for (const cacheItem of ControllerCache) {\r\n for (const mesh of cacheItem.meshes) {\r\n mesh.dispose(false, true);\r\n }\r\n }\r\n ControllerCache.length = 0;\r\n }\r\n\r\n private static async _LoadProfileFromRepositoryAsync(profileArray: string[], xrInput: XRInputSource, scene: Scene): Promise<WebXRAbstractMotionController> {\r\n return await Promise.resolve()\r\n // eslint-disable-next-line github/no-then\r\n .then(async () => {\r\n if (!this._ProfilesList) {\r\n return await this.UpdateProfilesList();\r\n } else {\r\n return await this._ProfilesList;\r\n }\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .then((profilesList: { [profile: string]: string }) => {\r\n // load the right profile\r\n for (let i = 0; i < profileArray.length; ++i) {\r\n // defensive\r\n if (!profileArray[i]) {\r\n continue;\r\n }\r\n if (profilesList[profileArray[i]]) {\r\n return profileArray[i];\r\n }\r\n }\r\n\r\n throw new Error(`neither controller ${profileArray[0]} nor all fallbacks were found in the repository,`);\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .then(async (profileToLoad: string) => {\r\n // load the profile\r\n // eslint-disable-next-line @typescript-eslint/no-misused-promises\r\n if (!this._ProfileLoadingPromises[profileToLoad]) {\r\n // eslint-disable-next-line github/no-then\r\n this._ProfileLoadingPromises[profileToLoad] = Tools.LoadFileAsync(`${this.BaseRepositoryUrl}/profiles/${profileToLoad}/profile.json`, false).then(\r\n (data) => <IMotionControllerProfile>JSON.parse(data)\r\n );\r\n }\r\n return await this._ProfileLoadingPromises[profileToLoad];\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .then((profile: IMotionControllerProfile) => {\r\n return new WebXRProfiledMotionController(scene, xrInput, profile, this.BaseRepositoryUrl, this.DisableControllerCache ? undefined : ControllerCache);\r\n });\r\n }\r\n\r\n private static async _LoadProfilesFromAvailableControllersAsync(profileArray: string[], xrInput: XRInputSource, scene: Scene) {\r\n // check fallbacks\r\n for (let i = 0; i < profileArray.length; ++i) {\r\n // defensive\r\n if (!profileArray[i]) {\r\n continue;\r\n }\r\n const fallbacks = this.FindFallbackWithProfileId(profileArray[i]);\r\n for (let j = 0; j < fallbacks.length; ++j) {\r\n const constructionFunction = this._AvailableControllers[fallbacks[j]];\r\n if (constructionFunction) {\r\n return constructionFunction(xrInput, scene);\r\n }\r\n }\r\n }\r\n\r\n throw new Error(`no controller requested was found in the available controllers list`);\r\n }\r\n}\r\n\r\n// register the generic profile(s) here so we will at least have them\r\nWebXRMotionControllerManager.RegisterController(WebXRGenericTriggerMotionController.ProfileId, (xrInput: XRInputSource, scene: Scene) => {\r\n return new WebXRGenericTriggerMotionController(scene, <any>xrInput.gamepad, xrInput.handedness);\r\n});\r\n\r\n// register fallbacks\r\nWebXRMotionControllerManager.DefaultFallbacks();\r\n"]}
@@ -16,6 +16,7 @@ export declare class WebXRCamera extends FreeCamera {
16
16
  private _referenceQuaternion;
17
17
  private _referencedPosition;
18
18
  private _trackingState;
19
+ private _onWorldScaleFactorChanged;
19
20
  /**
20
21
  * This will be triggered after the first XR Frame initialized the camera,
21
22
  * including the right number of views and their rendering parameters
package/XR/webXRCamera.js CHANGED
@@ -22,6 +22,13 @@ export class WebXRCamera extends FreeCamera {
22
22
  this._referenceQuaternion = Quaternion.Identity();
23
23
  this._referencedPosition = new Vector3();
24
24
  this._trackingState = 0 /* WebXRTrackingState.NOT_TRACKING */;
25
+ this._onWorldScaleFactorChanged = () => {
26
+ // only run if in session
27
+ if (!this._xrSessionManager.currentFrame) {
28
+ return;
29
+ }
30
+ this._updateDepthNearFar();
31
+ };
25
32
  /**
26
33
  * This will be triggered after the first XR Frame initialized the camera,
27
34
  * including the right number of views and their rendering parameters
@@ -61,14 +68,8 @@ export class WebXRCamera extends FreeCamera {
61
68
  this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);
62
69
  // first frame - camera's y position should be 0 for the correct offset
63
70
  this._firstFrame = this.compensateOnFirstFrame;
64
- this._xrSessionManager.onWorldScaleFactorChangedObservable.add(() => {
65
- // only run if in session
66
- if (!this._xrSessionManager.currentFrame) {
67
- return;
68
- }
69
- this._updateDepthNearFar();
70
- });
71
71
  });
72
+ this._xrSessionManager.onWorldScaleFactorChangedObservable.add(this._onWorldScaleFactorChanged);
72
73
  // Check transformation changes on each frame. Callback is added to be first so that the transformation will be
73
74
  // applied to the rest of the elements using the referenceSpace object
74
75
  this._xrSessionManager.onXRFrameObservable.add(() => {
@@ -167,6 +168,7 @@ export class WebXRCamera extends FreeCamera {
167
168
  Quaternion.FromEulerAnglesToRef(tmpVector.x, yRotation, tmpVector.z, this.rotationQuaternion);
168
169
  }
169
170
  dispose() {
171
+ this._xrSessionManager.onWorldScaleFactorChangedObservable.removeCallback(this._onWorldScaleFactorChanged);
170
172
  super.dispose();
171
173
  this._lastXRViewerPose = undefined;
172
174
  this.onTrackingStateChanged.clear();
@@ -1 +1 @@
1
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{ Vector3, Matrix, Quaternion, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { FreeCamera } from \"../Cameras/freeCamera\";\r\nimport { TargetCamera } from \"../Cameras/targetCamera\";\r\nimport type { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { WebXRTrackingState } from \"./webXRTypes\";\r\n\r\n/**\r\n * WebXR Camera which holds the views for the xrSession\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/webXR/webXRCamera\r\n */\r\nexport class WebXRCamera extends FreeCamera {\r\n private static _ScaleReadOnly = Vector3.One();\r\n\r\n private _firstFrame = false;\r\n private _referenceQuaternion: Quaternion = Quaternion.Identity();\r\n private _referencedPosition: Vector3 = new Vector3();\r\n private _trackingState: WebXRTrackingState = WebXRTrackingState.NOT_TRACKING;\r\n\r\n /**\r\n * This will be triggered after the first XR Frame initialized the camera,\r\n * including the right number of views and their rendering parameters\r\n */\r\n public onXRCameraInitializedObservable = new Observable<WebXRCamera>();\r\n\r\n /**\r\n * Observable raised before camera teleportation\r\n * @deprecated use onBeforeCameraTeleport of the teleportation feature instead\r\n */\r\n public onBeforeCameraTeleport = new Observable<Vector3>();\r\n\r\n /**\r\n * Observable raised after camera teleportation\r\n * @deprecated use onAfterCameraTeleport of the teleportation feature instead\r\n */\r\n public onAfterCameraTeleport = new Observable<Vector3>();\r\n\r\n /**\r\n * Notifies when the camera's tracking state has changed.\r\n * Notice - will also be triggered when tracking has started (at the beginning of the session)\r\n */\r\n public onTrackingStateChanged = new Observable<WebXRTrackingState>();\r\n\r\n /**\r\n * Should position compensation execute on first frame.\r\n * This is used when copying the position from a native (non XR) camera\r\n */\r\n public compensateOnFirstFrame: boolean = true;\r\n\r\n /**\r\n * The last XRViewerPose from the current XRFrame\r\n * @internal\r\n */\r\n public _lastXRViewerPose?: XRViewerPose;\r\n\r\n /**\r\n * webXRCamera relies on rotationQuaternion and doesn't use camera rotation property\r\n */\r\n public override rotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager\r\n * @param name the name of the camera\r\n * @param scene the scene to add the camera to\r\n * @param _xrSessionManager a constructed xr session manager\r\n */\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n private _xrSessionManager: WebXRSessionManager\r\n ) {\r\n super(name, Vector3.Zero(), scene);\r\n\r\n // Initial camera configuration\r\n this.minZ = 0.1;\r\n this.rotationQuaternion = new Quaternion();\r\n this.cameraRigMode = Camera.RIG_MODE_CUSTOM;\r\n this.updateUpVectorFromRotation = true;\r\n this._updateNumberOfRigCameras(1);\r\n // freeze projection matrix, which will be copied later\r\n this.freezeProjectionMatrix();\r\n this._deferOnly = true;\r\n\r\n this._xrSessionManager.onXRSessionInit.add(() => {\r\n this._referencedPosition.copyFromFloats(0, 0, 0);\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n // first frame - camera's y position should be 0 for the correct offset\r\n this._firstFrame = this.compensateOnFirstFrame;\r\n this._xrSessionManager.onWorldScaleFactorChangedObservable.add(() => {\r\n // only run if in session\r\n if (!this._xrSessionManager.currentFrame) {\r\n return;\r\n }\r\n this._updateDepthNearFar();\r\n });\r\n });\r\n\r\n // Check transformation changes on each frame. Callback is added to be first so that the transformation will be\r\n // applied to the rest of the elements using the referenceSpace object\r\n this._xrSessionManager.onXRFrameObservable.add(\r\n () => {\r\n if (this._firstFrame) {\r\n this._updateFromXRSession();\r\n }\r\n if (this.onXRCameraInitializedObservable.hasObservers()) {\r\n this.onXRCameraInitializedObservable.notifyObservers(this);\r\n this.onXRCameraInitializedObservable.clear();\r\n }\r\n\r\n if (this._deferredUpdated) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate);\r\n }\r\n\r\n this._updateReferenceSpace();\r\n this._updateFromXRSession();\r\n },\r\n undefined,\r\n true\r\n );\r\n }\r\n\r\n /**\r\n * Get the current XR tracking state of the camera\r\n */\r\n public get trackingState(): WebXRTrackingState {\r\n return this._trackingState;\r\n }\r\n\r\n private _setTrackingState(newState: WebXRTrackingState) {\r\n if (this._trackingState !== newState) {\r\n this._trackingState = newState;\r\n this.onTrackingStateChanged.notifyObservers(newState);\r\n }\r\n }\r\n\r\n /**\r\n * Return the user's height, unrelated to the current ground.\r\n * This will be the y position of this camera, when ground level is 0.\r\n *\r\n * Note - this value is multiplied by the worldScalingFactor (if set), so it will be in the same units as the scene.\r\n */\r\n public get realWorldHeight(): number {\r\n const basePose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.baseReferenceSpace);\r\n if (basePose && basePose.transform) {\r\n return basePose.transform.position.y * this._xrSessionManager.worldScalingFactor;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _updateForDualEyeDebugging(/*pupilDistance = 0.01*/) {\r\n // Create initial camera rigs\r\n this._updateNumberOfRigCameras(2);\r\n this.rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1.0);\r\n // this.rigCameras[0].position.x = -pupilDistance / 2;\r\n this.rigCameras[0].outputRenderTarget = null;\r\n this.rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n // this.rigCameras[1].position.x = pupilDistance / 2;\r\n this.rigCameras[1].outputRenderTarget = null;\r\n }\r\n\r\n /**\r\n * Sets this camera's transformation based on a non-vr camera\r\n * @param otherCamera the non-vr camera to copy the transformation from\r\n * @param resetToBaseReferenceSpace should XR reset to the base reference space\r\n */\r\n public setTransformationFromNonVRCamera(otherCamera: Camera = this.getScene().activeCamera!, resetToBaseReferenceSpace: boolean = true) {\r\n if (!otherCamera || otherCamera === this) {\r\n return;\r\n }\r\n const mat = otherCamera.computeWorldMatrix();\r\n mat.decompose(undefined, this.rotationQuaternion, this.position);\r\n // set the ground level\r\n this.position.y = 0;\r\n Quaternion.FromEulerAnglesToRef(0, this.rotationQuaternion.toEulerAngles().y, 0, this.rotationQuaternion);\r\n this._firstFrame = true;\r\n if (resetToBaseReferenceSpace) {\r\n this._xrSessionManager.resetReferenceSpace();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current instance class name (\"WebXRCamera\").\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"WebXRCamera\";\r\n }\r\n\r\n /**\r\n * Set the target for the camera to look at.\r\n * Note that this only rotates around the Y axis, as opposed to the default behavior of other cameras\r\n * @param target the target to set the camera to look at\r\n */\r\n public override setTarget(target: Vector3): void {\r\n // only rotate around the y axis!\r\n const tmpVector = TmpVectors.Vector3[1];\r\n target.subtractToRef(this.position, tmpVector);\r\n tmpVector.y = 0;\r\n tmpVector.normalize();\r\n const yRotation = Math.atan2(tmpVector.x, tmpVector.z) + (this._scene.useRightHandedSystem ? Math.PI : 0);\r\n this.rotationQuaternion.toEulerAnglesToRef(tmpVector);\r\n Quaternion.FromEulerAnglesToRef(tmpVector.x, yRotation, tmpVector.z, this.rotationQuaternion);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n this._lastXRViewerPose = undefined;\r\n this.onTrackingStateChanged.clear();\r\n }\r\n\r\n private _updateDepthNearFar() {\r\n const far = (this.maxZ || 10000) * this._xrSessionManager.worldScalingFactor;\r\n const xrRenderState: XRRenderStateInit = {\r\n // if maxZ is 0 it should be \"Infinity\", but it doesn't work with the WebXR API. Setting to a large number.\r\n depthFar: far,\r\n depthNear: this.minZ,\r\n };\r\n\r\n this._xrSessionManager.updateRenderState(xrRenderState);\r\n this._cache.minZ = this.minZ;\r\n this._cache.maxZ = far;\r\n }\r\n\r\n private _updateFromXRSession() {\r\n const pose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.referenceSpace);\r\n this._lastXRViewerPose = pose || undefined;\r\n if (!pose) {\r\n this._setTrackingState(WebXRTrackingState.NOT_TRACKING);\r\n return;\r\n }\r\n\r\n // Set the tracking state. if it didn't change it is a no-op\r\n const trackingState = pose.emulatedPosition ? WebXRTrackingState.TRACKING_LOST : WebXRTrackingState.TRACKING;\r\n this._setTrackingState(trackingState);\r\n\r\n // check min/max Z and update if not the same as in cache\r\n if (this.minZ !== this._cache.minZ || this.maxZ !== this._cache.maxZ) {\r\n this._updateDepthNearFar();\r\n }\r\n\r\n if (pose.transform) {\r\n const orientation = pose.transform.orientation;\r\n if (pose.transform.orientation.x === undefined) {\r\n // Babylon native polyfill can return an undefined orientation value\r\n // When not initialized\r\n return;\r\n }\r\n const pos = pose.transform.position;\r\n this._referencedPosition.set(pos.x, pos.y, pos.z).scaleInPlace(this._xrSessionManager.worldScalingFactor);\r\n\r\n this._referenceQuaternion.set(orientation.x, orientation.y, orientation.z, orientation.w);\r\n if (!this._scene.useRightHandedSystem) {\r\n this._referencedPosition.z *= -1;\r\n this._referenceQuaternion.z *= -1;\r\n this._referenceQuaternion.w *= -1;\r\n }\r\n\r\n if (this._firstFrame) {\r\n this._firstFrame = false;\r\n // we have the XR reference, now use this to find the offset to get the camera to be\r\n // in the right position\r\n\r\n // set the height to correlate to the current height\r\n this.position.y += this._referencedPosition.y;\r\n // avoid using the head rotation on the first frame.\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n } else {\r\n // update position and rotation as reference\r\n this.rotationQuaternion.copyFrom(this._referenceQuaternion);\r\n this.position.copyFrom(this._referencedPosition);\r\n }\r\n }\r\n\r\n // Update camera rigs\r\n if (this.rigCameras.length !== pose.views.length) {\r\n this._updateNumberOfRigCameras(pose.views.length);\r\n }\r\n\r\n for (let i = 0; i < pose.views.length; i++) {\r\n const view = pose.views[i];\r\n const currentRig = <TargetCamera>this.rigCameras[i];\r\n // update right and left, where applicable\r\n if (!currentRig.isLeftCamera && !currentRig.isRightCamera) {\r\n if (view.eye === \"right\") {\r\n currentRig._isRightCamera = true;\r\n } else if (view.eye === \"left\") {\r\n currentRig._isLeftCamera = true;\r\n }\r\n }\r\n // add any custom render targets to this camera, if available in the scene\r\n const customRenderTargets = this.getScene().customRenderTargets;\r\n // use a for loop\r\n for (let i = 0; i < customRenderTargets.length; i++) {\r\n const rt = customRenderTargets[i];\r\n // make sure we don't add the same render target twice\r\n if (currentRig.customRenderTargets.indexOf(rt) === -1) {\r\n currentRig.customRenderTargets.push(rt);\r\n }\r\n }\r\n // Update view/projection matrix\r\n const pos = view.transform.position;\r\n const orientation = view.transform.orientation;\r\n\r\n currentRig.parent = this.parent;\r\n\r\n currentRig.position.set(pos.x, pos.y, pos.z).scaleInPlace(this._xrSessionManager.worldScalingFactor);\r\n currentRig.rotationQuaternion?.set(orientation.x, orientation.y, orientation.z, orientation.w);\r\n if (!this._scene.useRightHandedSystem && currentRig.rotationQuaternion) {\r\n currentRig.position.z *= -1;\r\n currentRig.rotationQuaternion.z *= -1;\r\n currentRig.rotationQuaternion.w *= -1;\r\n }\r\n Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, currentRig._projectionMatrix);\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig._projectionMatrix.toggleProjectionMatrixHandInPlace();\r\n }\r\n\r\n // fov\r\n const fov = Math.atan2(1, view.projectionMatrix[5]) * 2;\r\n currentRig.fov = fov;\r\n // first camera?\r\n if (i === 0) {\r\n this.fov = fov;\r\n this._projectionMatrix.copyFrom(currentRig._projectionMatrix);\r\n }\r\n\r\n const renderTargetTexture = this._xrSessionManager.getRenderTargetTextureForView(view);\r\n this._renderingMultiview = renderTargetTexture?._texture?.isMultiview || false;\r\n if (this._renderingMultiview) {\r\n // For multiview, the render target texture is the same per-view (just the slice index is different),\r\n // so we only need to set the output render target once for the rig parent.\r\n if (i == 0) {\r\n this._xrSessionManager.trySetViewportForView(this.viewport, view);\r\n this.outputRenderTarget = renderTargetTexture;\r\n }\r\n } else {\r\n // Update viewport\r\n this._xrSessionManager.trySetViewportForView(currentRig.viewport, view);\r\n\r\n // Set cameras to render to the session's render target\r\n currentRig.outputRenderTarget = renderTargetTexture || this._xrSessionManager.getRenderTargetTextureForView(view);\r\n }\r\n\r\n // Replicate parent rig camera behavior\r\n currentRig.layerMask = this.layerMask;\r\n }\r\n }\r\n\r\n private _updateNumberOfRigCameras(viewCount = 1) {\r\n while (this.rigCameras.length < viewCount) {\r\n const newCamera = new TargetCamera(\"XR-RigCamera: \" + this.rigCameras.length, Vector3.Zero(), this.getScene());\r\n newCamera.minZ = 0.1;\r\n newCamera.rotationQuaternion = new Quaternion();\r\n newCamera.updateUpVectorFromRotation = true;\r\n newCamera.isRigCamera = true;\r\n newCamera.rigParent = this;\r\n // do not compute projection matrix, provided by XR\r\n newCamera.freezeProjectionMatrix();\r\n this.rigCameras.push(newCamera);\r\n }\r\n while (this.rigCameras.length > viewCount) {\r\n const removedCamera = this.rigCameras.pop();\r\n if (removedCamera) {\r\n removedCamera.dispose();\r\n }\r\n }\r\n }\r\n\r\n private _updateReferenceSpace() {\r\n // were position & rotation updated OUTSIDE of the xr update loop\r\n if (!this.position.equals(this._referencedPosition) || !this.rotationQuaternion.equals(this._referenceQuaternion)) {\r\n const referencedMat = TmpVectors.Matrix[0];\r\n const poseMat = TmpVectors.Matrix[1];\r\n const transformMat = TmpVectors.Matrix[2];\r\n\r\n Matrix.ComposeToRef(WebXRCamera._ScaleReadOnly, this._referenceQuaternion, this._referencedPosition, referencedMat);\r\n Matrix.ComposeToRef(WebXRCamera._ScaleReadOnly, this.rotationQuaternion, this.position, poseMat);\r\n referencedMat.invert().multiplyToRef(poseMat, transformMat);\r\n transformMat.invert();\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n transformMat.toggleModelMatrixHandInPlace();\r\n }\r\n\r\n transformMat.decompose(undefined, this._referenceQuaternion, this._referencedPosition);\r\n const transform = new XRRigidTransform(\r\n {\r\n x: this._referencedPosition.x / this._xrSessionManager.worldScalingFactor,\r\n y: this._referencedPosition.y / this._xrSessionManager.worldScalingFactor,\r\n z: this._referencedPosition.z / this._xrSessionManager.worldScalingFactor,\r\n w: 1,\r\n },\r\n {\r\n x: this._referenceQuaternion.x,\r\n y: this._referenceQuaternion.y,\r\n z: this._referenceQuaternion.z,\r\n w: this._referenceQuaternion.w,\r\n }\r\n );\r\n this._xrSessionManager.referenceSpace = this._xrSessionManager.referenceSpace.getOffsetReferenceSpace(transform);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Vector3, Matrix, Quaternion, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { FreeCamera } from \"../Cameras/freeCamera\";\r\nimport { TargetCamera } from \"../Cameras/targetCamera\";\r\nimport type { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { WebXRTrackingState } from \"./webXRTypes\";\r\n\r\n/**\r\n * WebXR Camera which holds the views for the xrSession\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/webXR/webXRCamera\r\n */\r\nexport class WebXRCamera extends FreeCamera {\r\n private static _ScaleReadOnly = Vector3.One();\r\n\r\n private _firstFrame = false;\r\n private _referenceQuaternion: Quaternion = Quaternion.Identity();\r\n private _referencedPosition: Vector3 = new Vector3();\r\n private _trackingState: WebXRTrackingState = WebXRTrackingState.NOT_TRACKING;\r\n\r\n private _onWorldScaleFactorChanged = () => {\r\n // only run if in session\r\n if (!this._xrSessionManager.currentFrame) {\r\n return;\r\n }\r\n this._updateDepthNearFar();\r\n };\r\n\r\n /**\r\n * This will be triggered after the first XR Frame initialized the camera,\r\n * including the right number of views and their rendering parameters\r\n */\r\n public onXRCameraInitializedObservable = new Observable<WebXRCamera>();\r\n\r\n /**\r\n * Observable raised before camera teleportation\r\n * @deprecated use onBeforeCameraTeleport of the teleportation feature instead\r\n */\r\n public onBeforeCameraTeleport = new Observable<Vector3>();\r\n\r\n /**\r\n * Observable raised after camera teleportation\r\n * @deprecated use onAfterCameraTeleport of the teleportation feature instead\r\n */\r\n public onAfterCameraTeleport = new Observable<Vector3>();\r\n\r\n /**\r\n * Notifies when the camera's tracking state has changed.\r\n * Notice - will also be triggered when tracking has started (at the beginning of the session)\r\n */\r\n public onTrackingStateChanged = new Observable<WebXRTrackingState>();\r\n\r\n /**\r\n * Should position compensation execute on first frame.\r\n * This is used when copying the position from a native (non XR) camera\r\n */\r\n public compensateOnFirstFrame: boolean = true;\r\n\r\n /**\r\n * The last XRViewerPose from the current XRFrame\r\n * @internal\r\n */\r\n public _lastXRViewerPose?: XRViewerPose;\r\n\r\n /**\r\n * webXRCamera relies on rotationQuaternion and doesn't use camera rotation property\r\n */\r\n public override rotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager\r\n * @param name the name of the camera\r\n * @param scene the scene to add the camera to\r\n * @param _xrSessionManager a constructed xr session manager\r\n */\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n private _xrSessionManager: WebXRSessionManager\r\n ) {\r\n super(name, Vector3.Zero(), scene);\r\n\r\n // Initial camera configuration\r\n this.minZ = 0.1;\r\n this.rotationQuaternion = new Quaternion();\r\n this.cameraRigMode = Camera.RIG_MODE_CUSTOM;\r\n this.updateUpVectorFromRotation = true;\r\n this._updateNumberOfRigCameras(1);\r\n // freeze projection matrix, which will be copied later\r\n this.freezeProjectionMatrix();\r\n this._deferOnly = true;\r\n\r\n this._xrSessionManager.onXRSessionInit.add(() => {\r\n this._referencedPosition.copyFromFloats(0, 0, 0);\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n // first frame - camera's y position should be 0 for the correct offset\r\n this._firstFrame = this.compensateOnFirstFrame;\r\n });\r\n\r\n this._xrSessionManager.onWorldScaleFactorChangedObservable.add(this._onWorldScaleFactorChanged);\r\n\r\n // Check transformation changes on each frame. Callback is added to be first so that the transformation will be\r\n // applied to the rest of the elements using the referenceSpace object\r\n this._xrSessionManager.onXRFrameObservable.add(\r\n () => {\r\n if (this._firstFrame) {\r\n this._updateFromXRSession();\r\n }\r\n if (this.onXRCameraInitializedObservable.hasObservers()) {\r\n this.onXRCameraInitializedObservable.notifyObservers(this);\r\n this.onXRCameraInitializedObservable.clear();\r\n }\r\n\r\n if (this._deferredUpdated) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate);\r\n }\r\n\r\n this._updateReferenceSpace();\r\n this._updateFromXRSession();\r\n },\r\n undefined,\r\n true\r\n );\r\n }\r\n\r\n /**\r\n * Get the current XR tracking state of the camera\r\n */\r\n public get trackingState(): WebXRTrackingState {\r\n return this._trackingState;\r\n }\r\n\r\n private _setTrackingState(newState: WebXRTrackingState) {\r\n if (this._trackingState !== newState) {\r\n this._trackingState = newState;\r\n this.onTrackingStateChanged.notifyObservers(newState);\r\n }\r\n }\r\n\r\n /**\r\n * Return the user's height, unrelated to the current ground.\r\n * This will be the y position of this camera, when ground level is 0.\r\n *\r\n * Note - this value is multiplied by the worldScalingFactor (if set), so it will be in the same units as the scene.\r\n */\r\n public get realWorldHeight(): number {\r\n const basePose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.baseReferenceSpace);\r\n if (basePose && basePose.transform) {\r\n return basePose.transform.position.y * this._xrSessionManager.worldScalingFactor;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _updateForDualEyeDebugging(/*pupilDistance = 0.01*/) {\r\n // Create initial camera rigs\r\n this._updateNumberOfRigCameras(2);\r\n this.rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1.0);\r\n // this.rigCameras[0].position.x = -pupilDistance / 2;\r\n this.rigCameras[0].outputRenderTarget = null;\r\n this.rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n // this.rigCameras[1].position.x = pupilDistance / 2;\r\n this.rigCameras[1].outputRenderTarget = null;\r\n }\r\n\r\n /**\r\n * Sets this camera's transformation based on a non-vr camera\r\n * @param otherCamera the non-vr camera to copy the transformation from\r\n * @param resetToBaseReferenceSpace should XR reset to the base reference space\r\n */\r\n public setTransformationFromNonVRCamera(otherCamera: Camera = this.getScene().activeCamera!, resetToBaseReferenceSpace: boolean = true) {\r\n if (!otherCamera || otherCamera === this) {\r\n return;\r\n }\r\n const mat = otherCamera.computeWorldMatrix();\r\n mat.decompose(undefined, this.rotationQuaternion, this.position);\r\n // set the ground level\r\n this.position.y = 0;\r\n Quaternion.FromEulerAnglesToRef(0, this.rotationQuaternion.toEulerAngles().y, 0, this.rotationQuaternion);\r\n this._firstFrame = true;\r\n if (resetToBaseReferenceSpace) {\r\n this._xrSessionManager.resetReferenceSpace();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current instance class name (\"WebXRCamera\").\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"WebXRCamera\";\r\n }\r\n\r\n /**\r\n * Set the target for the camera to look at.\r\n * Note that this only rotates around the Y axis, as opposed to the default behavior of other cameras\r\n * @param target the target to set the camera to look at\r\n */\r\n public override setTarget(target: Vector3): void {\r\n // only rotate around the y axis!\r\n const tmpVector = TmpVectors.Vector3[1];\r\n target.subtractToRef(this.position, tmpVector);\r\n tmpVector.y = 0;\r\n tmpVector.normalize();\r\n const yRotation = Math.atan2(tmpVector.x, tmpVector.z) + (this._scene.useRightHandedSystem ? Math.PI : 0);\r\n this.rotationQuaternion.toEulerAnglesToRef(tmpVector);\r\n Quaternion.FromEulerAnglesToRef(tmpVector.x, yRotation, tmpVector.z, this.rotationQuaternion);\r\n }\r\n\r\n public override dispose() {\r\n this._xrSessionManager.onWorldScaleFactorChangedObservable.removeCallback(this._onWorldScaleFactorChanged);\r\n super.dispose();\r\n this._lastXRViewerPose = undefined;\r\n this.onTrackingStateChanged.clear();\r\n }\r\n\r\n private _updateDepthNearFar() {\r\n const far = (this.maxZ || 10000) * this._xrSessionManager.worldScalingFactor;\r\n const xrRenderState: XRRenderStateInit = {\r\n // if maxZ is 0 it should be \"Infinity\", but it doesn't work with the WebXR API. Setting to a large number.\r\n depthFar: far,\r\n depthNear: this.minZ,\r\n };\r\n\r\n this._xrSessionManager.updateRenderState(xrRenderState);\r\n this._cache.minZ = this.minZ;\r\n this._cache.maxZ = far;\r\n }\r\n\r\n private _updateFromXRSession() {\r\n const pose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.referenceSpace);\r\n this._lastXRViewerPose = pose || undefined;\r\n if (!pose) {\r\n this._setTrackingState(WebXRTrackingState.NOT_TRACKING);\r\n return;\r\n }\r\n\r\n // Set the tracking state. if it didn't change it is a no-op\r\n const trackingState = pose.emulatedPosition ? WebXRTrackingState.TRACKING_LOST : WebXRTrackingState.TRACKING;\r\n this._setTrackingState(trackingState);\r\n\r\n // check min/max Z and update if not the same as in cache\r\n if (this.minZ !== this._cache.minZ || this.maxZ !== this._cache.maxZ) {\r\n this._updateDepthNearFar();\r\n }\r\n\r\n if (pose.transform) {\r\n const orientation = pose.transform.orientation;\r\n if (pose.transform.orientation.x === undefined) {\r\n // Babylon native polyfill can return an undefined orientation value\r\n // When not initialized\r\n return;\r\n }\r\n const pos = pose.transform.position;\r\n this._referencedPosition.set(pos.x, pos.y, pos.z).scaleInPlace(this._xrSessionManager.worldScalingFactor);\r\n\r\n this._referenceQuaternion.set(orientation.x, orientation.y, orientation.z, orientation.w);\r\n if (!this._scene.useRightHandedSystem) {\r\n this._referencedPosition.z *= -1;\r\n this._referenceQuaternion.z *= -1;\r\n this._referenceQuaternion.w *= -1;\r\n }\r\n\r\n if (this._firstFrame) {\r\n this._firstFrame = false;\r\n // we have the XR reference, now use this to find the offset to get the camera to be\r\n // in the right position\r\n\r\n // set the height to correlate to the current height\r\n this.position.y += this._referencedPosition.y;\r\n // avoid using the head rotation on the first frame.\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n } else {\r\n // update position and rotation as reference\r\n this.rotationQuaternion.copyFrom(this._referenceQuaternion);\r\n this.position.copyFrom(this._referencedPosition);\r\n }\r\n }\r\n\r\n // Update camera rigs\r\n if (this.rigCameras.length !== pose.views.length) {\r\n this._updateNumberOfRigCameras(pose.views.length);\r\n }\r\n\r\n for (let i = 0; i < pose.views.length; i++) {\r\n const view = pose.views[i];\r\n const currentRig = <TargetCamera>this.rigCameras[i];\r\n // update right and left, where applicable\r\n if (!currentRig.isLeftCamera && !currentRig.isRightCamera) {\r\n if (view.eye === \"right\") {\r\n currentRig._isRightCamera = true;\r\n } else if (view.eye === \"left\") {\r\n currentRig._isLeftCamera = true;\r\n }\r\n }\r\n // add any custom render targets to this camera, if available in the scene\r\n const customRenderTargets = this.getScene().customRenderTargets;\r\n // use a for loop\r\n for (let i = 0; i < customRenderTargets.length; i++) {\r\n const rt = customRenderTargets[i];\r\n // make sure we don't add the same render target twice\r\n if (currentRig.customRenderTargets.indexOf(rt) === -1) {\r\n currentRig.customRenderTargets.push(rt);\r\n }\r\n }\r\n // Update view/projection matrix\r\n const pos = view.transform.position;\r\n const orientation = view.transform.orientation;\r\n\r\n currentRig.parent = this.parent;\r\n\r\n currentRig.position.set(pos.x, pos.y, pos.z).scaleInPlace(this._xrSessionManager.worldScalingFactor);\r\n currentRig.rotationQuaternion?.set(orientation.x, orientation.y, orientation.z, orientation.w);\r\n if (!this._scene.useRightHandedSystem && currentRig.rotationQuaternion) {\r\n currentRig.position.z *= -1;\r\n currentRig.rotationQuaternion.z *= -1;\r\n currentRig.rotationQuaternion.w *= -1;\r\n }\r\n Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, currentRig._projectionMatrix);\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig._projectionMatrix.toggleProjectionMatrixHandInPlace();\r\n }\r\n\r\n // fov\r\n const fov = Math.atan2(1, view.projectionMatrix[5]) * 2;\r\n currentRig.fov = fov;\r\n // first camera?\r\n if (i === 0) {\r\n this.fov = fov;\r\n this._projectionMatrix.copyFrom(currentRig._projectionMatrix);\r\n }\r\n\r\n const renderTargetTexture = this._xrSessionManager.getRenderTargetTextureForView(view);\r\n this._renderingMultiview = renderTargetTexture?._texture?.isMultiview || false;\r\n if (this._renderingMultiview) {\r\n // For multiview, the render target texture is the same per-view (just the slice index is different),\r\n // so we only need to set the output render target once for the rig parent.\r\n if (i == 0) {\r\n this._xrSessionManager.trySetViewportForView(this.viewport, view);\r\n this.outputRenderTarget = renderTargetTexture;\r\n }\r\n } else {\r\n // Update viewport\r\n this._xrSessionManager.trySetViewportForView(currentRig.viewport, view);\r\n\r\n // Set cameras to render to the session's render target\r\n currentRig.outputRenderTarget = renderTargetTexture || this._xrSessionManager.getRenderTargetTextureForView(view);\r\n }\r\n\r\n // Replicate parent rig camera behavior\r\n currentRig.layerMask = this.layerMask;\r\n }\r\n }\r\n\r\n private _updateNumberOfRigCameras(viewCount = 1) {\r\n while (this.rigCameras.length < viewCount) {\r\n const newCamera = new TargetCamera(\"XR-RigCamera: \" + this.rigCameras.length, Vector3.Zero(), this.getScene());\r\n newCamera.minZ = 0.1;\r\n newCamera.rotationQuaternion = new Quaternion();\r\n newCamera.updateUpVectorFromRotation = true;\r\n newCamera.isRigCamera = true;\r\n newCamera.rigParent = this;\r\n // do not compute projection matrix, provided by XR\r\n newCamera.freezeProjectionMatrix();\r\n this.rigCameras.push(newCamera);\r\n }\r\n while (this.rigCameras.length > viewCount) {\r\n const removedCamera = this.rigCameras.pop();\r\n if (removedCamera) {\r\n removedCamera.dispose();\r\n }\r\n }\r\n }\r\n\r\n private _updateReferenceSpace() {\r\n // were position & rotation updated OUTSIDE of the xr update loop\r\n if (!this.position.equals(this._referencedPosition) || !this.rotationQuaternion.equals(this._referenceQuaternion)) {\r\n const referencedMat = TmpVectors.Matrix[0];\r\n const poseMat = TmpVectors.Matrix[1];\r\n const transformMat = TmpVectors.Matrix[2];\r\n\r\n Matrix.ComposeToRef(WebXRCamera._ScaleReadOnly, this._referenceQuaternion, this._referencedPosition, referencedMat);\r\n Matrix.ComposeToRef(WebXRCamera._ScaleReadOnly, this.rotationQuaternion, this.position, poseMat);\r\n referencedMat.invert().multiplyToRef(poseMat, transformMat);\r\n transformMat.invert();\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n transformMat.toggleModelMatrixHandInPlace();\r\n }\r\n\r\n transformMat.decompose(undefined, this._referenceQuaternion, this._referencedPosition);\r\n const transform = new XRRigidTransform(\r\n {\r\n x: this._referencedPosition.x / this._xrSessionManager.worldScalingFactor,\r\n y: this._referencedPosition.y / this._xrSessionManager.worldScalingFactor,\r\n z: this._referencedPosition.z / this._xrSessionManager.worldScalingFactor,\r\n w: 1,\r\n },\r\n {\r\n x: this._referenceQuaternion.x,\r\n y: this._referenceQuaternion.y,\r\n z: this._referenceQuaternion.z,\r\n w: this._referenceQuaternion.w,\r\n }\r\n );\r\n this._xrSessionManager.referenceSpace = this._xrSessionManager.referenceSpace.getOffsetReferenceSpace(transform);\r\n }\r\n }\r\n}\r\n"]}
@@ -31,6 +31,9 @@ export declare class WebXRExperienceHelper implements IDisposable {
31
31
  private _supported;
32
32
  private _spectatorMode;
33
33
  private _lastTimestamp;
34
+ private _spectatorStateChangedObserver;
35
+ private _spectatorXRFrameObserver;
36
+ private _spectatorAfterRenderObserver;
34
37
  /**
35
38
  * Camera used to render xr content
36
39
  */
@@ -97,6 +100,7 @@ export declare class WebXRExperienceHelper implements IDisposable {
97
100
  * Disable spectator mode for desktop VR experiences.
98
101
  */
99
102
  disableSpecatatorMode(): void;
103
+ private _clearSpectatorObservers;
100
104
  private _switchSpectatorMode;
101
105
  private _nonXRToXRCamera;
102
106
  private _setState;
@@ -24,6 +24,9 @@ export class WebXRExperienceHelper {
24
24
  this._supported = false;
25
25
  this._spectatorMode = false;
26
26
  this._lastTimestamp = 0;
27
+ this._spectatorStateChangedObserver = null;
28
+ this._spectatorXRFrameObserver = null;
29
+ this._spectatorAfterRenderObserver = null;
27
30
  /**
28
31
  * Observers registered here will be triggered after the camera's initial transformation is set
29
32
  * This can be used to set a different ground level or an extra rotation.
@@ -74,6 +77,7 @@ export class WebXRExperienceHelper {
74
77
  dispose() {
75
78
  // eslint-disable-next-line @typescript-eslint/no-floating-promises
76
79
  this.exitXRAsync();
80
+ this._clearSpectatorObservers();
77
81
  this.camera.dispose();
78
82
  this.onStateChangedObservable.clear();
79
83
  this.onInitialXRPoseSetObservable.clear();
@@ -217,7 +221,16 @@ export class WebXRExperienceHelper {
217
221
  this._switchSpectatorMode();
218
222
  }
219
223
  }
224
+ _clearSpectatorObservers() {
225
+ this.sessionManager.onXRFrameObservable.remove(this._spectatorXRFrameObserver);
226
+ this._spectatorXRFrameObserver = null;
227
+ this._scene.onAfterRenderCameraObservable.remove(this._spectatorAfterRenderObserver);
228
+ this._spectatorAfterRenderObserver = null;
229
+ this.onStateChangedObservable.remove(this._spectatorStateChangedObserver);
230
+ this._spectatorStateChangedObserver = null;
231
+ }
220
232
  _switchSpectatorMode(options) {
233
+ this._clearSpectatorObservers();
221
234
  const fps = options?.fps ? options.fps : 1000.0;
222
235
  const refreshRate = (1.0 / fps) * 1000.0;
223
236
  const cameraIndex = options?.preferredCameraIndex ? options?.preferredCameraIndex : 0;
@@ -237,11 +250,12 @@ export class WebXRExperienceHelper {
237
250
  }
238
251
  const onStateChanged = () => {
239
252
  if (this.state === 2 /* WebXRState.IN_XR */) {
253
+ this._spectatorCamera?.dispose();
240
254
  this._spectatorCamera = new UniversalCamera("webxr-spectator", Vector3.Zero(), this._scene);
241
255
  this._spectatorCamera.rotationQuaternion = new Quaternion();
242
256
  this._scene.activeCameras = [this.camera, this._spectatorCamera];
243
- this.sessionManager.onXRFrameObservable.add(updateSpectatorCamera);
244
- this._scene.onAfterRenderCameraObservable.add((camera) => {
257
+ this._spectatorXRFrameObserver = this.sessionManager.onXRFrameObservable.add(updateSpectatorCamera);
258
+ this._spectatorAfterRenderObserver = this._scene.onAfterRenderCameraObservable.add((camera) => {
245
259
  if (camera === this.camera) {
246
260
  // reset the dimensions object for correct resizing
247
261
  this._scene.getEngine().framebufferDimensionsObject = null;
@@ -249,15 +263,21 @@ export class WebXRExperienceHelper {
249
263
  });
250
264
  }
251
265
  else if (this.state === 1 /* WebXRState.EXITING_XR */) {
252
- this.sessionManager.onXRFrameObservable.removeCallback(updateSpectatorCamera);
266
+ this.sessionManager.onXRFrameObservable.remove(this._spectatorXRFrameObserver);
267
+ this._spectatorXRFrameObserver = null;
268
+ this._scene.onAfterRenderCameraObservable.remove(this._spectatorAfterRenderObserver);
269
+ this._spectatorAfterRenderObserver = null;
270
+ this._spectatorCamera?.dispose();
271
+ this._spectatorCamera = null;
253
272
  this._scene.activeCameras = null;
254
273
  }
255
274
  };
256
- this.onStateChangedObservable.add(onStateChanged);
275
+ this._spectatorStateChangedObserver = this.onStateChangedObservable.add(onStateChanged);
257
276
  onStateChanged();
258
277
  }
259
278
  else {
260
- this.sessionManager.onXRFrameObservable.removeCallback(updateSpectatorCamera);
279
+ this._spectatorCamera?.dispose();
280
+ this._spectatorCamera = null;
261
281
  this._scene.activeCameras = [this.camera];
262
282
  }
263
283
  }