@realitycollective/babylon-interactions 0.1.1-preview.1 → 0.1.1-preview.3

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.
@@ -1 +1 @@
1
- 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* BabylonInputProvider - the Babylon.js input provider.\n *\n * Reads a `WebXRDefaultExperience`: its `input.controllers` for poses and\n * motion-controller components, its session manager for what is live, and\n * the hand-tracking feature for fingertip joints. Falls back to the scene's\n * own pointer (`scene.onPointerObservable`) when no immersive session is\n * running, so the same scene is usable in a flat browser.\n *\n * Nothing here imports `@babylonjs/core` - see `babylon-types.ts`.\n *\n * Capabilities are derived from the LIVE session, never from the requested\n * configuration, and are re-published on session start, session end and\n * controller add/remove.\n */\nimport {\n NO_CAPABILITIES,\n type Handedness,\n type HeadPose,\n type InputCapabilities,\n type InputProvider,\n type InputSourceSnapshot,\n type PresenceModality,\n type Unsubscribe,\n type Vec3Tuple,\n} from \"@realitycollective/webxr-input\";\nimport {\n HAND_TRACKING_FEATURE,\n INDEX_TIP_JOINT,\n POINTER_EVENT_TYPES,\n nodeForward,\n defaultForward,\n nodeWorldPose,\n toQuat,\n toVec3,\n type BabylonCameraLike,\n type BabylonHandTrackingLike,\n type BabylonPointerInfoLike,\n type BabylonSceneLike,\n type BabylonTransformNodeLike,\n type BabylonXRControllerLike,\n type BabylonXRExperienceLike,\n type BabylonXRHandLike,\n} from \"./babylon-types.js\";\n\nexport interface BabylonProviderOptions {\n /**\n * The `WebXRDefaultExperience` (or anything with the same surface).\n * Omit it, or pass null, for a desktop-only app: the provider then only\n * ever reports the scene pointer.\n */\n xr?: BabylonXRExperienceLike | null;\n /** The scene. Supplies the pointer fallback, the camera and the engine. */\n scene: BabylonSceneLike;\n /** Head pose camera. Defaults to `scene.activeCamera`. */\n camera?: BabylonCameraLike | null;\n /**\n * Metres along the pointer ray at which the desktop fallback places its\n * synthetic grip pose. Default 1 metre, matching the three.js adapter, so\n * grab, hinge, dial and slide follow the cursor on desktop. Set it near\n * the distance of the things being manipulated; at 0 the grip sits on the\n * camera and a mouse drag reports camera motion only.\n */\n desktopGripDistance?: number;\n}\n\n/** Trigger, then the main component, then nothing. */\nconst TRIGGER_COMPONENT = \"trigger\";\nconst SQUEEZE_COMPONENT = \"squeeze\";\n\n/** The desktop pointer source's id - stable for the life of the page. */\nexport const DESKTOP_SOURCE_ID = \"babylon-pointer\";\n\ninterface PointerState {\n down: boolean;\n x: number;\n y: number;\n ray: { origin: Vec3Tuple; direction: Vec3Tuple } | null;\n}\n\ninterface SampledSource {\n handedness: \"left\" | \"right\" | \"none\";\n controller: BabylonXRControllerLike;\n}\n\nexport class BabylonInputProvider implements InputProvider {\n private readonly options: BabylonProviderOptions;\n private capabilities: InputCapabilities;\n private readonly capsListeners = new Set<(c: InputCapabilities) => void>();\n private readonly sourceListeners = new Set<() => void>();\n /** id -> handedness + controller, recorded while sampling, read by pulse. */\n private readonly sampled = new Map<string, SampledSource>();\n private readonly detach: Unsubscribe[] = [];\n private readonly gripDistance: number;\n /** Read once from `scene.useRightHandedSystem`; flips forward to -Z. */\n private readonly rightHanded: boolean;\n\n private readonly pointer: PointerState = { down: false, x: 0, y: 0, ray: null };\n\n constructor(options: BabylonProviderOptions) {\n this.options = options;\n this.gripDistance = options.desktopGripDistance ?? 1;\n this.rightHanded = options.scene.useRightHandedSystem === true;\n this.capabilities = { ...NO_CAPABILITIES, headPose: true, gaze: true };\n this.attachPointer();\n this.attachSession();\n this.refreshCapabilities();\n }\n\n // -- wiring -------------------------------------------------------------------\n\n private attachPointer(): void {\n const observable = this.options.scene.onPointerObservable;\n if (!observable) return;\n const observer = observable.add((info: BabylonPointerInfoLike) => this.onPointer(info));\n this.detach.push(() => {\n observable.remove(observer);\n });\n }\n\n private onPointer(info: BabylonPointerInfoLike): void {\n const event = info.event;\n if (event?.clientX !== undefined) this.pointer.x = event.clientX;\n if (event?.clientY !== undefined) this.pointer.y = event.clientY;\n // Babylon hands the pick it already did for this event; reuse it rather\n // than picking the scene a second time on the next sample.\n const ray = info.pickInfo?.ray;\n if (ray) {\n this.pointer.ray = {\n origin: toVec3(ray.origin) ?? [0, 0, 0],\n direction: toVec3(ray.direction) ?? defaultForward(this.rightHanded),\n };\n }\n // Only the primary button selects. Babylon reports it as button 0, the\n // same numbering as a DOM PointerEvent.\n if (info.type === POINTER_EVENT_TYPES.down && (event?.button ?? 0) === 0) {\n this.pointer.down = true;\n }\n if (info.type === POINTER_EVENT_TYPES.up && (event?.button ?? 0) === 0) {\n this.pointer.down = false;\n }\n }\n\n private attachSession(): void {\n const manager = this.options.xr?.baseExperience?.sessionManager;\n const input = this.options.xr?.input;\n const republish = () => {\n this.refreshCapabilities();\n for (const listener of [...this.sourceListeners]) listener();\n };\n const subscribe = <T>(\n observable: { add(cb: (value: T) => void): unknown; remove(o: unknown): boolean } | undefined,\n handler: () => void,\n ): void => {\n if (!observable) return;\n const observer = observable.add(() => handler());\n this.detach.push(() => {\n observable.remove(observer);\n });\n };\n subscribe(manager?.onXRSessionInit, republish);\n subscribe(manager?.onXRSessionEnded, () => {\n this.sampled.clear();\n republish();\n });\n subscribe(input?.onControllerAddedObservable, republish);\n subscribe(input?.onControllerRemovedObservable, republish);\n }\n\n // -- capabilities -------------------------------------------------------------\n\n /** The live XR session, or null when none is running. */\n private session(): unknown {\n return this.options.xr?.baseExperience?.sessionManager?.session ?? null;\n }\n\n private controllers(): readonly BabylonXRControllerLike[] {\n return this.options.xr?.input?.controllers ?? [];\n }\n\n /** The hand-tracking feature, when the app enabled it. */\n private handTracking(): BabylonHandTrackingLike | null {\n const manager = this.options.xr?.baseExperience?.featuresManager;\n if (!manager) return null;\n const feature = manager.getEnabledFeature(HAND_TRACKING_FEATURE);\n if (!feature || typeof feature !== \"object\") return null;\n const candidate = feature as Partial<BabylonHandTrackingLike>;\n return typeof candidate.getHandByControllerId === \"function\"\n ? (feature as BabylonHandTrackingLike)\n : null;\n }\n\n private handFor(controller: BabylonXRControllerLike): BabylonXRHandLike | null {\n return this.handTracking()?.getHandByControllerId(controller.uniqueId) ?? null;\n }\n\n private refreshCapabilities(): void {\n const inSession = this.session() !== null;\n const desktop = !inSession && this.options.scene.onPointerObservable !== undefined;\n // Babylon reports no native grab observation, so grabs are always\n // poseOnly: the core drives the transform through the port.\n const next: InputCapabilities = {\n ...NO_CAPABILITIES,\n headPose: true,\n gaze: true,\n pointer2d: desktop,\n // The pointer fallback synthesises a grip on the ray, so hand-driven\n // behaviours negotiate on desktop too. Without this every one of them\n // switches itself off off-headset and only press remains usable.\n grabs: desktop ? \"poseOnly\" : NO_CAPABILITIES.grabs,\n // Set in the loop below: presence is true once Babylon has built at\n // least one visual this provider can hide - a motion controller root\n // mesh, or a hand mesh from the hand-tracking feature.\n presence: false,\n };\n if (inSession) {\n for (const controller of this.controllers()) {\n if (controller.pointer) next.rays = true;\n if (controller.grip ?? controller.pointer) next.grabs = \"poseOnly\";\n if (controller.inputSource.hand) {\n next.handJoints = true;\n next.pokes = true;\n }\n // Pinch strength needs the tracked hand itself, not just the flag on\n // the input source, so it is gated on the feature reporting a hand.\n if (this.handFor(controller)) next.pinch = true;\n if (controller.motionController) next.buttonsAxes = true;\n if ((controller.inputSource.gamepad?.hapticActuators?.length ?? 0) > 0) {\n next.haptics = true;\n }\n if (this.visualsFor(controller).length > 0) next.presence = true;\n }\n }\n const changed = JSON.stringify(next) !== JSON.stringify(this.capabilities);\n this.capabilities = next;\n if (changed) {\n for (const listener of [...this.capsListeners]) listener(next);\n }\n }\n\n getCapabilities(): InputCapabilities {\n return this.capabilities;\n }\n\n onCapabilitiesChanged(listener: (c: InputCapabilities) => void): Unsubscribe {\n this.capsListeners.add(listener);\n return () => this.capsListeners.delete(listener);\n }\n\n onSourcesChanged(listener: () => void): Unsubscribe {\n this.sourceListeners.add(listener);\n return () => this.sourceListeners.delete(listener);\n }\n\n // -- sampling -----------------------------------------------------------------\n\n sample(): readonly InputSourceSnapshot[] {\n this.sampled.clear();\n if (this.session() === null) {\n // A session that ended between frames leaves stale capabilities behind.\n if (this.capabilities.rays) this.refreshCapabilities();\n return this.samplePointer();\n }\n\n const snapshots: InputSourceSnapshot[] = [];\n for (const controller of this.controllers()) {\n const handedness = normalizeHandedness(controller.inputSource.handedness);\n const hand = this.handFor(controller);\n const pointerNode = controller.pointer;\n const snapshot: InputSourceSnapshot = {\n id: controller.uniqueId,\n kind: controller.inputSource.hand ? \"hand\" : \"controller\",\n handedness,\n select: componentValue(\n controller.motionController?.getComponentOfType?.(TRIGGER_COMPONENT) ??\n controller.motionController?.getMainComponent?.() ??\n null,\n ),\n squeeze: componentValue(\n controller.motionController?.getComponentOfType?.(SQUEEZE_COMPONENT) ?? null,\n ),\n };\n if (pointerNode) {\n snapshot.ray = {\n origin: toVec3(pointerNode.getAbsolutePosition()) ?? [0, 0, 0],\n direction: nodeForward(pointerNode, this.rightHanded),\n };\n }\n // Babylon exposes the grip node only for a controller with one; a hand,\n // and a controller without a grip space, carry on the pointer node.\n const gripNode = controller.grip ?? pointerNode;\n if (gripNode) snapshot.gripPose = nodeWorldPose(gripNode);\n const tip = jointPosition(hand, INDEX_TIP_JOINT);\n if (tip) snapshot.indexTip = tip;\n if ((controller.inputSource.gamepad?.hapticActuators?.length ?? 0) > 0) {\n snapshot.hapticsAvailable = true;\n }\n // Babylon reports no per-pose velocity, so nothing is set here and the\n // core's VelocityTracker derives it from consecutive grip poses.\n snapshots.push(snapshot);\n this.sampled.set(snapshot.id, { handedness, controller });\n }\n return snapshots;\n }\n\n /**\n * The desktop pointer, shaped like the three.js adapter's mouse fallback:\n * one source, `handedness: \"none\"`, `kind: \"pointer2d\"`.\n */\n private samplePointer(): readonly InputSourceSnapshot[] {\n if (this.options.scene.onPointerObservable === undefined) return [];\n const ray = this.pointer.ray ?? this.pickRay();\n if (!ray) return [];\n const grip: Vec3Tuple = [\n ray.origin[0] + ray.direction[0] * this.gripDistance,\n ray.origin[1] + ray.direction[1] * this.gripDistance,\n ray.origin[2] + ray.direction[2] * this.gripDistance,\n ];\n return [\n {\n id: DESKTOP_SOURCE_ID,\n kind: \"pointer2d\",\n handedness: \"none\",\n ray: { origin: ray.origin, direction: ray.direction },\n gripPose: { position: grip, quaternion: toQuat(this.camera()?.absoluteRotation) },\n select: this.pointer.down ? 1 : 0,\n // A mouse has one button that means select. Squeeze stays 0 rather\n // than doubling the left button up as both, which would fire a press\n // and a grab together on an interactable that carries both.\n squeeze: 0,\n },\n ];\n }\n\n /** Pick the scene at the last known cursor position for a ray. */\n private pickRay(): { origin: Vec3Tuple; direction: Vec3Tuple } | null {\n const picked = this.options.scene.pick?.(this.pointer.x, this.pointer.y);\n const ray = picked?.ray;\n if (!ray) return null;\n return {\n origin: toVec3(ray.origin) ?? [0, 0, 0],\n direction: toVec3(ray.direction) ?? defaultForward(this.rightHanded),\n };\n }\n\n private camera(): BabylonCameraLike | null {\n return this.options.camera ?? this.options.scene.activeCamera ?? null;\n }\n\n getHeadPose(): HeadPose {\n const camera = this.camera();\n return {\n position: toVec3(camera?.globalPosition ?? camera?.position) ?? [0, 0, 0],\n quaternion: toQuat(camera?.absoluteRotation),\n };\n }\n\n // -- haptics ------------------------------------------------------------------\n\n /**\n * Babylon routes haptics through the motion controller rather than the\n * gamepad actuator, so a source with no motion controller cannot pulse\n * even when the gamepad reports an actuator.\n */\n pulse(sourceId: string, intensity: number, durationMs: number): boolean {\n const controller =\n this.sampled.get(sourceId)?.controller ??\n this.controllers().find((c) => c.uniqueId === sourceId);\n const motionController = controller?.motionController;\n if (!motionController?.pulse) return false;\n void motionController.pulse(Math.min(1, Math.max(0, intensity)), durationMs);\n return true;\n }\n\n // -- presence -----------------------------------------------------------------\n\n /**\n * Show or hide the visuals Babylon built for the targeted sides. Returns\n * false when the target has nothing to show or hide. `\"none\"` targets no\n * side, so it reports whether presence is usable at all without changing\n * anything.\n */\n setPresenceVisible(target: Handedness | \"all\", visible: boolean): boolean {\n if (target === \"none\") return this.capabilities.presence;\n let applied = false;\n for (const controller of this.controllers()) {\n const side = normalizeHandedness(controller.inputSource.handedness);\n if (target !== \"all\" && target !== side) continue;\n for (const node of this.visualsFor(controller)) {\n node.setEnabled?.(visible);\n applied = true;\n }\n }\n return applied;\n }\n\n /**\n * Always false. Babylon picks the visual per input source - a controller\n * gets its motion-controller model, a tracked hand gets the hand mesh -\n * and exposes no switch between the two. IWSDK builds both families, so\n * its adapter implements this.\n */\n setPresenceModality(_mode: PresenceModality): boolean {\n return false;\n }\n\n /** Every node that represents this controller on screen. */\n private visualsFor(controller: BabylonXRControllerLike): BabylonTransformNodeLike[] {\n const nodes: BabylonTransformNodeLike[] = [];\n const root = controller.motionController?.rootMesh;\n if (root) nodes.push(root);\n const handMesh = this.handFor(controller)?.handMesh;\n if (handMesh) nodes.push(handMesh);\n return nodes;\n }\n\n dispose(): void {\n for (const off of this.detach.splice(0)) off();\n this.sampled.clear();\n this.capsListeners.clear();\n this.sourceListeners.clear();\n }\n}\n\n/** Analog value where the component reports one, else the pressed flag. */\nfunction componentValue(\n component: { value?: number; pressed?: boolean } | null | undefined,\n): number {\n if (!component) return 0;\n if (typeof component.value === \"number\" && component.value > 0) return component.value;\n return component.pressed ? 1 : 0;\n}\n\nfunction jointPosition(\n hand: BabylonXRHandLike | null,\n joint: string,\n): Vec3Tuple | null {\n const mesh = hand?.getJointMesh?.(joint);\n return mesh ? toVec3(mesh.getAbsolutePosition()) : null;\n}\n\nfunction normalizeHandedness(value: string | undefined): \"left\" | \"right\" | \"none\" {\n return value === \"left\" || value === \"right\" ? value : \"none\";\n}\n"]}
1
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* BabylonInputProvider - the Babylon.js input provider.\n *\n * Reads a `WebXRDefaultExperience`: its `input.controllers` for poses and\n * motion-controller components, its session manager for what is live, and\n * the hand-tracking feature for fingertip joints. Falls back to the scene's\n * own pointer (`scene.onPointerObservable`) when no immersive session is\n * running, so the same scene is usable in a flat browser.\n *\n * Nothing here imports `@babylonjs/core` - see `babylon-types.ts`.\n *\n * Capabilities are derived from the LIVE session, never from the requested\n * configuration, and are re-published on session start, session end and\n * controller add/remove. `sample()` reports no sources at all while the\n * session exists but is not `\"visible\"`, the same rule IWSDK's provider\n * applies.\n */\nimport {\n EyeGazeInput,\n NO_CAPABILITIES,\n rayPoseFromRay,\n type EyeGazeFrame,\n type EyeGazeOptions,\n type Handedness,\n type HeadPose,\n type InputCapabilities,\n type InputProvider,\n type InputSourceSnapshot,\n type PoseTuple,\n type PresenceModality,\n type Unsubscribe,\n type Vec3Tuple,\n} from \"@realitycollective/webxr-input\";\nimport {\n EYE_TRACKING_FEATURE,\n HAND_TRACKING_FEATURE,\n INDEX_TIP_JOINT,\n POINTER_EVENT_TYPES,\n nodeForward,\n defaultForward,\n nodeWorldPose,\n toQuat,\n toVec3,\n type BabylonCameraLike,\n type BabylonEyeTrackingLike,\n type BabylonHandTrackingLike,\n type BabylonPointerInfoLike,\n type BabylonSceneLike,\n type BabylonTransformNodeLike,\n type BabylonXRControllerLike,\n type BabylonXRExperienceLike,\n type BabylonXRHandLike,\n} from \"./babylon-types.js\";\n\nexport interface BabylonProviderOptions {\n /**\n * The `WebXRDefaultExperience` (or anything with the same surface).\n * Omit it, or pass null, for a desktop-only app: the provider then only\n * ever reports the scene pointer.\n */\n xr?: BabylonXRExperienceLike | null;\n /** The scene. Supplies the pointer fallback, the camera and the engine. */\n scene: BabylonSceneLike;\n /** Head pose camera. Defaults to `scene.activeCamera`. */\n camera?: BabylonCameraLike | null;\n /**\n * Metres along the pointer ray at which the desktop fallback places its\n * synthetic grip pose. Default 1 metre, matching the three.js adapter, so\n * grab, hinge, dial and slide follow the cursor on desktop. Set it near\n * the distance of the things being manipulated; at 0 the grip sits on the\n * camera and a mouse drag reports camera motion only.\n */\n desktopGripDistance?: number;\n /**\n * Tuning for the eye-gaze rule this provider applies (the filter, the\n * tracking-loss grace). Defaults are IWSDK 1.0.0's (`EYE_GAZE_DEFAULTS`).\n */\n eyeGaze?: EyeGazeOptions;\n}\n\n/** The seconds a sample integrates over until the host reports the real delta. */\nconst DEFAULT_FRAME_SECONDS = 1 / 60;\n\n/** Trigger, then the main component, then nothing. */\nconst TRIGGER_COMPONENT = \"trigger\";\nconst SQUEEZE_COMPONENT = \"squeeze\";\n\n/** The desktop pointer source's id - stable for the life of the page. */\nexport const DESKTOP_SOURCE_ID = \"babylon-pointer\";\n\ninterface PointerState {\n down: boolean;\n x: number;\n y: number;\n ray: { origin: Vec3Tuple; direction: Vec3Tuple } | null;\n}\n\ninterface SampledSource {\n handedness: \"left\" | \"right\" | \"none\";\n controller: BabylonXRControllerLike;\n}\n\nexport class BabylonInputProvider implements InputProvider {\n private readonly options: BabylonProviderOptions;\n private capabilities: InputCapabilities;\n private readonly capsListeners = new Set<(c: InputCapabilities) => void>();\n private readonly sourceListeners = new Set<() => void>();\n /** id -> handedness + controller, recorded while sampling, read by pulse. */\n private readonly sampled = new Map<string, SampledSource>();\n private readonly detach: Unsubscribe[] = [];\n private readonly gripDistance: number;\n /** Read once from `scene.useRightHandedSystem`; flips forward to -Z. */\n private readonly rightHanded: boolean;\n\n private readonly pointer: PointerState = { down: false, x: 0, y: 0, ray: null };\n private readonly eyeGaze: EyeGazeInput;\n private frameSeconds = DEFAULT_FRAME_SECONDS;\n\n constructor(options: BabylonProviderOptions) {\n this.options = options;\n this.eyeGaze = new EyeGazeInput(options.eyeGaze);\n this.gripDistance = options.desktopGripDistance ?? 1;\n this.rightHanded = options.scene.useRightHandedSystem === true;\n this.capabilities = { ...NO_CAPABILITIES, headPose: true, gaze: true };\n this.attachPointer();\n this.attachSession();\n this.refreshCapabilities();\n }\n\n // -- wiring -------------------------------------------------------------------\n\n private attachPointer(): void {\n const observable = this.options.scene.onPointerObservable;\n if (!observable) return;\n const observer = observable.add((info: BabylonPointerInfoLike) => this.onPointer(info));\n this.detach.push(() => {\n observable.remove(observer);\n });\n }\n\n private onPointer(info: BabylonPointerInfoLike): void {\n const event = info.event;\n if (event?.clientX !== undefined) this.pointer.x = event.clientX;\n if (event?.clientY !== undefined) this.pointer.y = event.clientY;\n // Babylon hands the pick it already did for this event; reuse it rather\n // than picking the scene a second time on the next sample.\n const ray = info.pickInfo?.ray;\n if (ray) {\n this.pointer.ray = {\n origin: toVec3(ray.origin) ?? [0, 0, 0],\n direction: toVec3(ray.direction) ?? defaultForward(this.rightHanded),\n };\n }\n // Only the primary button selects. Babylon reports it as button 0, the\n // same numbering as a DOM PointerEvent.\n if (info.type === POINTER_EVENT_TYPES.down && (event?.button ?? 0) === 0) {\n this.pointer.down = true;\n }\n if (info.type === POINTER_EVENT_TYPES.up && (event?.button ?? 0) === 0) {\n this.pointer.down = false;\n }\n }\n\n private attachSession(): void {\n const manager = this.options.xr?.baseExperience?.sessionManager;\n const input = this.options.xr?.input;\n const republish = () => {\n this.refreshCapabilities();\n for (const listener of [...this.sourceListeners]) listener();\n };\n const subscribe = <T>(\n observable: { add(cb: (value: T) => void): unknown; remove(o: unknown): boolean } | undefined,\n handler: () => void,\n ): void => {\n if (!observable) return;\n const observer = observable.add(() => handler());\n this.detach.push(() => {\n observable.remove(observer);\n });\n };\n subscribe(manager?.onXRSessionInit, republish);\n subscribe(manager?.onXRSessionEnded, () => {\n this.sampled.clear();\n republish();\n });\n subscribe(input?.onControllerAddedObservable, republish);\n subscribe(input?.onControllerRemovedObservable, republish);\n }\n\n // -- capabilities -------------------------------------------------------------\n\n /** The live XR session, or null when none is running. */\n private session(): unknown {\n return this.options.xr?.baseExperience?.sessionManager?.session ?? null;\n }\n\n private controllers(): readonly BabylonXRControllerLike[] {\n return this.options.xr?.input?.controllers ?? [];\n }\n\n /** The hand-tracking feature, when the app enabled it. */\n private handTracking(): BabylonHandTrackingLike | null {\n const manager = this.options.xr?.baseExperience?.featuresManager;\n if (!manager) return null;\n const feature = manager.getEnabledFeature(HAND_TRACKING_FEATURE);\n if (!feature || typeof feature !== \"object\") return null;\n const candidate = feature as Partial<BabylonHandTrackingLike>;\n return typeof candidate.getHandByControllerId === \"function\"\n ? (feature as BabylonHandTrackingLike)\n : null;\n }\n\n /**\n * The eye-tracking feature (`WebXREyeTracking`, `\"xr-eye-tracking\"`), when\n * the app enabled it. Its presence in a live session is the gaze source:\n * IWSDK's `findGazeSource` finding a `targetRayMode === \"gaze\"` source.\n */\n private eyeTracking(): BabylonEyeTrackingLike | null {\n const manager = this.options.xr?.baseExperience?.featuresManager;\n if (!manager) return null;\n const feature = manager.getEnabledFeature(EYE_TRACKING_FEATURE);\n if (!feature || typeof feature !== \"object\") return null;\n const candidate = feature as Partial<BabylonEyeTrackingLike>;\n return typeof candidate.getEyeGaze === \"function\" ? (feature as BabylonEyeTrackingLike) : null;\n }\n\n /** The seconds the next `sample()` integrates over (the eye-gaze filter and grace); the host sets it each frame. */\n setFrameDelta(seconds: number): void {\n this.frameSeconds = seconds;\n }\n\n private handFor(controller: BabylonXRControllerLike): BabylonXRHandLike | null {\n return this.handTracking()?.getHandByControllerId(controller.uniqueId) ?? null;\n }\n\n private refreshCapabilities(): void {\n const inSession = this.session() !== null;\n const desktop = !inSession && this.options.scene.onPointerObservable !== undefined;\n // Babylon reports no native grab observation, so grabs are always\n // poseOnly: the core drives the transform through the port.\n const next: InputCapabilities = {\n ...NO_CAPABILITIES,\n headPose: true,\n gaze: true,\n pointer2d: desktop,\n // The pointer fallback synthesises a grip on the ray, so hand-driven\n // behaviours negotiate on desktop too. Without this every one of them\n // switches itself off off-headset and only press remains usable.\n grabs: desktop ? \"poseOnly\" : NO_CAPABILITIES.grabs,\n // Set in the loop below: presence is true once Babylon has built at\n // least one visual this provider can hide - a motion controller root\n // mesh, or a hand mesh from the hand-tracking feature.\n presence: false,\n };\n if (inSession) {\n next.eyeGaze = this.eyeTracking() !== null;\n for (const controller of this.controllers()) {\n if (controller.pointer) next.rays = true;\n if (controller.grip ?? controller.pointer) next.grabs = \"poseOnly\";\n if (controller.inputSource.hand) {\n next.handJoints = true;\n next.pokes = true;\n }\n // Pinch strength needs the tracked hand itself, not just the flag on\n // the input source, so it is gated on the feature reporting a hand.\n if (this.handFor(controller)) next.pinch = true;\n if (controller.motionController) next.buttonsAxes = true;\n if ((controller.inputSource.gamepad?.hapticActuators?.length ?? 0) > 0) {\n next.haptics = true;\n }\n if (this.visualsFor(controller).length > 0) next.presence = true;\n }\n }\n const changed = JSON.stringify(next) !== JSON.stringify(this.capabilities);\n this.capabilities = next;\n if (changed) {\n for (const listener of [...this.capsListeners]) listener(next);\n }\n }\n\n getCapabilities(): InputCapabilities {\n return this.capabilities;\n }\n\n onCapabilitiesChanged(listener: (c: InputCapabilities) => void): Unsubscribe {\n this.capsListeners.add(listener);\n return () => this.capsListeners.delete(listener);\n }\n\n onSourcesChanged(listener: () => void): Unsubscribe {\n this.sourceListeners.add(listener);\n return () => this.sourceListeners.delete(listener);\n }\n\n // -- sampling -----------------------------------------------------------------\n\n sample(): readonly InputSourceSnapshot[] {\n this.sampled.clear();\n const session = this.session();\n if (session === null) {\n // A session that ended between frames leaves stale capabilities behind.\n if (this.capabilities.rays) this.refreshCapabilities();\n this.eyeGaze.reset();\n return this.samplePointer();\n }\n // A session that exists but is not visible (backgrounded, or the\n // browser's own \"content is obscured\" state) reports no sources at all,\n // the same rule IWSDK's provider applies to `world.visibilityState`.\n // Babylon's session manager passes the raw `XRSession` through, so its\n // standard `visibilityState` is read straight off it.\n const visibilityState = (session as { visibilityState?: string }).visibilityState;\n if (visibilityState !== undefined && visibilityState !== \"visible\") {\n this.eyeGaze.reset();\n return [];\n }\n\n const snapshots: InputSourceSnapshot[] = [];\n const rayPoses: EyeGazeFrame[\"rayPoses\"] = {};\n for (const controller of this.controllers()) {\n const handedness = normalizeHandedness(controller.inputSource.handedness);\n const hand = this.handFor(controller);\n const pointerNode = controller.pointer;\n const snapshot: InputSourceSnapshot = {\n id: controller.uniqueId,\n kind: controller.inputSource.hand ? \"hand\" : \"controller\",\n handedness,\n select: componentValue(\n controller.motionController?.getComponentOfType?.(TRIGGER_COMPONENT) ??\n controller.motionController?.getMainComponent?.() ??\n null,\n ),\n squeeze: componentValue(\n controller.motionController?.getComponentOfType?.(SQUEEZE_COMPONENT) ?? null,\n ),\n };\n if (pointerNode) {\n snapshot.ray = {\n origin: toVec3(pointerNode.getAbsolutePosition()) ?? [0, 0, 0],\n direction: nodeForward(pointerNode, this.rightHanded),\n };\n // The selector pose is built from the ray (world up): the ray\n // convention is -Z forward whatever the scene's handedness.\n if (handedness !== \"none\" && !rayPoses[handedness]) rayPoses[handedness] = rayPoseFromRay(snapshot.ray);\n }\n // Babylon exposes the grip node only for a controller with one; a hand,\n // and a controller without a grip space, carry on the pointer node.\n const gripNode = controller.grip ?? pointerNode;\n if (gripNode) snapshot.gripPose = nodeWorldPose(gripNode);\n const tip = jointPosition(hand, INDEX_TIP_JOINT);\n if (tip) snapshot.indexTip = tip;\n // A controller has no fingertip: its index tip is its ray origin, as\n // IWSDK's input rig makes it, so a controller pokes as a finger does.\n else if (!controller.inputSource.hand && snapshot.ray) snapshot.indexTip = [...snapshot.ray.origin];\n if ((controller.inputSource.gamepad?.hapticActuators?.length ?? 0) > 0) {\n snapshot.hapticsAvailable = true;\n }\n // Babylon reports no per-pose velocity, so nothing is set here and the\n // core's VelocityTracker derives it from consecutive grip poses.\n snapshots.push(snapshot);\n this.sampled.set(snapshot.id, { handedness, controller });\n }\n if (!this.capabilities.eyeGaze) return snapshots;\n const eye = this.eyeTracking();\n let pose: PoseTuple | null = null;\n const gaze = eye && eye.isEyeGazeValid !== false ? eye.getEyeGaze() : null;\n if (gaze) {\n const origin = toVec3(gaze.origin);\n const direction = toVec3(gaze.direction);\n if (origin && direction) pose = rayPoseFromRay({ origin, direction });\n }\n return this.eyeGaze.update({ present: eye !== null, pose, rayPoses }, snapshots, this.frameSeconds);\n }\n\n /**\n * The desktop pointer, shaped like the three.js adapter's mouse fallback:\n * one source, `handedness: \"none\"`, `kind: \"pointer2d\"`.\n */\n private samplePointer(): readonly InputSourceSnapshot[] {\n if (this.options.scene.onPointerObservable === undefined) return [];\n const ray = this.pointer.ray ?? this.pickRay();\n if (!ray) return [];\n const grip: Vec3Tuple = [\n ray.origin[0] + ray.direction[0] * this.gripDistance,\n ray.origin[1] + ray.direction[1] * this.gripDistance,\n ray.origin[2] + ray.direction[2] * this.gripDistance,\n ];\n return [\n {\n id: DESKTOP_SOURCE_ID,\n kind: \"pointer2d\",\n handedness: \"none\",\n ray: { origin: ray.origin, direction: ray.direction },\n gripPose: { position: grip, quaternion: toQuat(this.camera()?.absoluteRotation) },\n select: this.pointer.down ? 1 : 0,\n // A mouse has one button that means select. Squeeze stays 0 rather\n // than doubling the left button up as both, which would fire a press\n // and a grab together on an interactable that carries both.\n squeeze: 0,\n },\n ];\n }\n\n /** Pick the scene at the last known cursor position for a ray. */\n private pickRay(): { origin: Vec3Tuple; direction: Vec3Tuple } | null {\n const picked = this.options.scene.pick?.(this.pointer.x, this.pointer.y);\n const ray = picked?.ray;\n if (!ray) return null;\n return {\n origin: toVec3(ray.origin) ?? [0, 0, 0],\n direction: toVec3(ray.direction) ?? defaultForward(this.rightHanded),\n };\n }\n\n private camera(): BabylonCameraLike | null {\n return this.options.camera ?? this.options.scene.activeCamera ?? null;\n }\n\n getHeadPose(): HeadPose {\n const camera = this.camera();\n return {\n position: toVec3(camera?.globalPosition ?? camera?.position) ?? [0, 0, 0],\n quaternion: toQuat(camera?.absoluteRotation),\n };\n }\n\n // -- haptics ------------------------------------------------------------------\n\n /**\n * Babylon routes haptics through the motion controller rather than the\n * gamepad actuator, so a source with no motion controller cannot pulse\n * even when the gamepad reports an actuator.\n */\n pulse(sourceId: string, intensity: number, durationMs: number): boolean {\n const controller =\n this.sampled.get(sourceId)?.controller ??\n this.controllers().find((c) => c.uniqueId === sourceId);\n const motionController = controller?.motionController;\n if (!motionController?.pulse) return false;\n void motionController.pulse(Math.min(1, Math.max(0, intensity)), durationMs);\n return true;\n }\n\n // -- presence -----------------------------------------------------------------\n\n /**\n * Show or hide the visuals Babylon built for the targeted sides. Returns\n * false when the target has nothing to show or hide. `\"none\"` targets no\n * side, so it reports whether presence is usable at all without changing\n * anything.\n */\n setPresenceVisible(target: Handedness | \"all\", visible: boolean): boolean {\n if (target === \"none\") return this.capabilities.presence;\n let applied = false;\n for (const controller of this.controllers()) {\n const side = normalizeHandedness(controller.inputSource.handedness);\n if (target !== \"all\" && target !== side) continue;\n for (const node of this.visualsFor(controller)) {\n node.setEnabled?.(visible);\n applied = true;\n }\n }\n return applied;\n }\n\n /**\n * Always false. Babylon picks the visual per input source - a controller\n * gets its motion-controller model, a tracked hand gets the hand mesh -\n * and exposes no switch between the two. IWSDK builds both families, so\n * its adapter implements this.\n */\n setPresenceModality(_mode: PresenceModality): boolean {\n return false;\n }\n\n /** Every node that represents this controller on screen. */\n private visualsFor(controller: BabylonXRControllerLike): BabylonTransformNodeLike[] {\n const nodes: BabylonTransformNodeLike[] = [];\n const root = controller.motionController?.rootMesh;\n if (root) nodes.push(root);\n const handMesh = this.handFor(controller)?.handMesh;\n if (handMesh) nodes.push(handMesh);\n return nodes;\n }\n\n dispose(): void {\n this.eyeGaze.reset();\n for (const off of this.detach.splice(0)) off();\n this.sampled.clear();\n this.capsListeners.clear();\n this.sourceListeners.clear();\n }\n}\n\n/** Analog value where the component reports one, else the pressed flag. */\nfunction componentValue(\n component: { value?: number; pressed?: boolean } | null | undefined,\n): number {\n if (!component) return 0;\n if (typeof component.value === \"number\" && component.value > 0) return component.value;\n return component.pressed ? 1 : 0;\n}\n\nfunction jointPosition(\n hand: BabylonXRHandLike | null,\n joint: string,\n): Vec3Tuple | null {\n const mesh = hand?.getJointMesh?.(joint);\n return mesh ? toVec3(mesh.getAbsolutePosition()) : null;\n}\n\nfunction normalizeHandedness(value: string | undefined): \"left\" | \"right\" | \"none\" {\n return value === \"left\" || value === \"right\" ? value : \"none\";\n}\n"]}
@@ -9,9 +9,19 @@
9
9
  * world matrix needs recomputing, so in-place writes are seen; assigning a
10
10
  * plain object in their place would break Babylon, which calls methods on
11
11
  * them.
12
+ *
13
+ * A node's held pose comes from one of two independent mechanisms. With
14
+ * `options.physics` (a platform `PhysicsFacility` and the node's body id -
15
+ * see `BabylonPhysicsFacility`), the port drives the core's held-pose rule
16
+ * through it: `beginHold`/`endHold` suspend and resume the body there, and
17
+ * every write that moves the node (`setWorldPose`, `setLocalOffset`,
18
+ * `setLocalRotation`) keeps the body's own pose in step. Without it, a node
19
+ * with a bare `node.physicsBody` and `options.physicsMotionTypes` keeps the
20
+ * older, narrower hold this port has always had - see that option's own
21
+ * comment. A construction never needs both.
12
22
  */
13
23
  import type { PoseTuple, QuatTuple, Vec3Tuple } from "@realitycollective/webxr-input";
14
- import { type HoldRelease, type TransformPort } from "@realitycollective/webxr-interactions";
24
+ import { type HoldRelease, type PhysicsFacility, type TransformPort } from "@realitycollective/webxr-interactions";
15
25
  import { type BabylonQuaternionLike, type BabylonTransformNodeLike } from "./babylon-types.js";
16
26
  export interface BabylonTransformPortOptions {
17
27
  /**
@@ -36,12 +46,27 @@ export interface BabylonTransformPortOptions {
36
46
  * `beginHold`/`endHold` exist on the port only when BOTH this option and
37
47
  * `node.physicsBody` are present at construction - a node with no
38
48
  * physics body, or a construction with no motion types, gets neither
39
- * member and behaves exactly as before.
49
+ * member and behaves exactly as before. Ignored when `physics` is given.
40
50
  */
41
51
  physicsMotionTypes?: {
42
52
  animated: unknown;
43
53
  dynamic: unknown;
44
54
  };
55
+ /**
56
+ * Drive the held-pose rule through the platform's physics facility
57
+ * instead of `node.physicsBody` directly - the body id is the same
58
+ * string id the node was registered under. Present, `beginHold`/`endHold`
59
+ * suspend and resume the body there, and `setWorldPose`, `setLocalOffset`
60
+ * and `setLocalRotation` all keep the body's pose in step with the node's.
61
+ * Takes precedence over `physicsMotionTypes` when both are given.
62
+ */
63
+ physics?: BabylonTransformPortPhysics;
64
+ }
65
+ /** The body a port drives through the platform's `PhysicsFacility`. */
66
+ export interface BabylonTransformPortPhysics {
67
+ facility: PhysicsFacility;
68
+ /** The body's id in the facility - the interactable's own id. */
69
+ bodyId: string;
45
70
  }
46
71
  export declare class BabylonTransformPort implements TransformPort {
47
72
  private readonly node;
@@ -50,6 +75,11 @@ export declare class BabylonTransformPort implements TransformPort {
50
75
  private restQuaternion;
51
76
  private restScale;
52
77
  private held;
78
+ /** The material's `emissiveColor` before any pulse, captured on first use. */
79
+ private baseEmissiveColor;
80
+ /** PBRMaterial's `emissiveIntensity` before any pulse, captured on first use - StandardMaterial has none. */
81
+ private baseEmissiveIntensity;
82
+ private readonly physics;
53
83
  readonly beginHold?: () => void;
54
84
  readonly endHold?: (release: HoldRelease) => void;
55
85
  constructor(node: BabylonTransformNodeLike, options?: BabylonTransformPortOptions);
@@ -66,6 +96,8 @@ export declare class BabylonTransformPort implements TransformPort {
66
96
  getLocalOffset(): Vec3Tuple;
67
97
  setLocalOffset(offset: Vec3Tuple): void;
68
98
  setLocalRotation(quaternion: QuatTuple): void;
99
+ /** A behaviour's write to the node reaches its facility-driven body too, as a placement (velocity cleared). */
100
+ private syncBody;
69
101
  /**
70
102
  * Follow a world pose while grabbed, or place the node directly the rest
71
103
  * of the time (reset / teleport) - see `TransformPort.setWorldPose`'s own
@@ -79,15 +111,22 @@ export declare class BabylonTransformPort implements TransformPort {
79
111
  */
80
112
  setWorldPose(pose: PoseTuple): void;
81
113
  /**
82
- * Uniform scale about the rest scale. The emissive part of the intent is
83
- * not applied: reaching a material's emissive colour means knowing which
84
- * Babylon material the node carries, and this package holds no Babylon
85
- * types. Apps that want the glow subscribe to the core's feedback intents.
114
+ * Uniform scale about the rest scale, and - mirroring the IWSDK and
115
+ * three.js ports - a pulse of light: `emissiveColor` is scaled by
116
+ * `1 + effect.emissive` about its own base colour (StandardMaterial and
117
+ * PBRMaterial both carry it), and on a PBRMaterial `emissiveIntensity` is
118
+ * ALSO set to its base plus `effect.emissive`, the same additive rule
119
+ * three.js's `emissiveIntensity` follows - PBRMaterial's field is that
120
+ * one's Babylon analogue. A node with no material, or a material with no
121
+ * `emissiveColor`, is left alone. Base values are captured on first use,
122
+ * so a later `recaptureRest()`-style re-read is not needed for this part.
86
123
  */
87
124
  setEffect(effect: {
88
125
  scale?: number;
89
126
  emissive?: number;
90
127
  }): void;
128
+ /** The node's first material slot - `AbstractMesh.material`, single or the first of an array. */
129
+ private firstMaterial;
91
130
  /** Write a quaternion, creating the node's `rotationQuaternion` if needed. */
92
131
  private writeRotation;
93
132
  }
@@ -7,12 +7,24 @@ export class BabylonTransformPort {
7
7
  restQuaternion = [0, 0, 0, 1];
8
8
  restScale = [1, 1, 1];
9
9
  held = false;
10
+ /** The material's `emissiveColor` before any pulse, captured on first use. */
11
+ baseEmissiveColor = null;
12
+ /** PBRMaterial's `emissiveIntensity` before any pulse, captured on first use - StandardMaterial has none. */
13
+ baseEmissiveIntensity = null;
14
+ physics;
10
15
  beginHold;
11
16
  endHold;
12
17
  constructor(node, options = {}) {
13
18
  this.node = node;
14
19
  this.createQuaternion = options.createQuaternion ?? (() => ({ x: 0, y: 0, z: 0, w: 1 }));
15
20
  this.recaptureRest();
21
+ this.physics = options.physics;
22
+ if (this.physics) {
23
+ const { facility, bodyId } = this.physics;
24
+ this.beginHold = () => facility.suspend(bodyId);
25
+ this.endHold = (release) => facility.resume(bodyId, release);
26
+ return;
27
+ }
16
28
  const body = node.physicsBody;
17
29
  const motionTypes = options.physicsMotionTypes;
18
30
  if (body && motionTypes) {
@@ -67,9 +79,17 @@ export class BabylonTransformPort {
67
79
  }
68
80
  setLocalOffset(offset) {
69
81
  writeVec3(this.node.position, vAdd(this.restPosition, vApplyQuat(offset, this.restQuaternion)));
82
+ this.syncBody();
70
83
  }
71
84
  setLocalRotation(quaternion) {
72
85
  this.writeRotation(quatMultiply(this.restQuaternion, quaternion));
86
+ this.syncBody();
87
+ }
88
+ /** A behaviour's write to the node reaches its facility-driven body too, as a placement (velocity cleared). */
89
+ syncBody() {
90
+ if (!this.physics)
91
+ return;
92
+ this.physics.facility.setBodyPose(this.physics.bodyId, this.getWorldPose());
73
93
  }
74
94
  /**
75
95
  * Follow a world pose while grabbed, or place the node directly the rest
@@ -83,6 +103,13 @@ export class BabylonTransformPort {
83
103
  * sit under an unscaled parent, which is how the demos build them.
84
104
  */
85
105
  setWorldPose(pose) {
106
+ // With a facility-driven body, the facility owns its pose and velocity
107
+ // and also places the node itself; the write below runs regardless, so
108
+ // the node never lags the body even if the facility placed it slightly
109
+ // differently (a scaled parent, for one - see BabylonPhysicsFacility's
110
+ // own resolution).
111
+ if (this.physics)
112
+ this.physics.facility.setBodyPose(this.physics.bodyId, pose);
86
113
  const parent = parentOf(this.node);
87
114
  if (!parent) {
88
115
  writeVec3(this.node.position, pose.position);
@@ -106,22 +133,52 @@ export class BabylonTransformPort {
106
133
  }
107
134
  }
108
135
  /**
109
- * Uniform scale about the rest scale. The emissive part of the intent is
110
- * not applied: reaching a material's emissive colour means knowing which
111
- * Babylon material the node carries, and this package holds no Babylon
112
- * types. Apps that want the glow subscribe to the core's feedback intents.
136
+ * Uniform scale about the rest scale, and - mirroring the IWSDK and
137
+ * three.js ports - a pulse of light: `emissiveColor` is scaled by
138
+ * `1 + effect.emissive` about its own base colour (StandardMaterial and
139
+ * PBRMaterial both carry it), and on a PBRMaterial `emissiveIntensity` is
140
+ * ALSO set to its base plus `effect.emissive`, the same additive rule
141
+ * three.js's `emissiveIntensity` follows - PBRMaterial's field is that
142
+ * one's Babylon analogue. A node with no material, or a material with no
143
+ * `emissiveColor`, is left alone. Base values are captured on first use,
144
+ * so a later `recaptureRest()`-style re-read is not needed for this part.
113
145
  */
114
146
  setEffect(effect) {
115
- if (effect.scale === undefined)
116
- return;
117
- const scaling = this.node.scaling;
118
- if (!scaling)
119
- return;
120
- writeVec3(scaling, [
121
- this.restScale[0] * effect.scale,
122
- this.restScale[1] * effect.scale,
123
- this.restScale[2] * effect.scale,
124
- ]);
147
+ if (effect.scale !== undefined) {
148
+ const scaling = this.node.scaling;
149
+ if (scaling) {
150
+ writeVec3(scaling, [
151
+ this.restScale[0] * effect.scale,
152
+ this.restScale[1] * effect.scale,
153
+ this.restScale[2] * effect.scale,
154
+ ]);
155
+ }
156
+ }
157
+ if (effect.emissive !== undefined) {
158
+ const material = this.firstMaterial();
159
+ if (material?.emissiveColor) {
160
+ if (this.baseEmissiveColor === null)
161
+ this.baseEmissiveColor = toVec3(material.emissiveColor) ?? [0, 0, 0];
162
+ const factor = 1 + effect.emissive;
163
+ writeVec3(material.emissiveColor, [
164
+ this.baseEmissiveColor[0] * factor,
165
+ this.baseEmissiveColor[1] * factor,
166
+ this.baseEmissiveColor[2] * factor,
167
+ ]);
168
+ if (material.emissiveIntensity !== undefined) {
169
+ if (this.baseEmissiveIntensity === null)
170
+ this.baseEmissiveIntensity = material.emissiveIntensity;
171
+ material.emissiveIntensity = this.baseEmissiveIntensity + effect.emissive;
172
+ }
173
+ }
174
+ }
175
+ }
176
+ /** The node's first material slot - `AbstractMesh.material`, single or the first of an array. */
177
+ firstMaterial() {
178
+ const material = this.node.material;
179
+ if (!material)
180
+ return null;
181
+ return Array.isArray(material) ? (material[0] ?? null) : material;
125
182
  }
126
183
  /** Write a quaternion, creating the node's `rotationQuaternion` if needed. */
127
184
  writeRotation(value) {
@@ -1 +1 @@
1
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the read/write surface of one interactable's\n * Babylon node, honouring the core's FROM-REST semantics: the rest pose is\n * captured at construction and offsets and rotations apply relative to it,\n * so a behaviour composes with anything else animating the same node.\n *\n * Every write mutates the node's existing `Vector3`/`Quaternion` in place.\n * Babylon compares the live values against its cache to decide whether the\n * world matrix needs recomputing, so in-place writes are seen; assigning a\n * plain object in their place would break Babylon, which calls methods on\n * them.\n */\nimport type { PoseTuple, QuatTuple, Vec3Tuple } from \"@realitycollective/webxr-input\";\nimport {\n quatConjugate,\n quatMultiply,\n vAdd,\n vApplyQuat,\n vSub,\n type HoldRelease,\n type TransformPort,\n} from \"@realitycollective/webxr-interactions\";\nimport {\n nodeWorldPose,\n parentOf,\n toQuat,\n toVec3,\n writeQuat,\n writeVec3,\n type BabylonQuaternionLike,\n type BabylonTransformNodeLike,\n type BabylonVector3Like,\n} from \"./babylon-types.js\";\n\nexport interface BabylonTransformPortOptions {\n /**\n * Builds the `Quaternion` written to a node whose `rotationQuaternion` is\n * null - a node still driven by Euler `rotation`, which is Babylon's\n * default. Pass `() => Quaternion.Identity()` from `@babylonjs/core`.\n *\n * The fallback is a plain `{ x, y, z, w }` object, which carries the\n * numbers correctly but is NOT a Babylon `Quaternion` and will fail as\n * soon as Babylon calls a method on it. So: either give a node a real\n * `rotationQuaternion` before registering it, or supply this factory.\n * A node that already has one needs neither - it is mutated in place.\n */\n createQuaternion?: () => BabylonQuaternionLike;\n /**\n * The two `PhysicsMotionType` values `beginHold`/`endHold` switch a held\n * node's `physicsBody` between - pass Babylon's own\n * `{ animated: PhysicsMotionType.ANIMATED, dynamic: PhysicsMotionType.DYNAMIC }`.\n * This package holds no Babylon values, only shapes, so the app supplies\n * the actual enum members, the same idea as `createQuaternion`.\n *\n * `beginHold`/`endHold` exist on the port only when BOTH this option and\n * `node.physicsBody` are present at construction - a node with no\n * physics body, or a construction with no motion types, gets neither\n * member and behaves exactly as before.\n */\n physicsMotionTypes?: { animated: unknown; dynamic: unknown };\n}\n\nexport class BabylonTransformPort implements TransformPort {\n private readonly node: BabylonTransformNodeLike;\n private readonly createQuaternion: () => BabylonQuaternionLike;\n private restPosition: Vec3Tuple = [0, 0, 0];\n private restQuaternion: QuatTuple = [0, 0, 0, 1];\n private restScale: Vec3Tuple = [1, 1, 1];\n private held = false;\n\n readonly beginHold?: () => void;\n readonly endHold?: (release: HoldRelease) => void;\n\n constructor(node: BabylonTransformNodeLike, options: BabylonTransformPortOptions = {}) {\n this.node = node;\n this.createQuaternion = options.createQuaternion ?? (() => ({ x: 0, y: 0, z: 0, w: 1 }));\n this.recaptureRest();\n\n const body = node.physicsBody;\n const motionTypes = options.physicsMotionTypes;\n if (body && motionTypes) {\n this.beginHold = () => {\n this.held = true;\n // Node-drives-physics: our setWorldPose writes below now stick,\n // and gravity/collisions stop moving the node - see\n // BabylonPhysicsBodyLike's own comment.\n body.disablePreStep = true;\n body.setMotionType(motionTypes.animated);\n };\n this.endHold = (release) => {\n this.held = false;\n body.setMotionType(motionTypes.dynamic);\n body.disablePreStep = false;\n body.setLinearVelocity(vector3Like(release.linearVelocity));\n body.setAngularVelocity(vector3Like(release.angularVelocity));\n };\n }\n }\n\n /** Re-read the node's current local transform as the new rest. */\n recaptureRest(): void {\n this.restPosition = toVec3(this.node.position) ?? [0, 0, 0];\n this.restQuaternion = toQuat(this.node.rotationQuaternion);\n this.restScale = toVec3(this.node.scaling) ?? [1, 1, 1];\n }\n\n /** The node's LIVE world pose, from its absolute position and rotation. */\n getWorldPose(): PoseTuple {\n this.node.computeWorldMatrix?.(true);\n return nodeWorldPose(this.node);\n }\n\n /**\n * The captured rest pose in world space, resolved through the parent's\n * absolute position and rotation. Parent SCALE is ignored, the same\n * simplification as {@link setWorldPose}.\n */\n getRestWorldPose(): PoseTuple {\n const parent = parentOf(this.node);\n if (!parent) {\n return { position: [...this.restPosition], quaternion: [...this.restQuaternion] };\n }\n parent.computeWorldMatrix?.(true);\n const parentPose = nodeWorldPose(parent);\n return {\n position: vAdd(parentPose.position, vApplyQuat(this.restPosition, parentPose.quaternion)),\n quaternion: quatMultiply(parentPose.quaternion, this.restQuaternion),\n };\n }\n\n getLocalOffset(): Vec3Tuple {\n const delta = vSub(toVec3(this.node.position) ?? [0, 0, 0], this.restPosition);\n return vApplyQuat(delta, quatConjugate(this.restQuaternion));\n }\n\n setLocalOffset(offset: Vec3Tuple): void {\n writeVec3(this.node.position, vAdd(this.restPosition, vApplyQuat(offset, this.restQuaternion)));\n }\n\n setLocalRotation(quaternion: QuatTuple): void {\n this.writeRotation(quatMultiply(this.restQuaternion, quaternion));\n }\n\n /**\n * Follow a world pose while grabbed, or place the node directly the rest\n * of the time (reset / teleport) - see `TransformPort.setWorldPose`'s own\n * comment for what the two mean on a node with physics. With a parent,\n * the pose is resolved into the parent's frame through its absolute\n * position and rotation.\n *\n * Simplification: parent SCALE is ignored. A grabbed object under a scaled\n * parent tracks the hand at the wrong distance. Grabbables are expected to\n * sit under an unscaled parent, which is how the demos build them.\n */\n setWorldPose(pose: PoseTuple): void {\n const parent = parentOf(this.node);\n if (!parent) {\n writeVec3(this.node.position, pose.position);\n this.writeRotation(pose.quaternion);\n } else {\n const parentPose = nodeWorldPose(parent);\n const inverse = quatConjugate(parentPose.quaternion);\n writeVec3(this.node.position, vApplyQuat(vSub(pose.position, parentPose.position), inverse));\n this.writeRotation(quatMultiply(inverse, pose.quaternion));\n }\n // Not held: a physics-enabled node teleports and comes to rest, rather\n // than carrying whatever velocity it had a moment before (\"back to the\n // tee\"). A DYNAMIC body already picks up a direct node write on its\n // next pre-step (the same sync `beginHold`'s ANIMATED switch disables),\n // so all a reset needs on top of the write above is clearing velocity.\n const body = this.node.physicsBody;\n if (body && !this.held) {\n body.setLinearVelocity(ZERO_VECTOR3);\n body.setAngularVelocity(ZERO_VECTOR3);\n }\n }\n\n /**\n * Uniform scale about the rest scale. The emissive part of the intent is\n * not applied: reaching a material's emissive colour means knowing which\n * Babylon material the node carries, and this package holds no Babylon\n * types. Apps that want the glow subscribe to the core's feedback intents.\n */\n setEffect(effect: { scale?: number; emissive?: number }): void {\n if (effect.scale === undefined) return;\n const scaling = this.node.scaling;\n if (!scaling) return;\n writeVec3(scaling, [\n this.restScale[0] * effect.scale,\n this.restScale[1] * effect.scale,\n this.restScale[2] * effect.scale,\n ]);\n }\n\n /** Write a quaternion, creating the node's `rotationQuaternion` if needed. */\n private writeRotation(value: QuatTuple): void {\n let target = this.node.rotationQuaternion;\n if (!target) {\n target = this.createQuaternion();\n this.node.rotationQuaternion = target;\n }\n writeQuat(target, value);\n }\n}\n\n/** A fresh plain `{ x, y, z }` - `setLinearVelocity`/`setAngularVelocity` only ever read it. */\nfunction vector3Like(v: Vec3Tuple): BabylonVector3Like {\n return { x: v[0], y: v[1], z: v[2] };\n}\n\nconst ZERO_VECTOR3: BabylonVector3Like = { x: 0, y: 0, z: 0 };\n"]}
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* BabylonTransformPort - the read/write surface of one interactable's\n * Babylon node, honouring the core's FROM-REST semantics: the rest pose is\n * captured at construction and offsets and rotations apply relative to it,\n * so a behaviour composes with anything else animating the same node.\n *\n * Every write mutates the node's existing `Vector3`/`Quaternion` in place.\n * Babylon compares the live values against its cache to decide whether the\n * world matrix needs recomputing, so in-place writes are seen; assigning a\n * plain object in their place would break Babylon, which calls methods on\n * them.\n *\n * A node's held pose comes from one of two independent mechanisms. With\n * `options.physics` (a platform `PhysicsFacility` and the node's body id -\n * see `BabylonPhysicsFacility`), the port drives the core's held-pose rule\n * through it: `beginHold`/`endHold` suspend and resume the body there, and\n * every write that moves the node (`setWorldPose`, `setLocalOffset`,\n * `setLocalRotation`) keeps the body's own pose in step. Without it, a node\n * with a bare `node.physicsBody` and `options.physicsMotionTypes` keeps the\n * older, narrower hold this port has always had - see that option's own\n * comment. A construction never needs both.\n */\nimport type { PoseTuple, QuatTuple, Vec3Tuple } from \"@realitycollective/webxr-input\";\nimport {\n quatConjugate,\n quatMultiply,\n vAdd,\n vApplyQuat,\n vSub,\n type HoldRelease,\n type PhysicsFacility,\n type TransformPort,\n} from \"@realitycollective/webxr-interactions\";\nimport {\n nodeWorldPose,\n parentOf,\n toQuat,\n toVec3,\n writeQuat,\n writeVec3,\n type BabylonMaterialLike,\n type BabylonQuaternionLike,\n type BabylonTransformNodeLike,\n type BabylonVector3Like,\n} from \"./babylon-types.js\";\n\nexport interface BabylonTransformPortOptions {\n /**\n * Builds the `Quaternion` written to a node whose `rotationQuaternion` is\n * null - a node still driven by Euler `rotation`, which is Babylon's\n * default. Pass `() => Quaternion.Identity()` from `@babylonjs/core`.\n *\n * The fallback is a plain `{ x, y, z, w }` object, which carries the\n * numbers correctly but is NOT a Babylon `Quaternion` and will fail as\n * soon as Babylon calls a method on it. So: either give a node a real\n * `rotationQuaternion` before registering it, or supply this factory.\n * A node that already has one needs neither - it is mutated in place.\n */\n createQuaternion?: () => BabylonQuaternionLike;\n /**\n * The two `PhysicsMotionType` values `beginHold`/`endHold` switch a held\n * node's `physicsBody` between - pass Babylon's own\n * `{ animated: PhysicsMotionType.ANIMATED, dynamic: PhysicsMotionType.DYNAMIC }`.\n * This package holds no Babylon values, only shapes, so the app supplies\n * the actual enum members, the same idea as `createQuaternion`.\n *\n * `beginHold`/`endHold` exist on the port only when BOTH this option and\n * `node.physicsBody` are present at construction - a node with no\n * physics body, or a construction with no motion types, gets neither\n * member and behaves exactly as before. Ignored when `physics` is given.\n */\n physicsMotionTypes?: { animated: unknown; dynamic: unknown };\n /**\n * Drive the held-pose rule through the platform's physics facility\n * instead of `node.physicsBody` directly - the body id is the same\n * string id the node was registered under. Present, `beginHold`/`endHold`\n * suspend and resume the body there, and `setWorldPose`, `setLocalOffset`\n * and `setLocalRotation` all keep the body's pose in step with the node's.\n * Takes precedence over `physicsMotionTypes` when both are given.\n */\n physics?: BabylonTransformPortPhysics;\n}\n\n/** The body a port drives through the platform's `PhysicsFacility`. */\nexport interface BabylonTransformPortPhysics {\n facility: PhysicsFacility;\n /** The body's id in the facility - the interactable's own id. */\n bodyId: string;\n}\n\nexport class BabylonTransformPort implements TransformPort {\n private readonly node: BabylonTransformNodeLike;\n private readonly createQuaternion: () => BabylonQuaternionLike;\n private restPosition: Vec3Tuple = [0, 0, 0];\n private restQuaternion: QuatTuple = [0, 0, 0, 1];\n private restScale: Vec3Tuple = [1, 1, 1];\n private held = false;\n /** The material's `emissiveColor` before any pulse, captured on first use. */\n private baseEmissiveColor: Vec3Tuple | null = null;\n /** PBRMaterial's `emissiveIntensity` before any pulse, captured on first use - StandardMaterial has none. */\n private baseEmissiveIntensity: number | null = null;\n private readonly physics: BabylonTransformPortPhysics | undefined;\n\n readonly beginHold?: () => void;\n readonly endHold?: (release: HoldRelease) => void;\n\n constructor(node: BabylonTransformNodeLike, options: BabylonTransformPortOptions = {}) {\n this.node = node;\n this.createQuaternion = options.createQuaternion ?? (() => ({ x: 0, y: 0, z: 0, w: 1 }));\n this.recaptureRest();\n\n this.physics = options.physics;\n if (this.physics) {\n const { facility, bodyId } = this.physics;\n this.beginHold = () => facility.suspend(bodyId);\n this.endHold = (release) => facility.resume(bodyId, release);\n return;\n }\n\n const body = node.physicsBody;\n const motionTypes = options.physicsMotionTypes;\n if (body && motionTypes) {\n this.beginHold = () => {\n this.held = true;\n // Node-drives-physics: our setWorldPose writes below now stick,\n // and gravity/collisions stop moving the node - see\n // BabylonPhysicsBodyLike's own comment.\n body.disablePreStep = true;\n body.setMotionType(motionTypes.animated);\n };\n this.endHold = (release) => {\n this.held = false;\n body.setMotionType(motionTypes.dynamic);\n body.disablePreStep = false;\n body.setLinearVelocity(vector3Like(release.linearVelocity));\n body.setAngularVelocity(vector3Like(release.angularVelocity));\n };\n }\n }\n\n /** Re-read the node's current local transform as the new rest. */\n recaptureRest(): void {\n this.restPosition = toVec3(this.node.position) ?? [0, 0, 0];\n this.restQuaternion = toQuat(this.node.rotationQuaternion);\n this.restScale = toVec3(this.node.scaling) ?? [1, 1, 1];\n }\n\n /** The node's LIVE world pose, from its absolute position and rotation. */\n getWorldPose(): PoseTuple {\n this.node.computeWorldMatrix?.(true);\n return nodeWorldPose(this.node);\n }\n\n /**\n * The captured rest pose in world space, resolved through the parent's\n * absolute position and rotation. Parent SCALE is ignored, the same\n * simplification as {@link setWorldPose}.\n */\n getRestWorldPose(): PoseTuple {\n const parent = parentOf(this.node);\n if (!parent) {\n return { position: [...this.restPosition], quaternion: [...this.restQuaternion] };\n }\n parent.computeWorldMatrix?.(true);\n const parentPose = nodeWorldPose(parent);\n return {\n position: vAdd(parentPose.position, vApplyQuat(this.restPosition, parentPose.quaternion)),\n quaternion: quatMultiply(parentPose.quaternion, this.restQuaternion),\n };\n }\n\n getLocalOffset(): Vec3Tuple {\n const delta = vSub(toVec3(this.node.position) ?? [0, 0, 0], this.restPosition);\n return vApplyQuat(delta, quatConjugate(this.restQuaternion));\n }\n\n setLocalOffset(offset: Vec3Tuple): void {\n writeVec3(this.node.position, vAdd(this.restPosition, vApplyQuat(offset, this.restQuaternion)));\n this.syncBody();\n }\n\n setLocalRotation(quaternion: QuatTuple): void {\n this.writeRotation(quatMultiply(this.restQuaternion, quaternion));\n this.syncBody();\n }\n\n /** A behaviour's write to the node reaches its facility-driven body too, as a placement (velocity cleared). */\n private syncBody(): void {\n if (!this.physics) return;\n this.physics.facility.setBodyPose(this.physics.bodyId, this.getWorldPose());\n }\n\n /**\n * Follow a world pose while grabbed, or place the node directly the rest\n * of the time (reset / teleport) - see `TransformPort.setWorldPose`'s own\n * comment for what the two mean on a node with physics. With a parent,\n * the pose is resolved into the parent's frame through its absolute\n * position and rotation.\n *\n * Simplification: parent SCALE is ignored. A grabbed object under a scaled\n * parent tracks the hand at the wrong distance. Grabbables are expected to\n * sit under an unscaled parent, which is how the demos build them.\n */\n setWorldPose(pose: PoseTuple): void {\n // With a facility-driven body, the facility owns its pose and velocity\n // and also places the node itself; the write below runs regardless, so\n // the node never lags the body even if the facility placed it slightly\n // differently (a scaled parent, for one - see BabylonPhysicsFacility's\n // own resolution).\n if (this.physics) this.physics.facility.setBodyPose(this.physics.bodyId, pose);\n const parent = parentOf(this.node);\n if (!parent) {\n writeVec3(this.node.position, pose.position);\n this.writeRotation(pose.quaternion);\n } else {\n const parentPose = nodeWorldPose(parent);\n const inverse = quatConjugate(parentPose.quaternion);\n writeVec3(this.node.position, vApplyQuat(vSub(pose.position, parentPose.position), inverse));\n this.writeRotation(quatMultiply(inverse, pose.quaternion));\n }\n // Not held: a physics-enabled node teleports and comes to rest, rather\n // than carrying whatever velocity it had a moment before (\"back to the\n // tee\"). A DYNAMIC body already picks up a direct node write on its\n // next pre-step (the same sync `beginHold`'s ANIMATED switch disables),\n // so all a reset needs on top of the write above is clearing velocity.\n const body = this.node.physicsBody;\n if (body && !this.held) {\n body.setLinearVelocity(ZERO_VECTOR3);\n body.setAngularVelocity(ZERO_VECTOR3);\n }\n }\n\n /**\n * Uniform scale about the rest scale, and - mirroring the IWSDK and\n * three.js ports - a pulse of light: `emissiveColor` is scaled by\n * `1 + effect.emissive` about its own base colour (StandardMaterial and\n * PBRMaterial both carry it), and on a PBRMaterial `emissiveIntensity` is\n * ALSO set to its base plus `effect.emissive`, the same additive rule\n * three.js's `emissiveIntensity` follows - PBRMaterial's field is that\n * one's Babylon analogue. A node with no material, or a material with no\n * `emissiveColor`, is left alone. Base values are captured on first use,\n * so a later `recaptureRest()`-style re-read is not needed for this part.\n */\n setEffect(effect: { scale?: number; emissive?: number }): void {\n if (effect.scale !== undefined) {\n const scaling = this.node.scaling;\n if (scaling) {\n writeVec3(scaling, [\n this.restScale[0] * effect.scale,\n this.restScale[1] * effect.scale,\n this.restScale[2] * effect.scale,\n ]);\n }\n }\n if (effect.emissive !== undefined) {\n const material = this.firstMaterial();\n if (material?.emissiveColor) {\n if (this.baseEmissiveColor === null) this.baseEmissiveColor = toVec3(material.emissiveColor) ?? [0, 0, 0];\n const factor = 1 + effect.emissive;\n writeVec3(material.emissiveColor, [\n this.baseEmissiveColor[0] * factor,\n this.baseEmissiveColor[1] * factor,\n this.baseEmissiveColor[2] * factor,\n ]);\n if (material.emissiveIntensity !== undefined) {\n if (this.baseEmissiveIntensity === null) this.baseEmissiveIntensity = material.emissiveIntensity;\n material.emissiveIntensity = this.baseEmissiveIntensity + effect.emissive;\n }\n }\n }\n }\n\n /** The node's first material slot - `AbstractMesh.material`, single or the first of an array. */\n private firstMaterial(): BabylonMaterialLike | null {\n const material = this.node.material;\n if (!material) return null;\n return Array.isArray(material) ? (material[0] ?? null) : material;\n }\n\n /** Write a quaternion, creating the node's `rotationQuaternion` if needed. */\n private writeRotation(value: QuatTuple): void {\n let target = this.node.rotationQuaternion;\n if (!target) {\n target = this.createQuaternion();\n this.node.rotationQuaternion = target;\n }\n writeQuat(target, value);\n }\n}\n\n/** A fresh plain `{ x, y, z }` - `setLinearVelocity`/`setAngularVelocity` only ever read it. */\nfunction vector3Like(v: Vec3Tuple): BabylonVector3Like {\n return { x: v[0], y: v[1], z: v[2] };\n}\n\nconst ZERO_VECTOR3: BabylonVector3Like = { x: 0, y: 0, z: 0 };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@realitycollective/babylon-interactions",
3
- "version": "0.1.1-preview.1",
3
+ "version": "0.1.1-preview.3",
4
4
  "description": "Babylon.js adapter for the Reality Collective Interaction Extensions - maps a Babylon WebXR experience (WebXRDefaultExperience controllers, motion controller components, hand-tracking joints) into the engine-free @realitycollective/webxr-interactions core, with a scene pointer fallback on desktop. Structurally typed: no @babylonjs/core import. Re-exports the core.",
5
5
  "keywords": [
6
6
  "realitycollective",
@@ -33,8 +33,8 @@
33
33
  "typecheck": "tsc -p tsconfig.json --noEmit"
34
34
  },
35
35
  "dependencies": {
36
- "@realitycollective/webxr-input": "^0.1.4",
37
- "@realitycollective/webxr-interactions": "^0.1.1-preview.1"
36
+ "@realitycollective/webxr-input": "^0.1.7",
37
+ "@realitycollective/webxr-interactions": "^0.1.1-preview.3"
38
38
  },
39
39
  "repository": {
40
40
  "type": "git",