three-stdlib 2.8.4 → 2.8.5
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- package/index.cjs.js +1 -1
- package/index.d.ts +9 -4
- package/index.js +9 -4
- package/libs/MotionControllers.cjs.js +1 -0
- package/libs/MotionControllers.js +403 -0
- package/package.json +2 -3
- package/webxr/OculusHandModel.cjs.js +1 -0
- package/webxr/OculusHandModel.d.ts +19 -0
- package/webxr/OculusHandModel.js +72 -0
- package/webxr/OculusHandPointerModel.cjs.js +1 -0
- package/webxr/OculusHandPointerModel.d.ts +63 -0
- package/webxr/OculusHandPointerModel.js +248 -0
- package/webxr/Text2D.cjs.js +1 -0
- package/webxr/Text2D.d.ts +3 -0
- package/webxr/Text2D.js +32 -0
- package/webxr/VRButton.cjs.js +1 -1
- package/webxr/VRButton.js +17 -1
- package/webxr/XRControllerModelFactory.cjs.js +1 -1
- package/webxr/XRControllerModelFactory.js +65 -66
- package/webxr/XREstimatedLight.cjs.js +1 -1
- package/webxr/XREstimatedLight.js +1 -0
- package/webxr/XRHandMeshModel.cjs.js +1 -0
- package/webxr/XRHandMeshModel.d.ts +11 -0
- package/webxr/XRHandMeshModel.js +55 -0
- package/webxr/XRHandModelFactory.cjs.js +1 -1
- package/webxr/XRHandModelFactory.js +47 -50
- package/webxr/XRHandPrimitiveModel.cjs.js +1 -1
- package/webxr/XRHandPrimitiveModel.js +31 -41
- package/webxr/XRHandOculusMeshModel.cjs.js +0 -1
- package/webxr/XRHandOculusMeshModel.js +0 -89
package/index.d.ts
CHANGED
@@ -233,12 +233,16 @@ export * from './postprocessing/ShaderPass';
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export * from './postprocessing/SSAARenderPass';
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export * from './postprocessing/RenderPass';
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export * from './postprocessing/BloomPass';
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-
export * from './webxr/
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export * from './webxr/
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export * from './webxr/
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export * from './webxr/ARButton';
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export * from './webxr/OculusHandModel';
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export * from './webxr/OculusHandPointerModel';
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export * from './webxr/Text2D';
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export * from './webxr/VRButton';
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export * from './webxr/XRControllerModelFactory';
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export * from './webxr/XREstimatedLight';
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export * from './webxr/XRHandMeshModel';
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export * from './webxr/XRHandModelFactory';
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export * from './webxr/XRHandPrimitiveModel';
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-
export * from './webxr/ARButton';
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export * from './geometries/ParametricGeometries';
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export * from './geometries/ConvexGeometry';
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export * from './geometries/LightningStrike';
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@@ -384,3 +388,4 @@ export * from './curves/NURBSSurface';
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export * from './curves/CurveExtras';
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export * from './deprecated/Geometry';
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export * from './libs/MeshoptDecoder';
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export * from './libs/MotionControllers';
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package/index.js
CHANGED
@@ -178,12 +178,16 @@ export { ShaderPass } from './postprocessing/ShaderPass.js';
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export { SSAARenderPass } from './postprocessing/SSAARenderPass.js';
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export { RenderPass } from './postprocessing/RenderPass.js';
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export { BloomPass } from './postprocessing/BloomPass.js';
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-
export {
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export {
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export {
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export { ARButton } from './webxr/ARButton.js';
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export { OculusHandModel } from './webxr/OculusHandModel.js';
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export { OculusHandPointerModel } from './webxr/OculusHandPointerModel.js';
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export { createText } from './webxr/Text2D.js';
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export { VRButton } from './webxr/VRButton.js';
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export { XRControllerModelFactory } from './webxr/XRControllerModelFactory.js';
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export { XREstimatedLight } from './webxr/XREstimatedLight.js';
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export { XRHandMeshModel } from './webxr/XRHandMeshModel.js';
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export { XRHandModelFactory } from './webxr/XRHandModelFactory.js';
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export { XRHandPrimitiveModel } from './webxr/XRHandPrimitiveModel.js';
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-
export { ARButton } from './webxr/ARButton.js';
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export { ParametricGeometries } from './geometries/ParametricGeometries.js';
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export { ConvexGeometry } from './geometries/ConvexGeometry.js';
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export { LightningStrike } from './geometries/LightningStrike.js';
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@@ -327,3 +331,4 @@ export { NURBSSurface } from './curves/NURBSSurface.js';
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export { CinquefoilKnot, DecoratedTorusKnot4a, DecoratedTorusKnot4b, DecoratedTorusKnot5a, DecoratedTorusKnot5c, FigureEightPolynomialKnot, GrannyKnot, HeartCurve, HelixCurve, KnotCurve, TorusKnot, TrefoilKnot, TrefoilPolynomialKnot, VivianiCurve, scaleTo } from './curves/CurveExtras.js';
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export { Face3, Geometry } from './deprecated/Geometry.js';
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export { MeshoptDecoder } from './libs/MeshoptDecoder.js';
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export { MotionController, MotionControllerConstants, fetchProfile, fetchProfilesList } from './libs/MotionControllers.js';
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@@ -0,0 +1 @@
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"use strict";Object.defineProperty(exports,"__esModule",{value:!0});const e={Handedness:Object.freeze({NONE:"none",LEFT:"left",RIGHT:"right"}),ComponentState:Object.freeze({DEFAULT:"default",TOUCHED:"touched",PRESSED:"pressed"}),ComponentProperty:Object.freeze({BUTTON:"button",X_AXIS:"xAxis",Y_AXIS:"yAxis",STATE:"state"}),ComponentType:Object.freeze({TRIGGER:"trigger",SQUEEZE:"squeeze",TOUCHPAD:"touchpad",THUMBSTICK:"thumbstick",BUTTON:"button"}),ButtonTouchThreshold:.05,AxisTouchThreshold:.1,VisualResponseProperty:Object.freeze({TRANSFORM:"transform",VISIBILITY:"visibility"})};async function t(e){const t=await fetch(e);if(t.ok)return t.json();throw new Error(t.statusText)}async function s(e){if(!e)throw new Error("No basePath supplied");return await t(`${e}/profilesList.json`)}const o={xAxis:0,yAxis:0,button:0,state:e.ComponentState.DEFAULT};class a{constructor(t){this.componentProperty=t.componentProperty,this.states=t.states,this.valueNodeName=t.valueNodeName,this.valueNodeProperty=t.valueNodeProperty,this.valueNodeProperty===e.VisualResponseProperty.TRANSFORM&&(this.minNodeName=t.minNodeName,this.maxNodeName=t.maxNodeName),this.value=0,this.updateFromComponent(o)}updateFromComponent({xAxis:t,yAxis:s,button:o,state:a}){const{normalizedXAxis:i,normalizedYAxis:n}=function(e=0,t=0){let s=e,o=t;if(Math.sqrt(e*e+t*t)>1){const a=Math.atan2(t,e);s=Math.cos(a),o=Math.sin(a)}return{normalizedXAxis:.5*s+.5,normalizedYAxis:.5*o+.5}}(t,s);switch(this.componentProperty){case e.ComponentProperty.X_AXIS:this.value=this.states.includes(a)?i:.5;break;case e.ComponentProperty.Y_AXIS:this.value=this.states.includes(a)?n:.5;break;case e.ComponentProperty.BUTTON:this.value=this.states.includes(a)?o:0;break;case e.ComponentProperty.STATE:this.valueNodeProperty===e.VisualResponseProperty.VISIBILITY?this.value=this.states.includes(a):this.value=this.states.includes(a)?1:0;break;default:throw new Error(`Unexpected visualResponse componentProperty ${this.componentProperty}`)}}}class i{constructor(t,s){if(!(t&&s&&s.visualResponses&&s.gamepadIndices&&0!==Object.keys(s.gamepadIndices).length))throw new Error("Invalid arguments supplied");this.id=t,this.type=s.type,this.rootNodeName=s.rootNodeName,this.touchPointNodeName=s.touchPointNodeName,this.visualResponses={},Object.keys(s.visualResponses).forEach((e=>{const t=new a(s.visualResponses[e]);this.visualResponses[e]=t})),this.gamepadIndices=Object.assign({},s.gamepadIndices),this.values={state:e.ComponentState.DEFAULT,button:void 0!==this.gamepadIndices.button?0:void 0,xAxis:void 0!==this.gamepadIndices.xAxis?0:void 0,yAxis:void 0!==this.gamepadIndices.yAxis?0:void 0}}get data(){return{id:this.id,...this.values}}updateFromGamepad(t){if(this.values.state=e.ComponentState.DEFAULT,void 0!==this.gamepadIndices.button&&t.buttons.length>this.gamepadIndices.button){const s=t.buttons[this.gamepadIndices.button];this.values.button=s.value,this.values.button=this.values.button<0?0:this.values.button,this.values.button=this.values.button>1?1:this.values.button,s.pressed||1===this.values.button?this.values.state=e.ComponentState.PRESSED:(s.touched||this.values.button>e.ButtonTouchThreshold)&&(this.values.state=e.ComponentState.TOUCHED)}void 0!==this.gamepadIndices.xAxis&&t.axes.length>this.gamepadIndices.xAxis&&(this.values.xAxis=t.axes[this.gamepadIndices.xAxis],this.values.xAxis=this.values.xAxis<-1?-1:this.values.xAxis,this.values.xAxis=this.values.xAxis>1?1:this.values.xAxis,this.values.state===e.ComponentState.DEFAULT&&Math.abs(this.values.xAxis)>e.AxisTouchThreshold&&(this.values.state=e.ComponentState.TOUCHED)),void 0!==this.gamepadIndices.yAxis&&t.axes.length>this.gamepadIndices.yAxis&&(this.values.yAxis=t.axes[this.gamepadIndices.yAxis],this.values.yAxis=this.values.yAxis<-1?-1:this.values.yAxis,this.values.yAxis=this.values.yAxis>1?1:this.values.yAxis,this.values.state===e.ComponentState.DEFAULT&&Math.abs(this.values.yAxis)>e.AxisTouchThreshold&&(this.values.state=e.ComponentState.TOUCHED)),Object.values(this.visualResponses).forEach((e=>{e.updateFromComponent(this.values)}))}}exports.MotionController=class{constructor(e,t,s){if(!e)throw new Error("No xrInputSource supplied");if(!t)throw new Error("No profile supplied");this.xrInputSource=e,this.assetUrl=s,this.id=t.profileId,this.layoutDescription=t.layouts[e.handedness],this.components={},Object.keys(this.layoutDescription.components).forEach((e=>{const t=this.layoutDescription.components[e];this.components[e]=new i(e,t)})),this.updateFromGamepad()}get gripSpace(){return this.xrInputSource.gripSpace}get targetRaySpace(){return this.xrInputSource.targetRaySpace}get data(){const e=[];return Object.values(this.components).forEach((t=>{e.push(t.data)})),e}updateFromGamepad(){Object.values(this.components).forEach((e=>{e.updateFromGamepad(this.xrInputSource.gamepad)}))}},exports.MotionControllerConstants=e,exports.fetchProfile=async function(e,o,a=null,i=!0){if(!e)throw new Error("No xrInputSource supplied");if(!o)throw new Error("No basePath supplied");const n=await s(o);let r;if(e.profiles.some((e=>{const t=n[e];return t&&(r={profileId:e,profilePath:`${o}/${t.path}`,deprecated:!!t.deprecated}),!!r})),!r){if(!a)throw new Error("No matching profile name found");const e=n[a];if(!e)throw new Error(`No matching profile name found and default profile "${a}" missing.`);r={profileId:a,profilePath:`${o}/${e.path}`,deprecated:!!e.deprecated}}const h=await t(r.profilePath);let u;if(i){let t;if(t="any"===e.handedness?h.layouts[Object.keys(h.layouts)[0]]:h.layouts[e.handedness],!t)throw new Error(`No matching handedness, ${e.handedness}, in profile ${r.profileId}`);t.assetPath&&(u=r.profilePath.replace("profile.json",t.assetPath))}return{profile:h,assetPath:u}},exports.fetchProfilesList=s;
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@@ -0,0 +1,403 @@
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/**
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* @webxr-input-profiles/motion-controllers 1.0.0 https://github.com/immersive-web/webxr-input-profiles
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*/
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const MotionControllerConstants = {
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Handedness: Object.freeze({
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NONE: 'none',
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LEFT: 'left',
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RIGHT: 'right'
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}),
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ComponentState: Object.freeze({
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DEFAULT: 'default',
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TOUCHED: 'touched',
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PRESSED: 'pressed'
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}),
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ComponentProperty: Object.freeze({
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BUTTON: 'button',
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X_AXIS: 'xAxis',
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Y_AXIS: 'yAxis',
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STATE: 'state'
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}),
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ComponentType: Object.freeze({
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TRIGGER: 'trigger',
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SQUEEZE: 'squeeze',
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TOUCHPAD: 'touchpad',
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THUMBSTICK: 'thumbstick',
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BUTTON: 'button'
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}),
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ButtonTouchThreshold: 0.05,
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AxisTouchThreshold: 0.1,
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VisualResponseProperty: Object.freeze({
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TRANSFORM: 'transform',
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VISIBILITY: 'visibility'
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})
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};
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/**
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* @description Static helper function to fetch a JSON file and turn it into a JS object
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* @param {string} path - Path to JSON file to be fetched
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*/
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async function fetchJsonFile(path) {
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const response = await fetch(path);
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if (!response.ok) {
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throw new Error(response.statusText);
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} else {
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return response.json();
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}
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}
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async function fetchProfilesList(basePath) {
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if (!basePath) {
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throw new Error('No basePath supplied');
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}
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const profileListFileName = 'profilesList.json';
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const profilesList = await fetchJsonFile(`${basePath}/${profileListFileName}`);
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return profilesList;
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}
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async function fetchProfile(xrInputSource, basePath, defaultProfile = null, getAssetPath = true) {
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if (!xrInputSource) {
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throw new Error('No xrInputSource supplied');
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}
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if (!basePath) {
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throw new Error('No basePath supplied');
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} // Get the list of profiles
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const supportedProfilesList = await fetchProfilesList(basePath); // Find the relative path to the first requested profile that is recognized
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let match;
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xrInputSource.profiles.some(profileId => {
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const supportedProfile = supportedProfilesList[profileId];
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if (supportedProfile) {
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match = {
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profileId,
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profilePath: `${basePath}/${supportedProfile.path}`,
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deprecated: !!supportedProfile.deprecated
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};
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}
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return !!match;
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});
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if (!match) {
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if (!defaultProfile) {
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throw new Error('No matching profile name found');
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}
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const supportedProfile = supportedProfilesList[defaultProfile];
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if (!supportedProfile) {
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throw new Error(`No matching profile name found and default profile "${defaultProfile}" missing.`);
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}
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match = {
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profileId: defaultProfile,
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profilePath: `${basePath}/${supportedProfile.path}`,
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deprecated: !!supportedProfile.deprecated
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};
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}
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const profile = await fetchJsonFile(match.profilePath);
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let assetPath;
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if (getAssetPath) {
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let layout;
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if (xrInputSource.handedness === 'any') {
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layout = profile.layouts[Object.keys(profile.layouts)[0]];
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} else {
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layout = profile.layouts[xrInputSource.handedness];
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}
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if (!layout) {
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throw new Error(`No matching handedness, ${xrInputSource.handedness}, in profile ${match.profileId}`);
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}
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if (layout.assetPath) {
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assetPath = match.profilePath.replace('profile.json', layout.assetPath);
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}
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}
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return {
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profile,
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assetPath
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};
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}
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/** @constant {Object} */
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const defaultComponentValues = {
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xAxis: 0,
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yAxis: 0,
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button: 0,
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state: MotionControllerConstants.ComponentState.DEFAULT
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};
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/**
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* @description Converts an X, Y coordinate from the range -1 to 1 (as reported by the Gamepad
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* API) to the range 0 to 1 (for interpolation). Also caps the X, Y values to be bounded within
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* a circle. This ensures that thumbsticks are not animated outside the bounds of their physical
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* range of motion and touchpads do not report touch locations off their physical bounds.
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* @param {number} x The original x coordinate in the range -1 to 1
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* @param {number} y The original y coordinate in the range -1 to 1
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*/
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function normalizeAxes(x = 0, y = 0) {
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let xAxis = x;
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let yAxis = y; // Determine if the point is outside the bounds of the circle
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// and, if so, place it on the edge of the circle
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const hypotenuse = Math.sqrt(x * x + y * y);
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if (hypotenuse > 1) {
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const theta = Math.atan2(y, x);
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xAxis = Math.cos(theta);
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yAxis = Math.sin(theta);
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} // Scale and move the circle so values are in the interpolation range. The circle's origin moves
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// from (0, 0) to (0.5, 0.5). The circle's radius scales from 1 to be 0.5.
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const result = {
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normalizedXAxis: xAxis * 0.5 + 0.5,
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normalizedYAxis: yAxis * 0.5 + 0.5
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};
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return result;
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}
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/**
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* Contains the description of how the 3D model should visually respond to a specific user input.
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* This is accomplished by initializing the object with the name of a node in the 3D model and
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* property that need to be modified in response to user input, the name of the nodes representing
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* the allowable range of motion, and the name of the input which triggers the change. In response
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* to the named input changing, this object computes the appropriate weighting to use for
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* interpolating between the range of motion nodes.
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*/
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class VisualResponse {
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constructor(visualResponseDescription) {
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this.componentProperty = visualResponseDescription.componentProperty;
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this.states = visualResponseDescription.states;
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this.valueNodeName = visualResponseDescription.valueNodeName;
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this.valueNodeProperty = visualResponseDescription.valueNodeProperty;
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|
+
if (this.valueNodeProperty === MotionControllerConstants.VisualResponseProperty.TRANSFORM) {
|
188
|
+
this.minNodeName = visualResponseDescription.minNodeName;
|
189
|
+
this.maxNodeName = visualResponseDescription.maxNodeName;
|
190
|
+
} // Initializes the response's current value based on default data
|
191
|
+
|
192
|
+
|
193
|
+
this.value = 0;
|
194
|
+
this.updateFromComponent(defaultComponentValues);
|
195
|
+
}
|
196
|
+
/**
|
197
|
+
* Computes the visual response's interpolation weight based on component state
|
198
|
+
* @param {Object} componentValues - The component from which to update
|
199
|
+
* @param {number} xAxis - The reported X axis value of the component
|
200
|
+
* @param {number} yAxis - The reported Y axis value of the component
|
201
|
+
* @param {number} button - The reported value of the component's button
|
202
|
+
* @param {string} state - The component's active state
|
203
|
+
*/
|
204
|
+
|
205
|
+
|
206
|
+
updateFromComponent({
|
207
|
+
xAxis,
|
208
|
+
yAxis,
|
209
|
+
button,
|
210
|
+
state
|
211
|
+
}) {
|
212
|
+
const {
|
213
|
+
normalizedXAxis,
|
214
|
+
normalizedYAxis
|
215
|
+
} = normalizeAxes(xAxis, yAxis);
|
216
|
+
|
217
|
+
switch (this.componentProperty) {
|
218
|
+
case MotionControllerConstants.ComponentProperty.X_AXIS:
|
219
|
+
this.value = this.states.includes(state) ? normalizedXAxis : 0.5;
|
220
|
+
break;
|
221
|
+
|
222
|
+
case MotionControllerConstants.ComponentProperty.Y_AXIS:
|
223
|
+
this.value = this.states.includes(state) ? normalizedYAxis : 0.5;
|
224
|
+
break;
|
225
|
+
|
226
|
+
case MotionControllerConstants.ComponentProperty.BUTTON:
|
227
|
+
this.value = this.states.includes(state) ? button : 0;
|
228
|
+
break;
|
229
|
+
|
230
|
+
case MotionControllerConstants.ComponentProperty.STATE:
|
231
|
+
if (this.valueNodeProperty === MotionControllerConstants.VisualResponseProperty.VISIBILITY) {
|
232
|
+
this.value = this.states.includes(state);
|
233
|
+
} else {
|
234
|
+
this.value = this.states.includes(state) ? 1.0 : 0.0;
|
235
|
+
}
|
236
|
+
|
237
|
+
break;
|
238
|
+
|
239
|
+
default:
|
240
|
+
throw new Error(`Unexpected visualResponse componentProperty ${this.componentProperty}`);
|
241
|
+
}
|
242
|
+
}
|
243
|
+
|
244
|
+
}
|
245
|
+
|
246
|
+
class Component {
|
247
|
+
/**
|
248
|
+
* @param {Object} componentId - Id of the component
|
249
|
+
* @param {Object} componentDescription - Description of the component to be created
|
250
|
+
*/
|
251
|
+
constructor(componentId, componentDescription) {
|
252
|
+
if (!componentId || !componentDescription || !componentDescription.visualResponses || !componentDescription.gamepadIndices || Object.keys(componentDescription.gamepadIndices).length === 0) {
|
253
|
+
throw new Error('Invalid arguments supplied');
|
254
|
+
}
|
255
|
+
|
256
|
+
this.id = componentId;
|
257
|
+
this.type = componentDescription.type;
|
258
|
+
this.rootNodeName = componentDescription.rootNodeName;
|
259
|
+
this.touchPointNodeName = componentDescription.touchPointNodeName; // Build all the visual responses for this component
|
260
|
+
|
261
|
+
this.visualResponses = {};
|
262
|
+
Object.keys(componentDescription.visualResponses).forEach(responseName => {
|
263
|
+
const visualResponse = new VisualResponse(componentDescription.visualResponses[responseName]);
|
264
|
+
this.visualResponses[responseName] = visualResponse;
|
265
|
+
}); // Set default values
|
266
|
+
|
267
|
+
this.gamepadIndices = Object.assign({}, componentDescription.gamepadIndices);
|
268
|
+
this.values = {
|
269
|
+
state: MotionControllerConstants.ComponentState.DEFAULT,
|
270
|
+
button: this.gamepadIndices.button !== undefined ? 0 : undefined,
|
271
|
+
xAxis: this.gamepadIndices.xAxis !== undefined ? 0 : undefined,
|
272
|
+
yAxis: this.gamepadIndices.yAxis !== undefined ? 0 : undefined
|
273
|
+
};
|
274
|
+
}
|
275
|
+
|
276
|
+
get data() {
|
277
|
+
const data = {
|
278
|
+
id: this.id,
|
279
|
+
...this.values
|
280
|
+
};
|
281
|
+
return data;
|
282
|
+
}
|
283
|
+
/**
|
284
|
+
* @description Poll for updated data based on current gamepad state
|
285
|
+
* @param {Object} gamepad - The gamepad object from which the component data should be polled
|
286
|
+
*/
|
287
|
+
|
288
|
+
|
289
|
+
updateFromGamepad(gamepad) {
|
290
|
+
// Set the state to default before processing other data sources
|
291
|
+
this.values.state = MotionControllerConstants.ComponentState.DEFAULT; // Get and normalize button
|
292
|
+
|
293
|
+
if (this.gamepadIndices.button !== undefined && gamepad.buttons.length > this.gamepadIndices.button) {
|
294
|
+
const gamepadButton = gamepad.buttons[this.gamepadIndices.button];
|
295
|
+
this.values.button = gamepadButton.value;
|
296
|
+
this.values.button = this.values.button < 0 ? 0 : this.values.button;
|
297
|
+
this.values.button = this.values.button > 1 ? 1 : this.values.button; // Set the state based on the button
|
298
|
+
|
299
|
+
if (gamepadButton.pressed || this.values.button === 1) {
|
300
|
+
this.values.state = MotionControllerConstants.ComponentState.PRESSED;
|
301
|
+
} else if (gamepadButton.touched || this.values.button > MotionControllerConstants.ButtonTouchThreshold) {
|
302
|
+
this.values.state = MotionControllerConstants.ComponentState.TOUCHED;
|
303
|
+
}
|
304
|
+
} // Get and normalize x axis value
|
305
|
+
|
306
|
+
|
307
|
+
if (this.gamepadIndices.xAxis !== undefined && gamepad.axes.length > this.gamepadIndices.xAxis) {
|
308
|
+
this.values.xAxis = gamepad.axes[this.gamepadIndices.xAxis];
|
309
|
+
this.values.xAxis = this.values.xAxis < -1 ? -1 : this.values.xAxis;
|
310
|
+
this.values.xAxis = this.values.xAxis > 1 ? 1 : this.values.xAxis; // If the state is still default, check if the xAxis makes it touched
|
311
|
+
|
312
|
+
if (this.values.state === MotionControllerConstants.ComponentState.DEFAULT && Math.abs(this.values.xAxis) > MotionControllerConstants.AxisTouchThreshold) {
|
313
|
+
this.values.state = MotionControllerConstants.ComponentState.TOUCHED;
|
314
|
+
}
|
315
|
+
} // Get and normalize Y axis value
|
316
|
+
|
317
|
+
|
318
|
+
if (this.gamepadIndices.yAxis !== undefined && gamepad.axes.length > this.gamepadIndices.yAxis) {
|
319
|
+
this.values.yAxis = gamepad.axes[this.gamepadIndices.yAxis];
|
320
|
+
this.values.yAxis = this.values.yAxis < -1 ? -1 : this.values.yAxis;
|
321
|
+
this.values.yAxis = this.values.yAxis > 1 ? 1 : this.values.yAxis; // If the state is still default, check if the yAxis makes it touched
|
322
|
+
|
323
|
+
if (this.values.state === MotionControllerConstants.ComponentState.DEFAULT && Math.abs(this.values.yAxis) > MotionControllerConstants.AxisTouchThreshold) {
|
324
|
+
this.values.state = MotionControllerConstants.ComponentState.TOUCHED;
|
325
|
+
}
|
326
|
+
} // Update the visual response weights based on the current component data
|
327
|
+
|
328
|
+
|
329
|
+
Object.values(this.visualResponses).forEach(visualResponse => {
|
330
|
+
visualResponse.updateFromComponent(this.values);
|
331
|
+
});
|
332
|
+
}
|
333
|
+
|
334
|
+
}
|
335
|
+
/**
|
336
|
+
* @description Builds a motion controller with components and visual responses based on the
|
337
|
+
* supplied profile description. Data is polled from the xrInputSource's gamepad.
|
338
|
+
* @author Nell Waliczek / https://github.com/NellWaliczek
|
339
|
+
*/
|
340
|
+
|
341
|
+
|
342
|
+
class MotionController {
|
343
|
+
/**
|
344
|
+
* @param {Object} xrInputSource - The XRInputSource to build the MotionController around
|
345
|
+
* @param {Object} profile - The best matched profile description for the supplied xrInputSource
|
346
|
+
* @param {Object} assetUrl
|
347
|
+
*/
|
348
|
+
constructor(xrInputSource, profile, assetUrl) {
|
349
|
+
if (!xrInputSource) {
|
350
|
+
throw new Error('No xrInputSource supplied');
|
351
|
+
}
|
352
|
+
|
353
|
+
if (!profile) {
|
354
|
+
throw new Error('No profile supplied');
|
355
|
+
}
|
356
|
+
|
357
|
+
this.xrInputSource = xrInputSource;
|
358
|
+
this.assetUrl = assetUrl;
|
359
|
+
this.id = profile.profileId; // Build child components as described in the profile description
|
360
|
+
|
361
|
+
this.layoutDescription = profile.layouts[xrInputSource.handedness];
|
362
|
+
this.components = {};
|
363
|
+
Object.keys(this.layoutDescription.components).forEach(componentId => {
|
364
|
+
const componentDescription = this.layoutDescription.components[componentId];
|
365
|
+
this.components[componentId] = new Component(componentId, componentDescription);
|
366
|
+
}); // Initialize components based on current gamepad state
|
367
|
+
|
368
|
+
this.updateFromGamepad();
|
369
|
+
}
|
370
|
+
|
371
|
+
get gripSpace() {
|
372
|
+
return this.xrInputSource.gripSpace;
|
373
|
+
}
|
374
|
+
|
375
|
+
get targetRaySpace() {
|
376
|
+
return this.xrInputSource.targetRaySpace;
|
377
|
+
}
|
378
|
+
/**
|
379
|
+
* @description Returns a subset of component data for simplified debugging
|
380
|
+
*/
|
381
|
+
|
382
|
+
|
383
|
+
get data() {
|
384
|
+
const data = [];
|
385
|
+
Object.values(this.components).forEach(component => {
|
386
|
+
data.push(component.data);
|
387
|
+
});
|
388
|
+
return data;
|
389
|
+
}
|
390
|
+
/**
|
391
|
+
* @description Poll for updated data based on current gamepad state
|
392
|
+
*/
|
393
|
+
|
394
|
+
|
395
|
+
updateFromGamepad() {
|
396
|
+
Object.values(this.components).forEach(component => {
|
397
|
+
component.updateFromGamepad(this.xrInputSource.gamepad);
|
398
|
+
});
|
399
|
+
}
|
400
|
+
|
401
|
+
}
|
402
|
+
|
403
|
+
export { MotionController, MotionControllerConstants, fetchProfile, fetchProfilesList };
|
package/package.json
CHANGED
@@ -1,6 +1,6 @@
|
|
1
1
|
{
|
2
2
|
"name": "three-stdlib",
|
3
|
-
"version": "2.8.
|
3
|
+
"version": "2.8.5",
|
4
4
|
"private": false,
|
5
5
|
"description": "stand-alone library of threejs examples",
|
6
6
|
"main": "index.cjs.js",
|
@@ -22,7 +22,6 @@
|
|
22
22
|
"dependencies": {
|
23
23
|
"@babel/runtime": "^7.16.7",
|
24
24
|
"@webgpu/glslang": "^0.0.15",
|
25
|
-
"@webxr-input-profiles/motion-controllers": "^1.0.0",
|
26
25
|
"chevrotain": "^9.0.2",
|
27
26
|
"draco3d": "^1.4.1",
|
28
27
|
"fflate": "^0.6.9",
|
@@ -33,6 +32,6 @@
|
|
33
32
|
"zstddec": "^0.0.2"
|
34
33
|
},
|
35
34
|
"peerDependencies": {
|
36
|
-
"three": ">=0.
|
35
|
+
"three": ">=0.137.0"
|
37
36
|
}
|
38
37
|
}
|
@@ -0,0 +1 @@
|
|
1
|
+
"use strict";Object.defineProperty(exports,"__esModule",{value:!0});var e=require("three"),t=require("./XRHandMeshModel.cjs.js");require("../loaders/GLTFLoader.cjs.js");class o extends e.Object3D{constructor(e){super(),this.controller=e,this.motionController=null,this.envMap=null,this.mesh=null,e.addEventListener("connected",(o=>{const n=o.data;n.hand&&!this.motionController&&(this.xrInputSource=n,this.motionController=new t.XRHandMeshModel(this,e,this.path,n.handedness))})),e.addEventListener("disconnected",(()=>{this.clear(),this.motionController=null}))}updateMatrixWorld(e){super.updateMatrixWorld(e),this.motionController&&this.motionController.updateMesh()}getPointerPosition(){const e=this.controller.joints["index-finger-tip"];return e?e.position:null}intersectBoxObject(t){const o=this.getPointerPosition();if(o){const n=new e.Sphere(o,.01),r=(new e.Box3).setFromObject(t);return n.intersectsBox(r)}return!1}checkButton(e){this.intersectBoxObject(e)?e.onPress():e.onClear(),e.isPressed()&&e.whilePressed()}}exports.OculusHandModel=o;
|
@@ -0,0 +1,19 @@
|
|
1
|
+
import { Object3D, Sphere, Box3, Mesh, Texture, Vector3 } from 'three';
|
2
|
+
|
3
|
+
export class OculusHandModel extends Object3D {
|
4
|
+
controller: Object3D;
|
5
|
+
motionController: Object3D | null;
|
6
|
+
envMap: Texture | null;
|
7
|
+
|
8
|
+
mesh: Mesh | null;
|
9
|
+
|
10
|
+
constructor(controller: Object3D);
|
11
|
+
|
12
|
+
updateMatrixWorld(force?: boolean): void;
|
13
|
+
|
14
|
+
getPointerPosition(): Vector3 | null;
|
15
|
+
|
16
|
+
intersectBoxObject(boxObject: Object3D): boolean;
|
17
|
+
|
18
|
+
checkButton(button: Object3D): void;
|
19
|
+
}
|
@@ -0,0 +1,72 @@
|
|
1
|
+
import { Object3D, Sphere, Box3 } from 'three';
|
2
|
+
import { XRHandMeshModel } from './XRHandMeshModel.js';
|
3
|
+
|
4
|
+
const TOUCH_RADIUS = 0.01;
|
5
|
+
const POINTING_JOINT = 'index-finger-tip';
|
6
|
+
|
7
|
+
class OculusHandModel extends Object3D {
|
8
|
+
constructor(controller) {
|
9
|
+
super();
|
10
|
+
this.controller = controller;
|
11
|
+
this.motionController = null;
|
12
|
+
this.envMap = null;
|
13
|
+
this.mesh = null;
|
14
|
+
controller.addEventListener('connected', event => {
|
15
|
+
const xrInputSource = event.data;
|
16
|
+
|
17
|
+
if (xrInputSource.hand && !this.motionController) {
|
18
|
+
this.xrInputSource = xrInputSource;
|
19
|
+
this.motionController = new XRHandMeshModel(this, controller, this.path, xrInputSource.handedness);
|
20
|
+
}
|
21
|
+
});
|
22
|
+
controller.addEventListener('disconnected', () => {
|
23
|
+
this.clear();
|
24
|
+
this.motionController = null;
|
25
|
+
});
|
26
|
+
}
|
27
|
+
|
28
|
+
updateMatrixWorld(force) {
|
29
|
+
super.updateMatrixWorld(force);
|
30
|
+
|
31
|
+
if (this.motionController) {
|
32
|
+
this.motionController.updateMesh();
|
33
|
+
}
|
34
|
+
}
|
35
|
+
|
36
|
+
getPointerPosition() {
|
37
|
+
const indexFingerTip = this.controller.joints[POINTING_JOINT];
|
38
|
+
|
39
|
+
if (indexFingerTip) {
|
40
|
+
return indexFingerTip.position;
|
41
|
+
} else {
|
42
|
+
return null;
|
43
|
+
}
|
44
|
+
}
|
45
|
+
|
46
|
+
intersectBoxObject(boxObject) {
|
47
|
+
const pointerPosition = this.getPointerPosition();
|
48
|
+
|
49
|
+
if (pointerPosition) {
|
50
|
+
const indexSphere = new Sphere(pointerPosition, TOUCH_RADIUS);
|
51
|
+
const box = new Box3().setFromObject(boxObject);
|
52
|
+
return indexSphere.intersectsBox(box);
|
53
|
+
} else {
|
54
|
+
return false;
|
55
|
+
}
|
56
|
+
}
|
57
|
+
|
58
|
+
checkButton(button) {
|
59
|
+
if (this.intersectBoxObject(button)) {
|
60
|
+
button.onPress();
|
61
|
+
} else {
|
62
|
+
button.onClear();
|
63
|
+
}
|
64
|
+
|
65
|
+
if (button.isPressed()) {
|
66
|
+
button.whilePressed();
|
67
|
+
}
|
68
|
+
}
|
69
|
+
|
70
|
+
}
|
71
|
+
|
72
|
+
export { OculusHandModel };
|
@@ -0,0 +1 @@
|
|
1
|
+
"use strict";function t(t){if(t&&t.__esModule)return t;var e=Object.create(null);return t&&Object.keys(t).forEach((function(i){if("default"!==i){var s=Object.getOwnPropertyDescriptor(t,i);Object.defineProperty(e,i,s.get?s:{enumerable:!0,get:function(){return t[i]}})}})),e.default=t,Object.freeze(e)}Object.defineProperty(exports,"__esModule",{value:!0});var e=t(require("three"));const i=new e.Vector3(0,1,0),s=new e.Vector3(0,0,1);class r extends e.Object3D{constructor(t,e){super(),this.hand=t,this.controller=e,this.motionController=null,this.envMap=null,this.mesh=null,this.pointerGeometry=null,this.pointerMesh=null,this.pointerObject=null,this.pinched=!1,this.attached=!1,this.cursorObject=null,this.raycaster=null,t.addEventListener("connected",(t=>{const e=t.data;e.hand&&(this.visible=!0,this.xrInputSource=e,this.createPointer())}))}_drawVerticesRing(t,e,i){const r=e.clone();for(var o=0;o<16;o++){r.applyAxisAngle(s,2*Math.PI/16);const e=16*i+o;t[3*e]=r.x,t[3*e+1]=r.y,t[3*e+2]=r.z}}_updatePointerVertices(t){const s=this.pointerGeometry.attributes.position.array,r=new e.Vector3(.002,0,-1*(.035-t));this._drawVerticesRing(s,r,0);const o=new e.Vector3(Math.sin(110*Math.PI/180)*t,Math.cos(110*Math.PI/180)*t,0);for(var n=0;n<12;n++)this._drawVerticesRing(s,o,n+1),o.applyAxisAngle(i,110*Math.PI/180/-24);const a=new e.Vector3(0,0,-1*(.035-t));s[624]=a.x,s[625]=a.y,s[626]=a.z;const c=new e.Vector3(0,0,t);s[627]=c.x,s[628]=c.y,s[629]=c.z,this.pointerGeometry.setAttribute("position",new e.Float32BufferAttribute(s,3))}createPointer(){var t,i;const s=new Array(630).fill(0),r=[];for(this.pointerGeometry=new e.BufferGeometry,this.pointerGeometry.setAttribute("position",new e.Float32BufferAttribute(s,3)),this._updatePointerVertices(.01),t=0;t<12;t++){for(i=0;i<15;i++)r.push(16*t+i,16*t+i+1,16*(t+1)+i),r.push(16*t+i+1,16*(t+1)+i+1,16*(t+1)+i);r.push(16*(t+1)-1,16*t,16*(t+2)-1),r.push(16*t,16*(t+1),16*(t+2)-1)}for(t=0;t<15;t++)r.push(208,t+1,t),r.push(209,t+192,t+192+1);r.push(208,0,15),r.push(209,207,192);const o=new e.MeshBasicMaterial;o.transparent=!0,o.opacity=.4,this.pointerGeometry.setIndex(r),this.pointerMesh=new e.Mesh(this.pointerGeometry,o),this.pointerMesh.position.set(0,0,-.01),this.pointerObject=new e.Object3D,this.pointerObject.add(this.pointerMesh),this.raycaster=new e.Raycaster;const n=new e.SphereGeometry(.02,10,10),a=new e.MeshBasicMaterial;a.transparent=!0,a.opacity=.4,this.cursorObject=new e.Mesh(n,a),this.pointerObject.add(this.cursorObject),this.add(this.pointerObject)}_updateRaycaster(){if(this.raycaster){const t=this.pointerObject.matrixWorld,i=new e.Matrix4;i.identity().extractRotation(t),this.raycaster.ray.origin.setFromMatrixPosition(t),this.raycaster.ray.direction.set(0,0,-1).applyMatrix4(i)}}_updatePointer(){this.pointerObject.visible=this.controller.visible;const t=this.hand.joints["index-finger-tip"],e=this.hand.joints["thumb-tip"],i=t.position.distanceTo(e.position),s=t.position.clone().add(e.position).multiplyScalar(.5);this.pointerObject.position.copy(s),this.pointerObject.quaternion.copy(this.controller.quaternion),this.pinched=i<=.02;const r=(i-.01)/.04,o=(i-.01)/.01;if(r>1)this._updatePointerVertices(.01),this.pointerMesh.position.set(0,0,-.01),this.pointerMesh.material.opacity=.4;else if(r>0){const t=.007*r+.003;this._updatePointerVertices(t),o<1?(this.pointerMesh.position.set(0,0,-1*t-.02*(1-o)),this.pointerMesh.material.opacity=.4+.6*(1-o)):(this.pointerMesh.position.set(0,0,-1*t),this.pointerMesh.material.opacity=.4)}else this._updatePointerVertices(.003),this.pointerMesh.position.set(0,0,-.023),this.pointerMesh.material.opacity=1;this.cursorObject.material.opacity=this.pointerMesh.material.opacity}updateMatrixWorld(t){super.updateMatrixWorld(t),this.pointerGeometry&&(this._updatePointer(),this._updateRaycaster())}isPinched(){return this.pinched}setAttached(t){this.attached=t}isAttached(){return this.attached}intersectObject(t,e=!0){if(this.raycaster)return this.raycaster.intersectObject(t,e)}intersectObjects(t,e=!0){if(this.raycaster)return this.raycaster.intersectObjects(t,e)}checkIntersections(t,i=!1){if(this.raycaster&&!this.attached){const s=this.raycaster.intersectObjects(t,i),r=new e.Vector3(0,0,-1);if(s.length>0){const t=s[0].distance;this.cursorObject.position.copy(r.multiplyScalar(t))}else this.cursorObject.position.copy(r.multiplyScalar(1.5))}}setCursor(t){const i=new e.Vector3(0,0,-1);this.raycaster&&!this.attached&&this.cursorObject.position.copy(i.multiplyScalar(t))}}exports.OculusHandPointerModel=r;
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import {
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BufferGeometry,
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Intersection,
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4
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Mesh,
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MeshBasicMaterial,
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Object3D,
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Raycaster,
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SphereBufferGeometry,
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Texture,
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Vector3,
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} from 'three';
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export class OculusHandPointerModel extends Object3D {
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hand: Object3D;
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controller: Object3D;
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motionController: Object3D | null;
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envMap: Texture | null;
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mesh: Mesh | null;
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pointerGeometry: BufferGeometry | null;
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pointerMesh: Mesh<BufferGeometry, MeshBasicMaterial> | null;
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pointerObject: Object3D | null;
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pinched: boolean;
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attached: boolean;
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cursorObject: Mesh<SphereBufferGeometry, MeshBasicMaterial> | null;
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raycaster: Raycaster;
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visible: boolean;
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xrInputSource: unknown;
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constructor(hand: Object3D, controller: Object3D);
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private _drawVerticesRing(vertices: number[], baseVector: Vector3, ringIndex: number): void;
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private _updatePointerVertices(rearRadius: number): void;
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public createPointer(): void;
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private _updateRaycaster(): void;
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private _updatePointer(): void;
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public updateMatrixWorld(force?: boolean): void;
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public isPinched(): boolean;
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public setAttached(attached: boolean): void;
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public isAttached(): boolean;
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public intersectObject(object: Object3D, recursive?: boolean): Intersection[] | void;
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public intersectObjects(objects: Object3D[], recursive?: boolean): Intersection[] | void;
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public checkIntersections(objects: Object3D[], recursive?: boolean): void;
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public setCursor(distance: number): void;
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}
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