@aidinabedi/playcanvas
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PlayCanvas WebGL game engine
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<li id="nav-pc.Vec2"><a href="pc.Vec2.html">Vec2</a></li>
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<li id="nav-pc.VertexBuffer"><a href="pc.VertexBuffer.html">VertexBuffer</a></li>
<li id="nav-pc.VertexFormat"><a href="pc.VertexFormat.html">VertexFormat</a></li>
<li id="nav-pc.VertexIterator"><a href="pc.VertexIterator.html">VertexIterator</a></li>
<li id="nav-pc.VertexIteratorAccessor"><a href="pc.VertexIteratorAccessor.html">VertexIteratorAccessor</a></li>
<li id="nav-pc.XrInput"><a href="pc.XrInput.html">XrInput</a></li>
<li id="nav-pc.XrInputSource"><a href="pc.XrInputSource.html">XrInputSource</a></li>
<li id="nav-pc.XrManager"><a href="pc.XrManager.html">XrManager</a></li>
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<div class='sidebarToggle'><span></span>Class List</div>
<main class="cls">
<h1>pc.XrInputSource</h1>
<p class="extends">Extends: <a href="pc.EventHandler.html">pc.EventHandler</a></p>
<p><p>Represents an XR input source, which is any input mechanism which allows the user to perform targeted actions in the same virtual space as the viewer. Example XR input sources include, but are not limited to, handheld controllers, optically tracked hands, and gaze-based input methods that operate on the viewer's pose.</p></p>
<!-- summary -->
<h1>Summary</h1>
<!--type definitions-->
<!--static properties-->
<!--static methods-->
<!--properties-->
<h3>Properties</h3>
<table class="properties">
<tr>
<td><a href="#gamepad">gamepad</a></td><td><p>If input source has buttons, triggers, thumbstick or touchpad, then this object provides access to its states.</td>
</tr>
<tr>
<td><a href="#grip">grip</a></td><td><p>If input source can be held, then it will have node with its world transformation, that can be used to position and rotate virtual joystics based on it.</td>
</tr>
<tr>
<td><a href="#handedness">handedness</a></td><td><p>Describes which hand input source is associated with.</td>
</tr>
<tr>
<td><a href="#inputSource">inputSource</a></td><td><p>XRInputSource object that is associated with this input source.</td>
</tr>
<tr>
<td><a href="#position">position</a></td><td><p>If {pc.XrInputSource#grip} is true, then position will represent position of handheld input source in local space of XR session.</td>
</tr>
<tr>
<td><a href="#profiles">profiles</a></td><td><p>List of input profile names indicating both the prefered visual representation and behavior of the input source.</td>
</tr>
<tr>
<td><a href="#ray">ray</a></td><td><p>Ray that is calculated based on {pc.XrInputSource#targetRayMode} that can be used for interacting with virtual objects.</td>
</tr>
<tr>
<td><a href="#rotation">rotation</a></td><td><p>If {pc.XrInputSource#grip} is true, then rotation will represent rotation of handheld input source in local space of XR session.</td>
</tr>
<tr>
<td><a href="#selecting">selecting</a></td><td><p>True if input source is in active primary action between selectstart and selectend events.</td>
</tr>
<tr>
<td><a href="#targetRayMode">targetRayMode</a></td><td><p>Type of ray Input Device is based on.</td>
</tr>
</table>
<!--methods-->
<!--events-->
<h3>Events</h3>
<table class="properties">
<tr>
<td><a href="#event:remove">remove</a></td><td><p>Fired when {pc.XrInputSource} is removed.</td>
</tr>
<tr>
<td><a href="#event:select">select</a></td><td><p>Fired when input source has triggered primary action.</td>
</tr>
<tr>
<td><a href="#event:selectend">selectend</a></td><td><p>Fired when input source has ended triggerring primary action.</td>
</tr>
<tr>
<td><a href="#event:selectstart">selectstart</a></td><td><p>Fired when input source has started to trigger primary action.</td>
</tr>
</table>
<h2>Inherited</h2>
<!--inherited methods-->
<!--inherited properties-->
<!--inherited static methods-->
<h3>Methods</h3>
<table class="properties">
<tr>
<td><a href="#fire">fire</a></td><td><p>Fire an event, all additional arguments are passed on to the event listener.</td>
</tr>
<tr>
<td><a href="#hasEvent">hasEvent</a></td><td><p>Test if there are any handlers bound to an event name.</td>
</tr>
<tr>
<td><a href="#off">off</a></td><td><p>Detach an event handler from an event.</td>
</tr>
<tr>
<td><a href="#on">on</a></td><td><p>Attach an event handler to an event.</td>
</tr>
<tr>
<td><a href="#once">once</a></td><td><p>Attach an event handler to an event.</td>
</tr>
</table>
<!--inherited events-->
<h1>Details</h1>
<!--type definitions-->
<!--static members-->
<!--static methods-->
<h2>Constructor</h2>
<!-- Constructor -->
<div id="XrInputSource">
<h3 class="methodname">XrInputSource(manager, xrInputSource) <a class="font-icon" href="#XrInputSource"></a></h3>
<p><p>Represents an XR input source, which is any input mechanism which allows the user to perform targeted actions in the same virtual space as the viewer. Example XR input sources include, but are not limited to, handheld controllers, optically tracked hands, and gaze-based input methods that operate on the viewer's pose.</p></p>
<h4>Parameters</h4>
<table>
<tr>
<td>manager</td><td><a href="pc.XrManager.html">pc.XrManager</a></td><td><p>WebXR Manager.</p></td>
</tr>
<tr>
<td>xrInputSource</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>XRInputSource object that is created by WebXR API.</p></td>
</tr>
</table>
</div>
<!--properties-->
<h2>Properties</h2>
<div id="gamepad">
<span class="property"><a href="Gamepad.html">Gamepad</a>, <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Null">null</a></span><span class="property">gamepad <a class="font-icon" href="#gamepad"></a></span>
<p><p>If input source has buttons, triggers, thumbstick or touchpad, then this object provides access to its states.</p></p>
</div>
<div id="grip">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">grip <a class="font-icon" href="#grip"></a></span>
<p><p>If input source can be held, then it will have node with its world transformation, that can be used to position and rotate virtual joystics based on it.</p></p>
</div>
<div id="handedness">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></span><span class="property">handedness <a class="font-icon" href="#handedness"></a></span>
<p><p>Describes which hand input source is associated with. Can be one of the following:</p>
<ul>
<li><a href="pc.html#XRHAND_NONE">pc.XRHAND_NONE</a>: None - input source is not meant to be held in hands.</li>
<li><a href="pc.html#XRHAND_LEFT">pc.XRHAND_LEFT</a>: Left - indicates that input source is meant to be held in left hand.</li>
<li><a href="pc.html#XRHAND_RIGHT">pc.XRHAND_RIGHT</a>: Right - indicates that input source is meant to be held in right hand.</li>
</ul></p>
</div>
<div id="inputSource">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></span><span class="property">inputSource <a class="font-icon" href="#inputSource"></a></span>
<p><p>XRInputSource object that is associated with this input source.</p></p>
</div>
<div id="position">
<span class="property"><a href="pc.Vec3.html">pc.Vec3</a>, <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Null">null</a></span><span class="property">position <a class="font-icon" href="#position"></a></span>
<p><p>If {pc.XrInputSource#grip} is true, then position will represent position of handheld input source in local space of XR session.</p></p>
</div>
<div id="profiles">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string[]</a></span><span class="property">profiles <a class="font-icon" href="#profiles"></a></span>
<p><p>List of input profile names indicating both the prefered visual representation and behavior of the input source.</p></p>
</div>
<div id="ray">
<span class="property"><a href="pc.Ray.html">pc.Ray</a></span><span class="property">ray <a class="font-icon" href="#ray"></a></span>
<p><p>Ray that is calculated based on {pc.XrInputSource#targetRayMode} that can be used for interacting with virtual objects. Its origin and direction are in local space of XR session.</p></p>
</div>
<div id="rotation">
<span class="property"><a href="pc.Quat.html">pc.Quat</a>, <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Null">null</a></span><span class="property">rotation <a class="font-icon" href="#rotation"></a></span>
<p><p>If {pc.XrInputSource#grip} is true, then rotation will represent rotation of handheld input source in local space of XR session.</p></p>
</div>
<div id="selecting">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">selecting <a class="font-icon" href="#selecting"></a></span>
<p><p>True if input source is in active primary action between selectstart and selectend events.</p></p>
</div>
<div id="targetRayMode">
<span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></span><span class="property">targetRayMode <a class="font-icon" href="#targetRayMode"></a></span>
<p><p>Type of ray Input Device is based on. Can be one of the following:</p>
<ul>
<li><a href="pc.html#XRTARGETRAY_GAZE">pc.XRTARGETRAY_GAZE</a>: Gaze - indicates the target ray will originate at the viewer and follow the direction it is facing. (This is commonly referred to as a "gaze input" device in the context of head-mounted displays.)</li>
<li><a href="pc.html#XRTARGETRAY_SCREEN">pc.XRTARGETRAY_SCREEN</a>: Screen - indicates that the input source was an interaction with the canvas element associated with an inline session’s output context, such as a mouse click or touch event.</li>
<li><a href="pc.html#XRTARGETRAY_POINTER">pc.XRTARGETRAY_POINTER</a>: Tracked Pointer - indicates that the target ray originates from either a handheld device or other hand-tracking mechanism and represents that the user is using their hands or the held device for pointing.</li>
</ul></p>
</div>
<!--methods-->
<!--events-->
<h2>Events</h2>
<div id="event:remove">
<h3 class="methodname">remove <a class="font-icon" href="#event:remove"></a></h3>
<p><p>Fired when {pc.XrInputSource} is removed.</p></p>
<pre><code class="javascript">inputSource.on('remove', function () {
// input source is not available anymore
});</code></pre>
</div>
<div id="event:select">
<h3 class="methodname">select <a class="font-icon" href="#event:select"></a></h3>
<p><p>Fired when input source has triggered primary action. This could be pressing a trigger button, or touching a screen.</p></p>
<pre><code class="javascript">app.xr.input.on('select', function (evt) {
if (obj.intersectsRay(inputSource.ray)) {
// selected an object with input source
}
});</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>evt</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>XRInputSourceEvent event data from WebXR API</p></td>
</tr>
</table>
</div>
<div id="event:selectend">
<h3 class="methodname">selectend <a class="font-icon" href="#event:selectend"></a></h3>
<p><p>Fired when input source has ended triggerring primary action.</p></p>
<h4>Parameters</h4>
<table>
<tr>
<td>evt</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>XRInputSourceEvent event data from WebXR API</p></td>
</tr>
</table>
</div>
<div id="event:selectstart">
<h3 class="methodname">selectstart <a class="font-icon" href="#event:selectstart"></a></h3>
<p><p>Fired when input source has started to trigger primary action.</p></p>
<h4>Parameters</h4>
<table>
<tr>
<td>evt</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>XRInputSourceEvent event data from WebXR API</p></td>
</tr>
</table>
</div>
<h2>Inherited</h2>
<!--inherited properties-->
<!--inherited methods-->
<h2>Methods</h2>
<div id="fire">
<h3 class="methodname">fire(name, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6], [arg7], [arg8]) <a class="font-icon" href="#fire"></a></h3>
<p><p>Fire an event, all additional arguments are passed on to the event listener.</p></p>
<pre><code class="javascript">obj.fire('test', 'This is the message');</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Name of event to fire.</p></td>
</tr>
<tr>
<td>arg1</td><td><a href="#">*</a></td><td><p>First argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg2</td><td><a href="#">*</a></td><td><p>Second argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg3</td><td><a href="#">*</a></td><td><p>Third argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg4</td><td><a href="#">*</a></td><td><p>Fourth argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg5</td><td><a href="#">*</a></td><td><p>Fifth argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg6</td><td><a href="#">*</a></td><td><p>Sixth argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg7</td><td><a href="#">*</a></td><td><p>Seventh argument that is passed to the event handler.</p></td>
</tr>
<tr>
<td>arg8</td><td><a href="#">*</a></td><td><p>Eighth argument that is passed to the event handler.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<div id="hasEvent">
<h3 class="methodname">hasEvent(name) <a class="font-icon" href="#hasEvent"></a></h3>
<p><p>Test if there are any handlers bound to an event name.</p></p>
<pre><code class="javascript">obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>The name of the event to test.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a> <p>True if the object has handlers bound to the specified event name.</p>
</div>
<div id="off">
<h3 class="methodname">off([name], [callback], [scope]) <a class="font-icon" href="#off"></a></h3>
<p><p>Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event,
if scope is not provided then all events with the callback will be unbound.</p></p>
<pre><code class="javascript">var handler = function () {
};
obj.on('test', handler);
obj.off(); // Removes all events
obj.off('test'); // Removes all events called 'test'
obj.off('test', handler); // Removes all handler functions, called 'test'
obj.off('test', handler, this); // Removes all hander functions, called 'test' with scope this</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to unbind.</p></td>
</tr>
<tr>
<td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function to be unbound.</p></td>
</tr>
<tr>
<td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Scope that was used as the this when the event is fired.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<div id="on">
<h3 class="methodname">on(name, callback, [scope]) <a class="font-icon" href="#on"></a></h3>
<p><p>Attach an event handler to an event.</p></p>
<pre><code class="javascript">obj.on('test', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to bind the callback to.</p></td>
</tr>
<tr>
<td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function that is called when event is fired. Note the callback is limited to 8 arguments.</p></td>
</tr>
<tr>
<td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Object to use as 'this' when the event is fired, defaults to current this.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<div id="once">
<h3 class="methodname">once(name, callback, [scope]) <a class="font-icon" href="#once"></a></h3>
<p><p>Attach an event handler to an event. This handler will be removed after being fired once.</p></p>
<pre><code class="javascript">obj.once('test', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
obj.fire('test', 1, 2); // not going to get handled</code></pre>
<h4>Parameters</h4>
<table>
<tr>
<td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to bind the callback to.</p></td>
</tr>
<tr>
<td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function that is called when event is fired. Note the callback is limited to 8 arguments.</p></td>
</tr>
<tr>
<td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Object to use as 'this' when the event is fired, defaults to current this.</p></td>
</tr>
</table>
<h4>Returns</h4>
<a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p>
</div>
<!--inherited events-->
</main>
</div>
</body>
</html>