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aframe

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A web framework for building virtual reality experiences.

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import { registerComponent } from '../core/component.js'; import { AFRAME_CDN_ROOT } from '../constants/index.js'; import { checkControllerPresentAndSetup, emitIfAxesChanged, onButtonEvent } from '../utils/tracked-controls.js'; // See Profiles Registry: // https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/registry // TODO: Add a more robust system for deriving gamepad name. var GAMEPAD_ID_PREFIX = 'magicleap'; var GAMEPAD_ID_SUFFIX = '-one'; var GAMEPAD_ID_COMPOSITE = GAMEPAD_ID_PREFIX + GAMEPAD_ID_SUFFIX; var MAGICLEAP_CONTROLLER_MODEL_GLB_URL = AFRAME_CDN_ROOT + 'controllers/magicleap/magicleap-one-controller.glb'; /** * Button IDs: * 0 - trigger * 1 - grip * 2 - touchpad * 3 - menu (never dispatched on this layer) * * Axis: * 0 - touchpad x axis * 1 - touchpad y axis */ var INPUT_MAPPING_WEBXR = { axes: {touchpad: [0, 1]}, buttons: ['trigger', 'grip', 'touchpad', 'menu'] }; /** * Magic Leap Controls * Interface with Magic Leap control and map Gamepad events to controller * buttons: trigger, grip, touchpad, and menu. * Load a controller model. */ export var Component = registerComponent('magicleap-controls', { schema: { hand: {default: 'none'}, model: {default: true} }, mapping: INPUT_MAPPING_WEBXR, init: function () { var self = this; this.controllerPresent = false; this.onButtonChanged = this.onButtonChanged.bind(this); this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); }; this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); }; this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); }; this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); }; this.previousButtonValues = {}; this.bindMethods(); }, update: function () { var data = this.data; this.controllerIndex = data.hand === 'right' ? 0 : data.hand === 'left' ? 1 : 2; }, play: function () { this.checkIfControllerPresent(); this.addControllersUpdateListener(); }, pause: function () { this.removeEventListeners(); this.removeControllersUpdateListener(); }, bindMethods: function () { this.onModelLoaded = this.onModelLoaded.bind(this); this.onControllersUpdate = this.onControllersUpdate.bind(this); this.checkIfControllerPresent = this.checkIfControllerPresent.bind(this); this.removeControllersUpdateListener = this.removeControllersUpdateListener.bind(this); this.onAxisMoved = this.onAxisMoved.bind(this); }, addEventListeners: function () { var el = this.el; el.addEventListener('buttonchanged', this.onButtonChanged); el.addEventListener('buttondown', this.onButtonDown); el.addEventListener('buttonup', this.onButtonUp); el.addEventListener('touchstart', this.onButtonTouchStart); el.addEventListener('touchend', this.onButtonTouchEnd); el.addEventListener('axismove', this.onAxisMoved); el.addEventListener('model-loaded', this.onModelLoaded); this.controllerEventsActive = true; }, removeEventListeners: function () { var el = this.el; el.removeEventListener('buttonchanged', this.onButtonChanged); el.removeEventListener('buttondown', this.onButtonDown); el.removeEventListener('buttonup', this.onButtonUp); el.removeEventListener('touchstart', this.onButtonTouchStart); el.removeEventListener('touchend', this.onButtonTouchEnd); el.removeEventListener('axismove', this.onAxisMoved); el.removeEventListener('model-loaded', this.onModelLoaded); this.controllerEventsActive = false; }, checkIfControllerPresent: function () { var data = this.data; checkControllerPresentAndSetup(this, GAMEPAD_ID_COMPOSITE, {index: this.controllerIndex, hand: data.hand}); }, injectTrackedControls: function () { var el = this.el; var data = this.data; el.setAttribute('tracked-controls', { // TODO: verify expected behavior between reserved prefixes. idPrefix: GAMEPAD_ID_COMPOSITE, hand: data.hand, controller: this.controllerIndex }); // Load model. if (!this.data.model) { return; } this.el.setAttribute('gltf-model', MAGICLEAP_CONTROLLER_MODEL_GLB_URL); }, addControllersUpdateListener: function () { this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false); }, removeControllersUpdateListener: function () { this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false); }, onControllersUpdate: function () { // Note that due to gamepadconnected event propagation issues, we don't rely on events. this.checkIfControllerPresent(); }, /** * Rotate the trigger button based on how hard the trigger is pressed. */ onButtonChanged: function (evt) { var button = this.mapping.buttons[evt.detail.id]; var analogValue; if (!button) { return; } if (button === 'trigger') { analogValue = evt.detail.state.value; console.log('analog value of trigger press: ' + analogValue); } // Pass along changed event with button state, using button mapping for convenience. this.el.emit(button + 'changed', evt.detail.state); }, onModelLoaded: function (evt) { var controllerObject3D = evt.detail.model; // our glb scale is too large. controllerObject3D.scale.set(0.01, 0.01, 0.01); }, onAxisMoved: function (evt) { emitIfAxesChanged(this, this.mapping.axes, evt); }, updateModel: function (buttonName, evtName) {}, setButtonColor: function (buttonName, color) {} });