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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 * as THREE from 'three'; import { AFRAME_CDN_ROOT } from '../constants/index.js'; import { checkControllerPresentAndSetup, emitIfAxesChanged, onButtonEvent } from '../utils/tracked-controls.js'; var INDEX_CONTROLLER_MODEL_BASE_URL = AFRAME_CDN_ROOT + 'controllers/valve/index/valve-index-'; var INDEX_CONTROLLER_MODEL_URL = { left: INDEX_CONTROLLER_MODEL_BASE_URL + 'left.glb', right: INDEX_CONTROLLER_MODEL_BASE_URL + 'right.glb' }; var GAMEPAD_ID_PREFIX = 'valve'; var INDEX_CONTROLLER_ROTATION_OFFSET = { left: {x: 0, y: -0.05, z: 0.06}, right: {x: 0, y: -0.05, z: 0.06} }; var INDEX_CONTROLLER_POSITION_OFFSET = { left: {_x: Math.PI / 3, _y: 0, _z: 0, _order: 'XYZ'}, right: {_x: Math.PI / 3, _y: 0, _z: 0, _order: 'XYZ'} }; /** * Vive controls. * Interface with Vive controllers and map Gamepad events to controller buttons: * trackpad, trigger, grip, menu, system * Load a controller model and highlight the pressed buttons. */ export var Component = registerComponent('valve-index-controls', { schema: { hand: {default: 'left'}, buttonColor: {type: 'color', default: '#FAFAFA'}, // Off-white. buttonHighlightColor: {type: 'color', default: '#22D1EE'}, // Light blue. model: {default: true} }, after: ['tracked-controls'], mapping: { axes: { trackpad: [0, 1], thumbstick: [2, 3] }, buttons: ['trigger', 'grip', 'trackpad', 'thumbstick', 'abutton'] }, 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(); }, 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('touchend', this.onButtonTouchEnd); el.addEventListener('touchstart', this.onButtonTouchStart); el.addEventListener('model-loaded', this.onModelLoaded); el.addEventListener('axismove', this.onAxisMoved); 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('touchend', this.onButtonTouchEnd); el.removeEventListener('touchstart', this.onButtonTouchStart); el.removeEventListener('model-loaded', this.onModelLoaded); el.removeEventListener('axismove', this.onAxisMoved); this.controllerEventsActive = false; }, /** * Once OpenVR returns correct hand data in supporting browsers, we can use hand property. * var isPresent = checkControllerPresentAndSetup(this.el.sceneEl, GAMEPAD_ID_PREFIX, { hand: data.hand }); * Until then, use hardcoded index. */ checkIfControllerPresent: function () { var data = this.data; var controllerIndex = data.hand === 'right' ? 0 : data.hand === 'left' ? 1 : 2; checkControllerPresentAndSetup(this, GAMEPAD_ID_PREFIX, {index: controllerIndex, iterateControllerProfiles: true, hand: data.hand}); }, injectTrackedControls: function () { var el = this.el; var data = this.data; // If we have an OpenVR Gamepad, use the fixed mapping. el.setAttribute('tracked-controls', { idPrefix: GAMEPAD_ID_PREFIX, // Hand IDs: 1 = right, 0 = left, 2 = anything else. controller: data.hand === 'right' ? 1 : data.hand === 'left' ? 0 : 2, hand: data.hand }); this.loadModel(); }, loadModel: function () { var data = this.data; if (!data.model) { return; } this.el.setAttribute('gltf-model', '' + INDEX_CONTROLLER_MODEL_URL[data.hand] + ''); }, addControllersUpdateListener: function () { this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false); }, removeControllersUpdateListener: function () { this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false); }, onControllersUpdate: function () { 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 buttonMeshes = this.buttonMeshes; var analogValue; if (!button) { return; } if (button === 'trigger') { analogValue = evt.detail.state.value; // Update trigger rotation depending on button value. if (buttonMeshes && buttonMeshes.trigger) { buttonMeshes.trigger.rotation.x = this.triggerOriginalRotationX - analogValue * (Math.PI / 40); } } // Pass along changed event with button state, using button mapping for convenience. this.el.emit(button + 'changed', evt.detail.state); }, onModelLoaded: function (evt) { var buttonMeshes; var controllerObject3D = evt.detail.model; var self = this; if (evt.target !== this.el || !this.data.model) { return; } // Store button meshes object to be able to change their colors. buttonMeshes = this.buttonMeshes = {}; buttonMeshes.grip = { left: controllerObject3D.getObjectByName('leftgrip'), right: controllerObject3D.getObjectByName('rightgrip') }; buttonMeshes.menu = controllerObject3D.getObjectByName('menubutton'); buttonMeshes.system = controllerObject3D.getObjectByName('systembutton'); buttonMeshes.trackpad = controllerObject3D.getObjectByName('touchpad'); buttonMeshes.trigger = controllerObject3D.getObjectByName('trigger'); this.triggerOriginalRotationX = buttonMeshes.trigger.rotation.x; // Set default colors. Object.keys(buttonMeshes).forEach(function (buttonName) { self.setButtonColor(buttonName, self.data.buttonColor); }); // Offset pivot point. controllerObject3D.position.copy(INDEX_CONTROLLER_POSITION_OFFSET[this.data.hand]); controllerObject3D.rotation.copy(INDEX_CONTROLLER_ROTATION_OFFSET[this.data.hand]); this.el.emit('controllermodelready', { name: 'valve-index-controls', model: this.data.model, rayOrigin: new THREE.Vector3(0, 0, 0) }); }, onAxisMoved: function (evt) { emitIfAxesChanged(this, this.mapping.axes, evt); }, updateModel: function (buttonName, evtName) { var color; var isTouch; if (!this.data.model) { return; } isTouch = evtName.indexOf('touch') !== -1; // Don't change color for trackpad touch. if (isTouch) { return; } // Update colors. color = evtName === 'up' ? this.data.buttonColor : this.data.buttonHighlightColor; this.setButtonColor(buttonName, color); }, setButtonColor: function (buttonName, color) { // TODO: The meshes aren't set up correctly now, skipping for the moment return; } });