janusweb
Version:
Web client for JanusVR worlds
471 lines (395 loc) • 16.4 kB
JavaScript
(function (exports) {
'use strict';
Object.defineProperty(exports, "__esModule", {
value: true
});
var _extends = Object.assign || function (target) {
for (var i = 1; i < arguments.length; i++) {
var source = arguments[i];
for (var key in source) {
if (Object.prototype.hasOwnProperty.call(source, key)) {
target[key] = source[key];
}
}
}
return target;
};
function _classCallCheck(instance, Constructor) {
if (!(instance instanceof Constructor)) {
throw new TypeError("Cannot call a class as a function");
}
}
var _createClass = function () {
function defineProperties(target, props) {
for (var i = 0; i < props.length; i++) {
var descriptor = props[i];
descriptor.enumerable = descriptor.enumerable || false;
descriptor.configurable = true;
if ("value" in descriptor) descriptor.writable = true;
Object.defineProperty(target, descriptor.key, descriptor);
}
}
return function (Constructor, protoProps, staticProps) {
if (protoProps) defineProperties(Constructor.prototype, protoProps);
if (staticProps) defineProperties(Constructor, staticProps);
return Constructor;
};
}();
/**
* @webxr-input-profiles/motion-controllers 1.0.0 https://github.com/immersive-web/webxr-input-profiles
*/
var Constants = {
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: 0.05,
AxisTouchThreshold: 0.1,
VisualResponseProperty: Object.freeze({
TRANSFORM: 'transform',
VISIBILITY: 'visibility'
})
};
/**
* @description Static helper function to fetch a JSON file and turn it into a JS object
* @param {string} path - Path to JSON file to be fetched
*/
async function fetchJsonFile(path) {
var response = await fetch(path);
if (!response.ok) {
throw new Error(response.statusText);
} else {
return response.json();
}
}
async function fetchProfilesList(basePath) {
if (!basePath) {
throw new Error('No basePath supplied');
}
var profileListFileName = 'profilesList.json';
var profilesList = await fetchJsonFile(basePath + '/' + profileListFileName);
return profilesList;
}
async function fetchProfile(xrInputSource, basePath) {
var defaultProfile = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : null;
var getAssetPath = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : true;
if (!xrInputSource) {
throw new Error('No xrInputSource supplied');
}
if (!basePath) {
throw new Error('No basePath supplied');
}
// Get the list of profiles
var supportedProfilesList = await fetchProfilesList(basePath);
// Find the relative path to the first requested profile that is recognized
var match = void 0;
xrInputSource.profiles.some(function (profileId) {
var supportedProfile = supportedProfilesList[profileId];
if (supportedProfile) {
match = {
profileId: profileId,
profilePath: basePath + '/' + supportedProfile.path,
deprecated: !!supportedProfile.deprecated
};
}
return !!match;
});
if (!match) {
if (!defaultProfile) {
throw new Error('No matching profile name found');
}
var supportedProfile = supportedProfilesList[defaultProfile];
if (!supportedProfile) {
throw new Error('No matching profile name found and default profile "' + defaultProfile + '" missing.');
}
match = {
profileId: defaultProfile,
profilePath: basePath + '/' + supportedProfile.path,
deprecated: !!supportedProfile.deprecated
};
}
var profile = await fetchJsonFile(match.profilePath);
var assetPath = void 0;
if (getAssetPath) {
var layout = void 0;
if (xrInputSource.handedness === 'any') {
layout = profile.layouts[Object.keys(profile.layouts)[0]];
} else {
layout = profile.layouts[xrInputSource.handedness];
}
if (!layout) {
throw new Error('No matching handedness, ' + xrInputSource.handedness + ', in profile ' + match.profileId);
}
if (layout.assetPath) {
assetPath = match.profilePath.replace('profile.json', layout.assetPath);
}
}
return { profile: profile, assetPath: assetPath };
}
/** @constant {Object} */
var defaultComponentValues = {
xAxis: 0,
yAxis: 0,
button: 0,
state: Constants.ComponentState.DEFAULT
};
/**
* @description Converts an X, Y coordinate from the range -1 to 1 (as reported by the Gamepad
* API) to the range 0 to 1 (for interpolation). Also caps the X, Y values to be bounded within
* a circle. This ensures that thumbsticks are not animated outside the bounds of their physical
* range of motion and touchpads do not report touch locations off their physical bounds.
* @param {number} x The original x coordinate in the range -1 to 1
* @param {number} y The original y coordinate in the range -1 to 1
*/
function normalizeAxes() {
var x = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 0;
var y = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;
var xAxis = x;
var yAxis = y;
// Determine if the point is outside the bounds of the circle
// and, if so, place it on the edge of the circle
var hypotenuse = Math.sqrt(x * x + y * y);
if (hypotenuse > 1) {
var theta = Math.atan2(y, x);
xAxis = Math.cos(theta);
yAxis = Math.sin(theta);
}
// Scale and move the circle so values are in the interpolation range. The circle's origin moves
// from (0, 0) to (0.5, 0.5). The circle's radius scales from 1 to be 0.5.
var result = {
normalizedXAxis: xAxis * 0.5 + 0.5,
normalizedYAxis: yAxis * 0.5 + 0.5
};
return result;
}
/**
* Contains the description of how the 3D model should visually respond to a specific user input.
* This is accomplished by initializing the object with the name of a node in the 3D model and
* property that need to be modified in response to user input, the name of the nodes representing
* the allowable range of motion, and the name of the input which triggers the change. In response
* to the named input changing, this object computes the appropriate weighting to use for
* interpolating between the range of motion nodes.
*/
var VisualResponse = function () {
function VisualResponse(visualResponseDescription) {
_classCallCheck(this, VisualResponse);
this.componentProperty = visualResponseDescription.componentProperty;
this.states = visualResponseDescription.states;
this.valueNodeName = visualResponseDescription.valueNodeName;
this.valueNodeProperty = visualResponseDescription.valueNodeProperty;
if (this.valueNodeProperty === Constants.VisualResponseProperty.TRANSFORM) {
this.minNodeName = visualResponseDescription.minNodeName;
this.maxNodeName = visualResponseDescription.maxNodeName;
}
// Initializes the response's current value based on default data
this.value = 0;
this.updateFromComponent(defaultComponentValues);
}
/**
* Computes the visual response's interpolation weight based on component state
* @param {Object} componentValues - The component from which to update
* @param {number} xAxis - The reported X axis value of the component
* @param {number} yAxis - The reported Y axis value of the component
* @param {number} button - The reported value of the component's button
* @param {string} state - The component's active state
*/
_createClass(VisualResponse, [{
key: 'updateFromComponent',
value: function updateFromComponent(_ref) {
var xAxis = _ref.xAxis,
yAxis = _ref.yAxis,
button = _ref.button,
state = _ref.state;
var _normalizeAxes = normalizeAxes(xAxis, yAxis),
normalizedXAxis = _normalizeAxes.normalizedXAxis,
normalizedYAxis = _normalizeAxes.normalizedYAxis;
switch (this.componentProperty) {
case Constants.ComponentProperty.X_AXIS:
this.value = this.states.includes(state) ? normalizedXAxis : 0.5;
break;
case Constants.ComponentProperty.Y_AXIS:
this.value = this.states.includes(state) ? normalizedYAxis : 0.5;
break;
case Constants.ComponentProperty.BUTTON:
this.value = this.states.includes(state) ? button : 0;
break;
case Constants.ComponentProperty.STATE:
if (this.valueNodeProperty === Constants.VisualResponseProperty.VISIBILITY) {
this.value = this.states.includes(state);
} else {
this.value = this.states.includes(state) ? 1.0 : 0.0;
}
break;
default:
throw new Error('Unexpected visualResponse componentProperty ' + this.componentProperty);
}
}
}]);
return VisualResponse;
}();
var Component = function () {
/**
* @param {Object} componentId - Id of the component
* @param {Object} componentDescription - Description of the component to be created
*/
function Component(componentId, componentDescription) {
var _this = this;
_classCallCheck(this, Component);
if (!componentId || !componentDescription || !componentDescription.visualResponses || !componentDescription.gamepadIndices || Object.keys(componentDescription.gamepadIndices).length === 0) {
throw new Error('Invalid arguments supplied');
}
this.id = componentId;
this.type = componentDescription.type;
this.rootNodeName = componentDescription.rootNodeName;
this.touchPointNodeName = componentDescription.touchPointNodeName;
// Build all the visual responses for this component
this.visualResponses = {};
Object.keys(componentDescription.visualResponses).forEach(function (responseName) {
var visualResponse = new VisualResponse(componentDescription.visualResponses[responseName]);
_this.visualResponses[responseName] = visualResponse;
});
// Set default values
this.gamepadIndices = Object.assign({}, componentDescription.gamepadIndices);
this.values = {
state: Constants.ComponentState.DEFAULT,
button: this.gamepadIndices.button !== undefined ? 0 : undefined,
xAxis: this.gamepadIndices.xAxis !== undefined ? 0 : undefined,
yAxis: this.gamepadIndices.yAxis !== undefined ? 0 : undefined
};
}
_createClass(Component, [{
key: 'updateFromGamepad',
value: function updateFromGamepad(gamepad) {
var _this2 = this;
// Set the state to default before processing other data sources
this.values.state = Constants.ComponentState.DEFAULT;
// Get and normalize button
if (this.gamepadIndices.button !== undefined && gamepad.buttons.length > this.gamepadIndices.button) {
var gamepadButton = gamepad.buttons[this.gamepadIndices.button];
this.values.button = gamepadButton.value;
this.values.button = this.values.button < 0 ? 0 : this.values.button;
this.values.button = this.values.button > 1 ? 1 : this.values.button;
// Set the state based on the button
if (gamepadButton.pressed || this.values.button === 1) {
this.values.state = Constants.ComponentState.PRESSED;
} else if (gamepadButton.touched || this.values.button > Constants.ButtonTouchThreshold) {
this.values.state = Constants.ComponentState.TOUCHED;
}
}
// Get and normalize x axis value
if (this.gamepadIndices.xAxis !== undefined && gamepad.axes.length > this.gamepadIndices.xAxis) {
this.values.xAxis = gamepad.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;
// If the state is still default, check if the xAxis makes it touched
if (this.values.state === Constants.ComponentState.DEFAULT && Math.abs(this.values.xAxis) > Constants.AxisTouchThreshold) {
this.values.state = Constants.ComponentState.TOUCHED;
}
}
// Get and normalize Y axis value
if (this.gamepadIndices.yAxis !== undefined && gamepad.axes.length > this.gamepadIndices.yAxis) {
this.values.yAxis = gamepad.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;
// If the state is still default, check if the yAxis makes it touched
if (this.values.state === Constants.ComponentState.DEFAULT && Math.abs(this.values.yAxis) > Constants.AxisTouchThreshold) {
this.values.state = Constants.ComponentState.TOUCHED;
}
}
// Update the visual response weights based on the current component data
Object.values(this.visualResponses).forEach(function (visualResponse) {
visualResponse.updateFromComponent(_this2.values);
});
}
}, {
key: 'data',
get: function get() {
var data = _extends({ id: this.id }, this.values);
return data;
}
}]);
return Component;
}();
var MotionController = function () {
/**
* @param {Object} xrInputSource - The XRInputSource to build the MotionController around
* @param {Object} profile - The best matched profile description for the supplied xrInputSource
* @param {Object} assetUrl
*/
function MotionController(xrInputSource, profile, assetUrl) {
var _this3 = this;
_classCallCheck(this, MotionController);
if (!xrInputSource) {
throw new Error('No xrInputSource supplied');
}
if (!profile) {
throw new Error('No profile supplied');
}
this.xrInputSource = xrInputSource;
this.assetUrl = assetUrl;
this.id = profile.profileId;
// Build child components as described in the profile description
this.layoutDescription = profile.layouts[xrInputSource.handedness];
this.components = {};
Object.keys(this.layoutDescription.components).forEach(function (componentId) {
var componentDescription = _this3.layoutDescription.components[componentId];
_this3.components[componentId] = new Component(componentId, componentDescription);
});
// Initialize components based on current gamepad state
this.updateFromGamepad();
}
_createClass(MotionController, [{
key: 'updateFromGamepad',
value: function updateFromGamepad() {
var _this4 = this;
Object.values(this.components).forEach(function (component) {
component.updateFromGamepad(_this4.xrInputSource.gamepad);
});
}
}, {
key: 'gripSpace',
get: function get() {
return this.xrInputSource.gripSpace;
}
}, {
key: 'targetRaySpace',
get: function get() {
return this.xrInputSource.targetRaySpace;
}
}, {
key: 'data',
get: function get() {
var data = [];
Object.values(this.components).forEach(function (component) {
data.push(component.data);
});
return data;
}
}]);
return MotionController;
}();
exports.Constants = Constants;
exports.MotionController = MotionController;
exports.fetchProfile = fetchProfile;
exports.fetchProfilesList = fetchProfilesList;
elation.extend('janusweb.external.webxrinput', exports);
})({});