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janusweb

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(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); })({});