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- import type { IDisposable, Scene } from "../../scene";
- import { WebXRControllerComponent } from "./webXRControllerComponent";
- import { Observable } from "../../Misc/observable";
- import type { AbstractMesh } from "../../Meshes/abstractMesh";
- import type { Nullable } from "../../types";
- /**
- * Handedness type in xrInput profiles. These can be used to define layouts in the Layout Map.
- */
- export type MotionControllerHandedness = "none" | "left" | "right";
- /**
- * The type of components available in motion controllers.
- * This is not the name of the component.
- */
- export type MotionControllerComponentType = "trigger" | "squeeze" | "touchpad" | "thumbstick" | "button";
- /**
- * The state of a controller component
- */
- export type MotionControllerComponentStateType = "default" | "touched" | "pressed";
- /**
- * The schema of motion controller layout.
- * No object will be initialized using this interface
- * This is used just to define the profile.
- */
- export interface IMotionControllerLayout {
- /**
- * Path to load the assets. Usually relative to the base path
- */
- assetPath: string;
- /**
- * Available components (unsorted)
- */
- components: {
- /**
- * A map of component Ids
- */
- [componentId: string]: {
- /**
- * The type of input the component outputs
- */
- type: MotionControllerComponentType;
- /**
- * The indices of this component in the gamepad object
- */
- gamepadIndices: {
- /**
- * Index of button
- */
- button?: number;
- /**
- * If available, index of x-axis
- */
- xAxis?: number;
- /**
- * If available, index of y-axis
- */
- yAxis?: number;
- };
- /**
- * The mesh's root node name
- */
- rootNodeName: string;
- /**
- * Animation definitions for this model
- */
- visualResponses: {
- [stateKey: string]: {
- /**
- * What property will be animated
- */
- componentProperty: "xAxis" | "yAxis" | "button" | "state";
- /**
- * What states influence this visual response
- */
- states: MotionControllerComponentStateType[];
- /**
- * Type of animation - movement or visibility
- */
- valueNodeProperty: "transform" | "visibility";
- /**
- * Base node name to move. Its position will be calculated according to the min and max nodes
- */
- valueNodeName?: string;
- /**
- * Minimum movement node
- */
- minNodeName?: string;
- /**
- * Max movement node
- */
- maxNodeName?: string;
- };
- };
- /**
- * If touch enabled, what is the name of node to display user feedback
- */
- touchPointNodeName?: string;
- };
- };
- /**
- * Is it xr standard mapping or not
- */
- gamepadMapping: "" | "xr-standard";
- /**
- * Base root node of this entire model
- */
- rootNodeName: string;
- /**
- * Defines the main button component id
- */
- selectComponentId: string;
- }
- /**
- * A definition for the layout map in the input profile
- */
- export interface IMotionControllerLayoutMap {
- /**
- * Layouts with handedness type as a key
- */
- [handedness: string]: IMotionControllerLayout;
- }
- /**
- * The XR Input profile schema
- * Profiles can be found here:
- * https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/registry/profiles
- */
- export interface IMotionControllerProfile {
- /**
- * fallback profiles for this profileId
- */
- fallbackProfileIds: string[];
- /**
- * The layout map, with handedness as key
- */
- layouts: IMotionControllerLayoutMap;
- /**
- * The id of this profile
- * correlates to the profile(s) in the xrInput.profiles array
- */
- profileId: string;
- }
- /**
- * A helper-interface for the 3 meshes needed for controller button animation
- * The meshes are provided to the _lerpButtonTransform function to calculate the current position of the value mesh
- */
- export interface IMotionControllerButtonMeshMap {
- /**
- * the mesh that defines the pressed value mesh position.
- * This is used to find the max-position of this button
- */
- pressedMesh: AbstractMesh;
- /**
- * the mesh that defines the unpressed value mesh position.
- * This is used to find the min (or initial) position of this button
- */
- unpressedMesh: AbstractMesh;
- /**
- * The mesh that will be changed when value changes
- */
- valueMesh: AbstractMesh;
- }
- /**
- * A helper-interface for the 3 meshes needed for controller axis animation.
- * This will be expanded when touchpad animations are fully supported
- * The meshes are provided to the _lerpAxisTransform function to calculate the current position of the value mesh
- */
- export interface IMotionControllerMeshMap {
- /**
- * the mesh that defines the maximum value mesh position.
- */
- maxMesh?: AbstractMesh;
- /**
- * the mesh that defines the minimum value mesh position.
- */
- minMesh?: AbstractMesh;
- /**
- * The mesh that will be changed when axis value changes
- */
- valueMesh?: AbstractMesh;
- }
- /**
- * The elements needed for change-detection of the gamepad objects in motion controllers
- */
- export interface IMinimalMotionControllerObject {
- /**
- * Available axes of this controller
- */
- axes: number[];
- /**
- * An array of available buttons
- */
- buttons: Array<{
- /**
- * Value of the button/trigger
- */
- value: number;
- /**
- * If the button/trigger is currently touched
- */
- touched: boolean;
- /**
- * If the button/trigger is currently pressed
- */
- pressed: boolean;
- }>;
- /**
- * EXPERIMENTAL haptic support.
- */
- hapticActuators?: Array<{
- pulse: (value: number, duration: number) => Promise<boolean>;
- }>;
- }
- /**
- * An Abstract Motion controller
- * This class receives an xrInput and a profile layout and uses those to initialize the components
- * Each component has an observable to check for changes in value and state
- */
- export declare abstract class WebXRAbstractMotionController implements IDisposable {
- protected scene: Scene;
- protected layout: IMotionControllerLayout;
- /**
- * The gamepad object correlating to this controller
- */
- gamepadObject: IMinimalMotionControllerObject;
- /**
- * handedness (left/right/none) of this controller
- */
- handedness: MotionControllerHandedness;
- /**
- * @internal
- */
- _doNotLoadControllerMesh: boolean;
- private _controllerCache?;
- private _initComponent;
- private _modelReady;
- /**
- * A map of components (WebXRControllerComponent) in this motion controller
- * Components have a ComponentType and can also have both button and axis definitions
- */
- readonly components: {
- [id: string]: WebXRControllerComponent;
- };
- /**
- * Disable the model's animation. Can be set at any time.
- */
- disableAnimation: boolean;
- /**
- * Observers registered here will be triggered when the model of this controller is done loading
- */
- onModelLoadedObservable: Observable<WebXRAbstractMotionController>;
- /**
- * The profile id of this motion controller
- */
- abstract profileId: string;
- /**
- * The root mesh of the model. It is null if the model was not yet initialized
- */
- rootMesh: Nullable<AbstractMesh>;
- /**
- * constructs a new abstract motion controller
- * @param scene the scene to which the model of the controller will be added
- * @param layout The profile layout to load
- * @param gamepadObject The gamepad object correlating to this controller
- * @param handedness handedness (left/right/none) of this controller
- * @param _doNotLoadControllerMesh set this flag to ignore the mesh loading
- * @param _controllerCache a cache holding controller models already loaded in this session
- */
- constructor(scene: Scene, layout: IMotionControllerLayout,
- /**
- * The gamepad object correlating to this controller
- */
- gamepadObject: IMinimalMotionControllerObject,
- /**
- * handedness (left/right/none) of this controller
- */
- handedness: MotionControllerHandedness,
- /**
- * @internal
- */
- _doNotLoadControllerMesh?: boolean, _controllerCache?: {
- filename: string;
- path: string;
- meshes: AbstractMesh[];
- }[] | undefined);
- /**
- * Dispose this controller, the model mesh and all its components
- */
- dispose(): void;
- /**
- * Returns all components of specific type
- * @param type the type to search for
- * @returns an array of components with this type
- */
- getAllComponentsOfType(type: MotionControllerComponentType): WebXRControllerComponent[];
- /**
- * get a component based an its component id as defined in layout.components
- * @param id the id of the component
- * @returns the component correlates to the id or undefined if not found
- */
- getComponent(id: string): WebXRControllerComponent;
- /**
- * Get the list of components available in this motion controller
- * @returns an array of strings correlating to available components
- */
- getComponentIds(): string[];
- /**
- * Get the first component of specific type
- * @param type type of component to find
- * @returns a controller component or null if not found
- */
- getComponentOfType(type: MotionControllerComponentType): Nullable<WebXRControllerComponent>;
- /**
- * Get the main (Select) component of this controller as defined in the layout
- * @returns the main component of this controller
- */
- getMainComponent(): WebXRControllerComponent;
- /**
- * Loads the model correlating to this controller
- * When the mesh is loaded, the onModelLoadedObservable will be triggered
- * @returns A promise fulfilled with the result of the model loading
- */
- loadModel(): Promise<boolean>;
- /**
- * Update this model using the current XRFrame
- * @param xrFrame the current xr frame to use and update the model
- */
- updateFromXRFrame(xrFrame: XRFrame): void;
- /**
- * Backwards compatibility due to a deeply-integrated typo
- */
- get handness(): MotionControllerHandedness;
- /**
- * Pulse (vibrate) this controller
- * If the controller does not support pulses, this function will fail silently and return Promise<false> directly after called
- * Consecutive calls to this function will cancel the last pulse call
- *
- * @param value the strength of the pulse in 0.0...1.0 range
- * @param duration Duration of the pulse in milliseconds
- * @param hapticActuatorIndex optional index of actuator (will usually be 0)
- * @returns a promise that will send true when the pulse has ended and false if the device doesn't support pulse or an error accrued
- */
- pulse(value: number, duration: number, hapticActuatorIndex?: number): Promise<boolean>;
- protected _getChildByName(node: AbstractMesh, name: string): AbstractMesh | undefined;
- protected _getImmediateChildByName(node: AbstractMesh, name: string): AbstractMesh | undefined;
- /**
- * Moves the axis on the controller mesh based on its current state
- * @param axisMap
- * @param axisValue the value of the axis which determines the meshes new position
- * @internal
- */
- protected _lerpTransform(axisMap: IMotionControllerMeshMap, axisValue: number, fixValueCoordinates?: boolean): void;
- /**
- * Update the model itself with the current frame data
- * @param xrFrame the frame to use for updating the model mesh
- */
- protected updateModel(xrFrame: XRFrame): void;
- /**
- * Get the filename and path for this controller's model
- * @returns a map of filename and path
- */
- protected abstract _getFilenameAndPath(): {
- filename: string;
- path: string;
- };
- /**
- * This function is called before the mesh is loaded. It checks for loading constraints.
- * For example, this function can check if the GLB loader is available
- * If this function returns false, the generic controller will be loaded instead
- * @returns Is the client ready to load the mesh
- */
- protected abstract _getModelLoadingConstraints(): boolean;
- /**
- * This function will be called after the model was successfully loaded and can be used
- * for mesh transformations before it is available for the user
- * @param meshes the loaded meshes
- */
- protected abstract _processLoadedModel(meshes: AbstractMesh[]): void;
- /**
- * Set the root mesh for this controller. Important for the WebXR controller class
- * @param meshes the loaded meshes
- */
- protected abstract _setRootMesh(meshes: AbstractMesh[]): void;
- /**
- * A function executed each frame that updates the mesh (if needed)
- * @param xrFrame the current xrFrame
- */
- protected abstract _updateModel(xrFrame: XRFrame): void;
- private _getGenericFilenameAndPath;
- private _getGenericParentMesh;
- }
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