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- import { WebXRGenericTriggerMotionController } from "./webXRGenericMotionController.js";
- import { Tools } from "../../Misc/tools.js";
- import { WebXRProfiledMotionController } from "./webXRProfiledMotionController.js";
- /**
- * The MotionController Manager manages all registered motion controllers and loads the right one when needed.
- *
- * When this repository is complete: https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/assets
- * it should be replaced with auto-loaded controllers.
- *
- * When using a model try to stay as generic as possible. Eventually there will be no need in any of the controller classes
- */
- const controllerCache = [];
- /**
- * Motion controller manager is managing the different webxr profiles and makes sure the right
- * controller is being loaded.
- */
- export class WebXRMotionControllerManager {
- /**
- * Clear the cache used for profile loading and reload when requested again
- */
- static ClearProfilesCache() {
- this._ProfilesList = null;
- this._ProfileLoadingPromises = {};
- }
- /**
- * Register the default fallbacks.
- * This function is called automatically when this file is imported.
- */
- static DefaultFallbacks() {
- this.RegisterFallbacksForProfileId("google-daydream", ["generic-touchpad"]);
- this.RegisterFallbacksForProfileId("htc-vive-focus", ["generic-trigger-touchpad"]);
- this.RegisterFallbacksForProfileId("htc-vive", ["generic-trigger-squeeze-touchpad"]);
- this.RegisterFallbacksForProfileId("magicleap-one", ["generic-trigger-squeeze-touchpad"]);
- this.RegisterFallbacksForProfileId("windows-mixed-reality", ["generic-trigger-squeeze-touchpad-thumbstick"]);
- this.RegisterFallbacksForProfileId("microsoft-mixed-reality", ["windows-mixed-reality", "generic-trigger-squeeze-touchpad-thumbstick"]);
- this.RegisterFallbacksForProfileId("oculus-go", ["generic-trigger-touchpad"]);
- this.RegisterFallbacksForProfileId("oculus-touch-v2", ["oculus-touch", "generic-trigger-squeeze-thumbstick"]);
- this.RegisterFallbacksForProfileId("oculus-touch", ["generic-trigger-squeeze-thumbstick"]);
- this.RegisterFallbacksForProfileId("samsung-gearvr", ["windows-mixed-reality", "generic-trigger-squeeze-touchpad-thumbstick"]);
- this.RegisterFallbacksForProfileId("samsung-odyssey", ["generic-touchpad"]);
- this.RegisterFallbacksForProfileId("valve-index", ["generic-trigger-squeeze-touchpad-thumbstick"]);
- this.RegisterFallbacksForProfileId("generic-hand-select", ["generic-trigger"]);
- }
- /**
- * Find a fallback profile if the profile was not found. There are a few predefined generic profiles.
- * @param profileId the profile to which a fallback needs to be found
- * @returns an array with corresponding fallback profiles
- */
- static FindFallbackWithProfileId(profileId) {
- const returnArray = this._Fallbacks[profileId] || [];
- returnArray.unshift(profileId);
- return returnArray;
- }
- /**
- * When acquiring a new xrInput object (usually by the WebXRInput class), match it with the correct profile.
- * The order of search:
- *
- * 1) Iterate the profiles array of the xr input and try finding a corresponding motion controller
- * 2) (If not found) search in the gamepad id and try using it (legacy versions only)
- * 3) search for registered fallbacks (should be redundant, nonetheless it makes sense to check)
- * 4) return the generic trigger controller if none were found
- *
- * @param xrInput the xrInput to which a new controller is initialized
- * @param scene the scene to which the model will be added
- * @param forceProfile force a certain profile for this controller
- * @returns A promise that fulfils with the motion controller class for this profile id or the generic standard class if none was found
- */
- static GetMotionControllerWithXRInput(xrInput, scene, forceProfile) {
- const profileArray = [];
- if (forceProfile) {
- profileArray.push(forceProfile);
- }
- profileArray.push(...(xrInput.profiles || []));
- // emulator support
- if (profileArray.length && !profileArray[0]) {
- // remove the first "undefined" that the emulator is adding
- profileArray.pop();
- }
- // legacy support - try using the gamepad id
- if (xrInput.gamepad && xrInput.gamepad.id) {
- switch (xrInput.gamepad.id) {
- case xrInput.gamepad.id.match(/oculus touch/gi) ? xrInput.gamepad.id : undefined:
- // oculus in gamepad id
- profileArray.push("oculus-touch-v2");
- break;
- }
- }
- // make sure microsoft/windows mixed reality works correctly
- const windowsMRIdx = profileArray.indexOf("windows-mixed-reality");
- if (windowsMRIdx !== -1) {
- profileArray.splice(windowsMRIdx, 0, "microsoft-mixed-reality");
- }
- if (!profileArray.length) {
- profileArray.push("generic-trigger");
- }
- if (this.UseOnlineRepository) {
- const firstFunction = this.PrioritizeOnlineRepository ? this._LoadProfileFromRepository : this._LoadProfilesFromAvailableControllers;
- const secondFunction = this.PrioritizeOnlineRepository ? this._LoadProfilesFromAvailableControllers : this._LoadProfileFromRepository;
- return firstFunction.call(this, profileArray, xrInput, scene).catch(() => {
- return secondFunction.call(this, profileArray, xrInput, scene);
- });
- }
- else {
- // use only available functions
- return this._LoadProfilesFromAvailableControllers(profileArray, xrInput, scene);
- }
- }
- /**
- * Register a new controller based on its profile. This function will be called by the controller classes themselves.
- *
- * If you are missing a profile, make sure it is imported in your source, otherwise it will not register.
- *
- * @param type the profile type to register
- * @param constructFunction the function to be called when loading this profile
- */
- static RegisterController(type, constructFunction) {
- this._AvailableControllers[type] = constructFunction;
- }
- /**
- * Register a fallback to a specific profile.
- * @param profileId the profileId that will receive the fallbacks
- * @param fallbacks A list of fallback profiles
- */
- static RegisterFallbacksForProfileId(profileId, fallbacks) {
- if (this._Fallbacks[profileId]) {
- this._Fallbacks[profileId].push(...fallbacks);
- }
- else {
- this._Fallbacks[profileId] = fallbacks;
- }
- }
- /**
- * Will update the list of profiles available in the repository
- * @returns a promise that resolves to a map of profiles available online
- */
- static UpdateProfilesList() {
- this._ProfilesList = Tools.LoadFileAsync(this.BaseRepositoryUrl + "/profiles/profilesList.json", false).then((data) => {
- return JSON.parse(data);
- });
- return this._ProfilesList;
- }
- /**
- * Clear the controller's cache (usually happens at the end of a session)
- */
- static ClearControllerCache() {
- controllerCache.forEach((cacheItem) => {
- cacheItem.meshes.forEach((mesh) => {
- mesh.dispose(false, true);
- });
- });
- controllerCache.length = 0;
- }
- static _LoadProfileFromRepository(profileArray, xrInput, scene) {
- return Promise.resolve()
- .then(() => {
- if (!this._ProfilesList) {
- return this.UpdateProfilesList();
- }
- else {
- return this._ProfilesList;
- }
- })
- .then((profilesList) => {
- // load the right profile
- for (let i = 0; i < profileArray.length; ++i) {
- // defensive
- if (!profileArray[i]) {
- continue;
- }
- if (profilesList[profileArray[i]]) {
- return profileArray[i];
- }
- }
- throw new Error(`neither controller ${profileArray[0]} nor all fallbacks were found in the repository,`);
- })
- .then((profileToLoad) => {
- // load the profile
- if (!this._ProfileLoadingPromises[profileToLoad]) {
- this._ProfileLoadingPromises[profileToLoad] = Tools.LoadFileAsync(`${this.BaseRepositoryUrl}/profiles/${profileToLoad}/profile.json`, false).then((data) => JSON.parse(data));
- }
- return this._ProfileLoadingPromises[profileToLoad];
- })
- .then((profile) => {
- return new WebXRProfiledMotionController(scene, xrInput, profile, this.BaseRepositoryUrl, this.DisableControllerCache ? undefined : controllerCache);
- });
- }
- static _LoadProfilesFromAvailableControllers(profileArray, xrInput, scene) {
- // check fallbacks
- for (let i = 0; i < profileArray.length; ++i) {
- // defensive
- if (!profileArray[i]) {
- continue;
- }
- const fallbacks = this.FindFallbackWithProfileId(profileArray[i]);
- for (let j = 0; j < fallbacks.length; ++j) {
- const constructionFunction = this._AvailableControllers[fallbacks[j]];
- if (constructionFunction) {
- return Promise.resolve(constructionFunction(xrInput, scene));
- }
- }
- }
- throw new Error(`no controller requested was found in the available controllers list`);
- }
- }
- WebXRMotionControllerManager._AvailableControllers = {};
- WebXRMotionControllerManager._Fallbacks = {};
- // cache for loading
- WebXRMotionControllerManager._ProfileLoadingPromises = {};
- /**
- * The base URL of the online controller repository. Can be changed at any time.
- */
- WebXRMotionControllerManager.BaseRepositoryUrl = "https://immersive-web.github.io/webxr-input-profiles/packages/viewer/dist";
- /**
- * Which repository gets priority - local or online
- */
- WebXRMotionControllerManager.PrioritizeOnlineRepository = true;
- /**
- * Use the online repository, or use only locally-defined controllers
- */
- WebXRMotionControllerManager.UseOnlineRepository = true;
- /**
- * Disable the controller cache and load the models each time a new WebXRProfileMotionController is loaded.
- * Defaults to true.
- */
- WebXRMotionControllerManager.DisableControllerCache = true;
- // register the generic profile(s) here so we will at least have them
- WebXRMotionControllerManager.RegisterController(WebXRGenericTriggerMotionController.ProfileId, (xrInput, scene) => {
- return new WebXRGenericTriggerMotionController(scene, xrInput.gamepad, xrInput.handedness);
- });
- // register fallbacks
- WebXRMotionControllerManager.DefaultFallbacks();
- //# sourceMappingURL=webXRMotionControllerManager.js.map
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