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397 lines
13 KiB
397 lines
13 KiB
/** |
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* @webxr-input-profiles/motion-controllers 1.0.0 https://github.com/immersive-web/webxr-input-profiles |
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*/ |
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const Constants = { |
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Handedness: Object.freeze({ |
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NONE: 'none', |
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LEFT: 'left', |
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RIGHT: 'right' |
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}), |
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ComponentState: Object.freeze({ |
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DEFAULT: 'default', |
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TOUCHED: 'touched', |
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PRESSED: 'pressed' |
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}), |
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ComponentProperty: Object.freeze({ |
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BUTTON: 'button', |
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X_AXIS: 'xAxis', |
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Y_AXIS: 'yAxis', |
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STATE: 'state' |
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}), |
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ComponentType: Object.freeze({ |
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TRIGGER: 'trigger', |
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SQUEEZE: 'squeeze', |
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TOUCHPAD: 'touchpad', |
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THUMBSTICK: 'thumbstick', |
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BUTTON: 'button' |
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}), |
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ButtonTouchThreshold: 0.05, |
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AxisTouchThreshold: 0.1, |
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VisualResponseProperty: Object.freeze({ |
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TRANSFORM: 'transform', |
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VISIBILITY: 'visibility' |
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}) |
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}; |
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/** |
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* @description Static helper function to fetch a JSON file and turn it into a JS object |
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* @param {string} path - Path to JSON file to be fetched |
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*/ |
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async function fetchJsonFile(path) { |
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const response = await fetch(path); |
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if (!response.ok) { |
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throw new Error(response.statusText); |
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} else { |
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return response.json(); |
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} |
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} |
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async function fetchProfilesList(basePath) { |
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if (!basePath) { |
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throw new Error('No basePath supplied'); |
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} |
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const profileListFileName = 'profilesList.json'; |
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const profilesList = await fetchJsonFile(`${basePath}/${profileListFileName}`); |
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return profilesList; |
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} |
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async function fetchProfile(xrInputSource, basePath, defaultProfile = null, getAssetPath = true) { |
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if (!xrInputSource) { |
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throw new Error('No xrInputSource supplied'); |
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} |
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if (!basePath) { |
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throw new Error('No basePath supplied'); |
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} |
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// Get the list of profiles |
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const supportedProfilesList = await fetchProfilesList(basePath); |
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// Find the relative path to the first requested profile that is recognized |
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let match; |
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xrInputSource.profiles.some((profileId) => { |
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const supportedProfile = supportedProfilesList[profileId]; |
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if (supportedProfile) { |
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match = { |
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profileId, |
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profilePath: `${basePath}/${supportedProfile.path}`, |
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deprecated: !!supportedProfile.deprecated |
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}; |
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} |
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return !!match; |
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}); |
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if (!match) { |
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if (!defaultProfile) { |
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throw new Error('No matching profile name found'); |
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} |
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const supportedProfile = supportedProfilesList[defaultProfile]; |
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if (!supportedProfile) { |
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throw new Error(`No matching profile name found and default profile "${defaultProfile}" missing.`); |
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} |
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match = { |
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profileId: defaultProfile, |
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profilePath: `${basePath}/${supportedProfile.path}`, |
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deprecated: !!supportedProfile.deprecated |
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}; |
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} |
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const profile = await fetchJsonFile(match.profilePath); |
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let assetPath; |
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if (getAssetPath) { |
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let layout; |
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if (xrInputSource.handedness === 'any') { |
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layout = profile.layouts[Object.keys(profile.layouts)[0]]; |
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} else { |
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layout = profile.layouts[xrInputSource.handedness]; |
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} |
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if (!layout) { |
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throw new Error( |
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`No matching handedness, ${xrInputSource.handedness}, in profile ${match.profileId}` |
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); |
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} |
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if (layout.assetPath) { |
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assetPath = match.profilePath.replace('profile.json', layout.assetPath); |
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} |
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} |
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return { profile, assetPath }; |
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} |
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/** @constant {Object} */ |
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const defaultComponentValues = { |
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xAxis: 0, |
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yAxis: 0, |
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button: 0, |
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state: Constants.ComponentState.DEFAULT |
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}; |
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/** |
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* @description Converts an X, Y coordinate from the range -1 to 1 (as reported by the Gamepad |
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* API) to the range 0 to 1 (for interpolation). Also caps the X, Y values to be bounded within |
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* a circle. This ensures that thumbsticks are not animated outside the bounds of their physical |
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* range of motion and touchpads do not report touch locations off their physical bounds. |
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* @param {number} x The original x coordinate in the range -1 to 1 |
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* @param {number} y The original y coordinate in the range -1 to 1 |
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*/ |
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function normalizeAxes(x = 0, y = 0) { |
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let xAxis = x; |
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let yAxis = y; |
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// Determine if the point is outside the bounds of the circle |
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// and, if so, place it on the edge of the circle |
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const hypotenuse = Math.sqrt((x * x) + (y * y)); |
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if (hypotenuse > 1) { |
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const theta = Math.atan2(y, x); |
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xAxis = Math.cos(theta); |
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yAxis = Math.sin(theta); |
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} |
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// Scale and move the circle so values are in the interpolation range. The circle's origin moves |
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// from (0, 0) to (0.5, 0.5). The circle's radius scales from 1 to be 0.5. |
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const result = { |
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normalizedXAxis: (xAxis * 0.5) + 0.5, |
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normalizedYAxis: (yAxis * 0.5) + 0.5 |
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}; |
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return result; |
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} |
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/** |
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* Contains the description of how the 3D model should visually respond to a specific user input. |
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* This is accomplished by initializing the object with the name of a node in the 3D model and |
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* property that need to be modified in response to user input, the name of the nodes representing |
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* the allowable range of motion, and the name of the input which triggers the change. In response |
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* to the named input changing, this object computes the appropriate weighting to use for |
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* interpolating between the range of motion nodes. |
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*/ |
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class VisualResponse { |
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constructor(visualResponseDescription) { |
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this.componentProperty = visualResponseDescription.componentProperty; |
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this.states = visualResponseDescription.states; |
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this.valueNodeName = visualResponseDescription.valueNodeName; |
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this.valueNodeProperty = visualResponseDescription.valueNodeProperty; |
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if (this.valueNodeProperty === Constants.VisualResponseProperty.TRANSFORM) { |
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this.minNodeName = visualResponseDescription.minNodeName; |
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this.maxNodeName = visualResponseDescription.maxNodeName; |
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} |
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// Initializes the response's current value based on default data |
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this.value = 0; |
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this.updateFromComponent(defaultComponentValues); |
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} |
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/** |
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* Computes the visual response's interpolation weight based on component state |
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* @param {Object} componentValues - The component from which to update |
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* @param {number} xAxis - The reported X axis value of the component |
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* @param {number} yAxis - The reported Y axis value of the component |
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* @param {number} button - The reported value of the component's button |
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* @param {string} state - The component's active state |
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*/ |
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updateFromComponent({ |
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xAxis, yAxis, button, state |
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}) { |
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const { normalizedXAxis, normalizedYAxis } = normalizeAxes(xAxis, yAxis); |
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switch (this.componentProperty) { |
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case Constants.ComponentProperty.X_AXIS: |
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this.value = (this.states.includes(state)) ? normalizedXAxis : 0.5; |
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break; |
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case Constants.ComponentProperty.Y_AXIS: |
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this.value = (this.states.includes(state)) ? normalizedYAxis : 0.5; |
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break; |
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case Constants.ComponentProperty.BUTTON: |
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this.value = (this.states.includes(state)) ? button : 0; |
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break; |
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case Constants.ComponentProperty.STATE: |
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if (this.valueNodeProperty === Constants.VisualResponseProperty.VISIBILITY) { |
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this.value = (this.states.includes(state)); |
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} else { |
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this.value = this.states.includes(state) ? 1.0 : 0.0; |
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} |
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break; |
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default: |
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throw new Error(`Unexpected visualResponse componentProperty ${this.componentProperty}`); |
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} |
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} |
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} |
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class Component { |
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/** |
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* @param {Object} componentId - Id of the component |
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* @param {Object} componentDescription - Description of the component to be created |
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*/ |
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constructor(componentId, componentDescription) { |
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if (!componentId |
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|| !componentDescription |
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|| !componentDescription.visualResponses |
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|| !componentDescription.gamepadIndices |
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|| Object.keys(componentDescription.gamepadIndices).length === 0) { |
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throw new Error('Invalid arguments supplied'); |
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} |
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this.id = componentId; |
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this.type = componentDescription.type; |
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this.rootNodeName = componentDescription.rootNodeName; |
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this.touchPointNodeName = componentDescription.touchPointNodeName; |
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// Build all the visual responses for this component |
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this.visualResponses = {}; |
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Object.keys(componentDescription.visualResponses).forEach((responseName) => { |
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const visualResponse = new VisualResponse(componentDescription.visualResponses[responseName]); |
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this.visualResponses[responseName] = visualResponse; |
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}); |
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// Set default values |
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this.gamepadIndices = Object.assign({}, componentDescription.gamepadIndices); |
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this.values = { |
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state: Constants.ComponentState.DEFAULT, |
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button: (this.gamepadIndices.button !== undefined) ? 0 : undefined, |
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xAxis: (this.gamepadIndices.xAxis !== undefined) ? 0 : undefined, |
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yAxis: (this.gamepadIndices.yAxis !== undefined) ? 0 : undefined |
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}; |
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} |
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get data() { |
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const data = { id: this.id, ...this.values }; |
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return data; |
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} |
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/** |
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* @description Poll for updated data based on current gamepad state |
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* @param {Object} gamepad - The gamepad object from which the component data should be polled |
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*/ |
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updateFromGamepad(gamepad) { |
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// Set the state to default before processing other data sources |
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this.values.state = Constants.ComponentState.DEFAULT; |
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// Get and normalize button |
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if (this.gamepadIndices.button !== undefined |
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&& gamepad.buttons.length > this.gamepadIndices.button) { |
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const gamepadButton = gamepad.buttons[this.gamepadIndices.button]; |
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this.values.button = gamepadButton.value; |
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this.values.button = (this.values.button < 0) ? 0 : this.values.button; |
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this.values.button = (this.values.button > 1) ? 1 : this.values.button; |
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// Set the state based on the button |
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if (gamepadButton.pressed || this.values.button === 1) { |
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this.values.state = Constants.ComponentState.PRESSED; |
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} else if (gamepadButton.touched || this.values.button > Constants.ButtonTouchThreshold) { |
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this.values.state = Constants.ComponentState.TOUCHED; |
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} |
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} |
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// Get and normalize x axis value |
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if (this.gamepadIndices.xAxis !== undefined |
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&& gamepad.axes.length > this.gamepadIndices.xAxis) { |
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this.values.xAxis = gamepad.axes[this.gamepadIndices.xAxis]; |
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this.values.xAxis = (this.values.xAxis < -1) ? -1 : this.values.xAxis; |
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this.values.xAxis = (this.values.xAxis > 1) ? 1 : this.values.xAxis; |
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// If the state is still default, check if the xAxis makes it touched |
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if (this.values.state === Constants.ComponentState.DEFAULT |
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&& Math.abs(this.values.xAxis) > Constants.AxisTouchThreshold) { |
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this.values.state = Constants.ComponentState.TOUCHED; |
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} |
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} |
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// Get and normalize Y axis value |
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if (this.gamepadIndices.yAxis !== undefined |
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&& gamepad.axes.length > this.gamepadIndices.yAxis) { |
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this.values.yAxis = gamepad.axes[this.gamepadIndices.yAxis]; |
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this.values.yAxis = (this.values.yAxis < -1) ? -1 : this.values.yAxis; |
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this.values.yAxis = (this.values.yAxis > 1) ? 1 : this.values.yAxis; |
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// If the state is still default, check if the yAxis makes it touched |
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if (this.values.state === Constants.ComponentState.DEFAULT |
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&& Math.abs(this.values.yAxis) > Constants.AxisTouchThreshold) { |
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this.values.state = Constants.ComponentState.TOUCHED; |
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} |
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} |
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// Update the visual response weights based on the current component data |
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Object.values(this.visualResponses).forEach((visualResponse) => { |
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visualResponse.updateFromComponent(this.values); |
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}); |
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} |
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} |
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/** |
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* @description Builds a motion controller with components and visual responses based on the |
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* supplied profile description. Data is polled from the xrInputSource's gamepad. |
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* @author Nell Waliczek / https://github.com/NellWaliczek |
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*/ |
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class MotionController { |
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/** |
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* @param {Object} xrInputSource - The XRInputSource to build the MotionController around |
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* @param {Object} profile - The best matched profile description for the supplied xrInputSource |
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* @param {Object} assetUrl |
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*/ |
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constructor(xrInputSource, profile, assetUrl) { |
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if (!xrInputSource) { |
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throw new Error('No xrInputSource supplied'); |
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} |
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if (!profile) { |
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throw new Error('No profile supplied'); |
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} |
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this.xrInputSource = xrInputSource; |
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this.assetUrl = assetUrl; |
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this.id = profile.profileId; |
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// Build child components as described in the profile description |
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this.layoutDescription = profile.layouts[xrInputSource.handedness]; |
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this.components = {}; |
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Object.keys(this.layoutDescription.components).forEach((componentId) => { |
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const componentDescription = this.layoutDescription.components[componentId]; |
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this.components[componentId] = new Component(componentId, componentDescription); |
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}); |
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// Initialize components based on current gamepad state |
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this.updateFromGamepad(); |
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} |
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get gripSpace() { |
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return this.xrInputSource.gripSpace; |
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} |
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get targetRaySpace() { |
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return this.xrInputSource.targetRaySpace; |
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} |
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/** |
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* @description Returns a subset of component data for simplified debugging |
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*/ |
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get data() { |
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const data = []; |
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Object.values(this.components).forEach((component) => { |
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data.push(component.data); |
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}); |
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return data; |
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} |
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/** |
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* @description Poll for updated data based on current gamepad state |
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*/ |
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updateFromGamepad() { |
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Object.values(this.components).forEach((component) => { |
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component.updateFromGamepad(this.xrInputSource.gamepad); |
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}); |
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} |
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} |
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export { Constants, MotionController, fetchProfile, fetchProfilesList };
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