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magicleap-controls.js
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import { registerComponent } from '../core/component.js';
import { AFRAME_CDN_ROOT } from '../constants/index.js';
import { checkControllerPresentAndSetup, emitIfAxesChanged, onButtonEvent } from '../utils/tracked-controls.js';
// See Profiles Registry:
// https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/registry
// TODO: Add a more robust system for deriving gamepad name.
var GAMEPAD_ID_PREFIX = 'magicleap';
var GAMEPAD_ID_SUFFIX = '-one';
var GAMEPAD_ID_COMPOSITE = GAMEPAD_ID_PREFIX + GAMEPAD_ID_SUFFIX;
var MAGICLEAP_CONTROLLER_MODEL_GLB_URL = AFRAME_CDN_ROOT + 'controllers/magicleap/magicleap-one-controller.glb';
/**
* Button IDs:
* 0 - trigger
* 1 - grip
* 2 - touchpad
* 3 - menu (never dispatched on this layer)
*
* Axis:
* 0 - touchpad x axis
* 1 - touchpad y axis
*/
var INPUT_MAPPING_WEBXR = {
axes: {touchpad: [0, 1]},
buttons: ['trigger', 'grip', 'touchpad', 'menu']
};
/**
* Magic Leap Controls
* Interface with Magic Leap control and map Gamepad events to controller
* buttons: trigger, grip, touchpad, and menu.
* Load a controller model.
*/
export var Component = registerComponent('magicleap-controls', {
schema: {
hand: {default: 'none'},
model: {default: true}
},
mapping: INPUT_MAPPING_WEBXR,
init: function () {
var self = this;
this.controllerPresent = false;
this.onButtonChanged = this.onButtonChanged.bind(this);
this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); };
this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); };
this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); };
this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); };
this.previousButtonValues = {};
this.bindMethods();
},
update: function () {
var data = this.data;
this.controllerIndex = data.hand === 'right' ? 0 : data.hand === 'left' ? 1 : 2;
},
play: function () {
this.checkIfControllerPresent();
this.addControllersUpdateListener();
},
pause: function () {
this.removeEventListeners();
this.removeControllersUpdateListener();
},
bindMethods: function () {
this.onModelLoaded = this.onModelLoaded.bind(this);
this.onControllersUpdate = this.onControllersUpdate.bind(this);
this.checkIfControllerPresent = this.checkIfControllerPresent.bind(this);
this.removeControllersUpdateListener = this.removeControllersUpdateListener.bind(this);
this.onAxisMoved = this.onAxisMoved.bind(this);
},
addEventListeners: function () {
var el = this.el;
el.addEventListener('buttonchanged', this.onButtonChanged);
el.addEventListener('buttondown', this.onButtonDown);
el.addEventListener('buttonup', this.onButtonUp);
el.addEventListener('touchstart', this.onButtonTouchStart);
el.addEventListener('touchend', this.onButtonTouchEnd);
el.addEventListener('axismove', this.onAxisMoved);
el.addEventListener('model-loaded', this.onModelLoaded);
this.controllerEventsActive = true;
},
removeEventListeners: function () {
var el = this.el;
el.removeEventListener('buttonchanged', this.onButtonChanged);
el.removeEventListener('buttondown', this.onButtonDown);
el.removeEventListener('buttonup', this.onButtonUp);
el.removeEventListener('touchstart', this.onButtonTouchStart);
el.removeEventListener('touchend', this.onButtonTouchEnd);
el.removeEventListener('axismove', this.onAxisMoved);
el.removeEventListener('model-loaded', this.onModelLoaded);
this.controllerEventsActive = false;
},
checkIfControllerPresent: function () {
var data = this.data;
checkControllerPresentAndSetup(this, GAMEPAD_ID_COMPOSITE,
{index: this.controllerIndex, hand: data.hand});
},
injectTrackedControls: function () {
var el = this.el;
var data = this.data;
el.setAttribute('tracked-controls', {
// TODO: verify expected behavior between reserved prefixes.
idPrefix: GAMEPAD_ID_COMPOSITE,
hand: data.hand,
controller: this.controllerIndex
});
// Load model.
if (!this.data.model) { return; }
this.el.setAttribute('gltf-model', MAGICLEAP_CONTROLLER_MODEL_GLB_URL);
},
addControllersUpdateListener: function () {
this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false);
},
removeControllersUpdateListener: function () {
this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false);
},
onControllersUpdate: function () {
// Note that due to gamepadconnected event propagation issues, we don't rely on events.
this.checkIfControllerPresent();
},
/**
* Rotate the trigger button based on how hard the trigger is pressed.
*/
onButtonChanged: function (evt) {
var button = this.mapping.buttons[evt.detail.id];
var analogValue;
if (!button) { return; }
if (button === 'trigger') {
analogValue = evt.detail.state.value;
console.log('analog value of trigger press: ' + analogValue);
}
// Pass along changed event with button state, using button mapping for convenience.
this.el.emit(button + 'changed', evt.detail.state);
},
onModelLoaded: function (evt) {
var controllerObject3D = evt.detail.model;
// our glb scale is too large.
controllerObject3D.scale.set(0.01, 0.01, 0.01);
},
onAxisMoved: function (evt) {
emitIfAxesChanged(this, this.mapping.axes, evt);
},
updateModel: function (buttonName, evtName) {},
setButtonColor: function (buttonName, color) {}
});