📄 XRControllerModelFactory.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 6 |
🧱 Classes | 2 |
📦 Imports | 8 |
📊 Variables & Constants | 9 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/webxr/XRControllerModelFactory.js
📦 Imports¶
Name | Source |
---|---|
Mesh |
three |
MeshBasicMaterial |
three |
Object3D |
three |
SphereGeometry |
three |
GLTFLoader |
../loaders/GLTFLoader.js |
MotionControllerConstants |
../libs/motion-controllers.module.js |
fetchProfile |
../libs/motion-controllers.module.js |
MotionController |
../libs/motion-controllers.module.js |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
DEFAULT_PROFILES_PATH |
"https://cdn.jsdelivr.net/npm/@webxr-... |
let/var | 'https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0/dist/profiles' |
✗ |
DEFAULT_PROFILE |
"generic-trigger" |
let/var | 'generic-trigger' |
✗ |
sphereGeometry |
any |
let/var | new SphereGeometry( 0.001 ) |
✗ |
material |
any |
let/var | new MeshBasicMaterial( { color: 0x0000FF } ) |
✗ |
sphere |
any |
let/var | new Mesh( sphereGeometry, material ) |
✗ |
controllerModel |
XRControllerModel |
let/var | new XRControllerModel() |
✗ |
scene |
any |
let/var | null |
✗ |
xrInputSource |
any |
let/var | event.data |
✗ |
cachedAsset |
any |
let/var | this._assetCache[ controllerModel.motionController.assetUrl ] |
✗ |
Functions¶
XRControllerModel.setEnvironmentMap(envMap: Texture): XRControllerModel
¶
JSDoc:
/**
* Sets an environment map that is applied to the controller model.
*
* @param {?Texture} envMap - The environment map to apply.
* @return {XRControllerModel} A reference to this instance.
*/
Parameters:
envMap
Texture
Returns: XRControllerModel
Calls:
this.traverse
Code
XRControllerModel.updateMatrixWorld(force: boolean): void
¶
JSDoc:
/**
* Overwritten with a custom implementation. Polls data from the XRInputSource and updates the
* model's components to match the real world data.
*
* @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
* when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
*/
Parameters:
force
boolean
Returns: void
Calls:
super.updateMatrixWorld
this.motionController.updateFromGamepad
Object.values( this.motionController.components ).forEach
Object.values( component.visualResponses ).forEach
valueNode.quaternion.slerpQuaternions
valueNode.position.lerpVectors
Internal Comments:
// Cause the MotionController to poll the Gamepad for data (x5)
// Update the 3D model to reflect the button, thumbstick, and touchpad state (x6)
// Update node data based on the visual responses' current states (x6)
// Skip if the visual response node is not found. No error is needed,
// because it will have been reported at load time.
// Calculate the new properties based on the weight supplied
Code
updateMatrixWorld( force ) {
super.updateMatrixWorld( force );
if ( ! this.motionController ) return;
// Cause the MotionController to poll the Gamepad for data
this.motionController.updateFromGamepad();
// Update the 3D model to reflect the button, thumbstick, and touchpad state
Object.values( this.motionController.components ).forEach( ( component ) => {
// Update node data based on the visual responses' current states
Object.values( component.visualResponses ).forEach( ( visualResponse ) => {
const { valueNode, minNode, maxNode, value, valueNodeProperty } = visualResponse;
// Skip if the visual response node is not found. No error is needed,
// because it will have been reported at load time.
if ( ! valueNode ) return;
// Calculate the new properties based on the weight supplied
if ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.VISIBILITY ) {
valueNode.visible = value;
} else if ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.TRANSFORM ) {
valueNode.quaternion.slerpQuaternions(
minNode.quaternion,
maxNode.quaternion,
value
);
valueNode.position.lerpVectors(
minNode.position,
maxNode.position,
value
);
}
} );
} );
}
findNodes(motionController: MotionController, scene: Object3D): void
¶
JSDoc:
/**
* Walks the model's tree to find the nodes needed to animate the components and
* saves them to the motionController components for use in the frame loop. When
* touchpads are found, attaches a touch dot to them.
*
* @private
* @param {MotionController} motionController
* @param {Object3D} scene
*/
Parameters:
motionController
MotionController
scene
Object3D
Returns: void
Calls:
Object.values( motionController.components ).forEach
scene.getObjectByName
component.touchPointNode.add
console.warn
Object.values( visualResponses ).forEach
Internal Comments:
// Loop through the components and find the nodes needed for each components' visual responses (x6)
// Attach a touch dot to the touchpad. (x2)
// Loop through all the visual responses to be applied to this component (x6)
// If animating a transform, find the two nodes to be interpolated between.
// If the extents cannot be found, skip this animation
// If the target node cannot be found, skip this animation (x4)
Code
function findNodes( motionController, scene ) {
// Loop through the components and find the nodes needed for each components' visual responses
Object.values( motionController.components ).forEach( ( component ) => {
const { type, touchPointNodeName, visualResponses } = component;
if ( type === MotionControllerConstants.ComponentType.TOUCHPAD ) {
component.touchPointNode = scene.getObjectByName( touchPointNodeName );
if ( component.touchPointNode ) {
// Attach a touch dot to the touchpad.
const sphereGeometry = new SphereGeometry( 0.001 );
const material = new MeshBasicMaterial( { color: 0x0000FF } );
const sphere = new Mesh( sphereGeometry, material );
component.touchPointNode.add( sphere );
} else {
console.warn( `Could not find touch dot, ${component.touchPointNodeName}, in touchpad component ${component.id}` );
}
}
// Loop through all the visual responses to be applied to this component
Object.values( visualResponses ).forEach( ( visualResponse ) => {
const { valueNodeName, minNodeName, maxNodeName, valueNodeProperty } = visualResponse;
// If animating a transform, find the two nodes to be interpolated between.
if ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.TRANSFORM ) {
visualResponse.minNode = scene.getObjectByName( minNodeName );
visualResponse.maxNode = scene.getObjectByName( maxNodeName );
// If the extents cannot be found, skip this animation
if ( ! visualResponse.minNode ) {
console.warn( `Could not find ${minNodeName} in the model` );
return;
}
if ( ! visualResponse.maxNode ) {
console.warn( `Could not find ${maxNodeName} in the model` );
return;
}
}
// If the target node cannot be found, skip this animation
visualResponse.valueNode = scene.getObjectByName( valueNodeName );
if ( ! visualResponse.valueNode ) {
console.warn( `Could not find ${valueNodeName} in the model` );
}
} );
} );
}
addAssetSceneToControllerModel(controllerModel: any, scene: any): void
¶
Parameters:
controllerModel
any
scene
any
Returns: void
Calls:
findNodes
scene.traverse
controllerModel.add
Internal Comments:
// Find the nodes needed for animation and cache them on the motionController. (x3)
// Apply any environment map that the mesh already has set.
// Add the glTF scene to the controllerModel. (x4)
Code
function addAssetSceneToControllerModel( controllerModel, scene ) {
// Find the nodes needed for animation and cache them on the motionController.
findNodes( controllerModel.motionController, scene );
// Apply any environment map that the mesh already has set.
if ( controllerModel.envMap ) {
scene.traverse( ( child ) => {
if ( child.isMesh ) {
child.material.envMap = controllerModel.envMap;
child.material.needsUpdate = true;
}
} );
}
// Add the glTF scene to the controllerModel.
controllerModel.add( scene );
}
XRControllerModelFactory.setPath(path: string): XRControllerModelFactory
¶
JSDoc:
/**
* Sets the path to the model repository.
*
* @param {string} path - The path to set.
* @return {XRControllerModelFactory} A reference to this instance.
*/
Parameters:
path
string
Returns: XRControllerModelFactory
XRControllerModelFactory.createControllerModel(controller: Group): XRControllerModel
¶
JSDoc:
/**
* Creates a controller model for the given WebXR controller.
*
* @param {Group} controller - The controller.
* @return {XRControllerModel} The XR controller model.
*/
Parameters:
controller
Group
Returns: XRControllerModel
Calls:
controller.addEventListener
- `fetchProfile( xrInputSource, this.path, DEFAULT_PROFILE ).then( ( { profile, assetPath } ) => {
controllerModel.motionController = new MotionController( xrInputSource, profile, assetPath ); const cachedAsset = this._assetCache[ controllerModel.motionController.assetUrl ]; if ( cachedAsset ) { scene = cachedAsset.scene.clone(); addAssetSceneToControllerModel( controllerModel, scene ); if ( this.onLoad ) this.onLoad( scene ); } else { if ( ! this.gltfLoader ) { throw new Error( 'GLTFLoader not set.' ); } this.gltfLoader.setPath( '' ); this.gltfLoader.load( controllerModel.motionController.assetUrl, ( asset ) => { this._assetCache[ controllerModel.motionController.assetUrl ] = asset; scene = asset.scene.clone(); addAssetSceneToControllerModel( controllerModel, scene ); if ( this.onLoad ) this.onLoad( scene ); }, null, () => { throw new Error( `Asset ${controllerModel.motionController.assetUrl} missing or malformed.` ); } ); } } ).catch`
console.warn
controllerModel.remove
Code
createControllerModel( controller ) {
const controllerModel = new XRControllerModel();
let scene = null;
controller.addEventListener( 'connected', ( event ) => {
const xrInputSource = event.data;
if ( xrInputSource.targetRayMode !== 'tracked-pointer' || ! xrInputSource.gamepad || xrInputSource.hand ) return;
fetchProfile( xrInputSource, this.path, DEFAULT_PROFILE ).then( ( { profile, assetPath } ) => {
controllerModel.motionController = new MotionController(
xrInputSource,
profile,
assetPath
);
const cachedAsset = this._assetCache[ controllerModel.motionController.assetUrl ];
if ( cachedAsset ) {
scene = cachedAsset.scene.clone();
addAssetSceneToControllerModel( controllerModel, scene );
if ( this.onLoad ) this.onLoad( scene );
} else {
if ( ! this.gltfLoader ) {
throw new Error( 'GLTFLoader not set.' );
}
this.gltfLoader.setPath( '' );
this.gltfLoader.load( controllerModel.motionController.assetUrl, ( asset ) => {
this._assetCache[ controllerModel.motionController.assetUrl ] = asset;
scene = asset.scene.clone();
addAssetSceneToControllerModel( controllerModel, scene );
if ( this.onLoad ) this.onLoad( scene );
},
null,
() => {
throw new Error( `Asset ${controllerModel.motionController.assetUrl} missing or malformed.` );
} );
}
} ).catch( ( err ) => {
console.warn( err );
} );
} );
controller.addEventListener( 'disconnected', () => {
controllerModel.motionController = null;
controllerModel.remove( scene );
scene = null;
} );
return controllerModel;
}
Classes¶
XRControllerModel
¶
Class Code
class XRControllerModel extends Object3D {
/**
* Constructs a new XR controller model.
*/
constructor() {
super();
/**
* The motion controller.
*
* @type {?MotionController}
* @default null
*/
this.motionController = null;
/**
* The controller's environment map.
*
* @type {?Texture}
* @default null
*/
this.envMap = null;
}
/**
* Sets an environment map that is applied to the controller model.
*
* @param {?Texture} envMap - The environment map to apply.
* @return {XRControllerModel} A reference to this instance.
*/
setEnvironmentMap( envMap ) {
if ( this.envMap == envMap ) {
return this;
}
this.envMap = envMap;
this.traverse( ( child ) => {
if ( child.isMesh ) {
child.material.envMap = this.envMap;
child.material.needsUpdate = true;
}
} );
return this;
}
/**
* Overwritten with a custom implementation. Polls data from the XRInputSource and updates the
* model's components to match the real world data.
*
* @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
* when {@link Object3D#matrixWorldAutoUpdate} is set to `false`.
*/
updateMatrixWorld( force ) {
super.updateMatrixWorld( force );
if ( ! this.motionController ) return;
// Cause the MotionController to poll the Gamepad for data
this.motionController.updateFromGamepad();
// Update the 3D model to reflect the button, thumbstick, and touchpad state
Object.values( this.motionController.components ).forEach( ( component ) => {
// Update node data based on the visual responses' current states
Object.values( component.visualResponses ).forEach( ( visualResponse ) => {
const { valueNode, minNode, maxNode, value, valueNodeProperty } = visualResponse;
// Skip if the visual response node is not found. No error is needed,
// because it will have been reported at load time.
if ( ! valueNode ) return;
// Calculate the new properties based on the weight supplied
if ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.VISIBILITY ) {
valueNode.visible = value;
} else if ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.TRANSFORM ) {
valueNode.quaternion.slerpQuaternions(
minNode.quaternion,
maxNode.quaternion,
value
);
valueNode.position.lerpVectors(
minNode.position,
maxNode.position,
value
);
}
} );
} );
}
}
Methods¶
setEnvironmentMap(envMap: Texture): XRControllerModel
¶
Code
updateMatrixWorld(force: boolean): void
¶
Code
updateMatrixWorld( force ) {
super.updateMatrixWorld( force );
if ( ! this.motionController ) return;
// Cause the MotionController to poll the Gamepad for data
this.motionController.updateFromGamepad();
// Update the 3D model to reflect the button, thumbstick, and touchpad state
Object.values( this.motionController.components ).forEach( ( component ) => {
// Update node data based on the visual responses' current states
Object.values( component.visualResponses ).forEach( ( visualResponse ) => {
const { valueNode, minNode, maxNode, value, valueNodeProperty } = visualResponse;
// Skip if the visual response node is not found. No error is needed,
// because it will have been reported at load time.
if ( ! valueNode ) return;
// Calculate the new properties based on the weight supplied
if ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.VISIBILITY ) {
valueNode.visible = value;
} else if ( valueNodeProperty === MotionControllerConstants.VisualResponseProperty.TRANSFORM ) {
valueNode.quaternion.slerpQuaternions(
minNode.quaternion,
maxNode.quaternion,
value
);
valueNode.position.lerpVectors(
minNode.position,
maxNode.position,
value
);
}
} );
} );
}
XRControllerModelFactory
¶
Class Code
class XRControllerModelFactory {
/**
* Constructs a new XR controller model factory.
*
* @param {?GLTFLoader} [gltfLoader=null] - A glTF loader that is used to load controller models.
* @param {?Function} [onLoad=null] - A callback that is executed when a controller model has been loaded.
*/
constructor( gltfLoader = null, onLoad = null ) {
/**
* A glTF loader that is used to load controller models.
*
* @type {?GLTFLoader}
* @default null
*/
this.gltfLoader = gltfLoader;
/**
* The path to the model repository.
*
* @type {string}
*/
this.path = DEFAULT_PROFILES_PATH;
this._assetCache = {};
/**
* A callback that is executed when a controller model has been loaded.
*
* @type {?Function}
* @default null
*/
this.onLoad = onLoad;
// If a GLTFLoader wasn't supplied to the constructor create a new one.
if ( ! this.gltfLoader ) {
this.gltfLoader = new GLTFLoader();
}
}
/**
* Sets the path to the model repository.
*
* @param {string} path - The path to set.
* @return {XRControllerModelFactory} A reference to this instance.
*/
setPath( path ) {
this.path = path;
return this;
}
/**
* Creates a controller model for the given WebXR controller.
*
* @param {Group} controller - The controller.
* @return {XRControllerModel} The XR controller model.
*/
createControllerModel( controller ) {
const controllerModel = new XRControllerModel();
let scene = null;
controller.addEventListener( 'connected', ( event ) => {
const xrInputSource = event.data;
if ( xrInputSource.targetRayMode !== 'tracked-pointer' || ! xrInputSource.gamepad || xrInputSource.hand ) return;
fetchProfile( xrInputSource, this.path, DEFAULT_PROFILE ).then( ( { profile, assetPath } ) => {
controllerModel.motionController = new MotionController(
xrInputSource,
profile,
assetPath
);
const cachedAsset = this._assetCache[ controllerModel.motionController.assetUrl ];
if ( cachedAsset ) {
scene = cachedAsset.scene.clone();
addAssetSceneToControllerModel( controllerModel, scene );
if ( this.onLoad ) this.onLoad( scene );
} else {
if ( ! this.gltfLoader ) {
throw new Error( 'GLTFLoader not set.' );
}
this.gltfLoader.setPath( '' );
this.gltfLoader.load( controllerModel.motionController.assetUrl, ( asset ) => {
this._assetCache[ controllerModel.motionController.assetUrl ] = asset;
scene = asset.scene.clone();
addAssetSceneToControllerModel( controllerModel, scene );
if ( this.onLoad ) this.onLoad( scene );
},
null,
() => {
throw new Error( `Asset ${controllerModel.motionController.assetUrl} missing or malformed.` );
} );
}
} ).catch( ( err ) => {
console.warn( err );
} );
} );
controller.addEventListener( 'disconnected', () => {
controllerModel.motionController = null;
controllerModel.remove( scene );
scene = null;
} );
return controllerModel;
}
}
Methods¶
setPath(path: string): XRControllerModelFactory
¶
createControllerModel(controller: Group): XRControllerModel
¶
Code
createControllerModel( controller ) {
const controllerModel = new XRControllerModel();
let scene = null;
controller.addEventListener( 'connected', ( event ) => {
const xrInputSource = event.data;
if ( xrInputSource.targetRayMode !== 'tracked-pointer' || ! xrInputSource.gamepad || xrInputSource.hand ) return;
fetchProfile( xrInputSource, this.path, DEFAULT_PROFILE ).then( ( { profile, assetPath } ) => {
controllerModel.motionController = new MotionController(
xrInputSource,
profile,
assetPath
);
const cachedAsset = this._assetCache[ controllerModel.motionController.assetUrl ];
if ( cachedAsset ) {
scene = cachedAsset.scene.clone();
addAssetSceneToControllerModel( controllerModel, scene );
if ( this.onLoad ) this.onLoad( scene );
} else {
if ( ! this.gltfLoader ) {
throw new Error( 'GLTFLoader not set.' );
}
this.gltfLoader.setPath( '' );
this.gltfLoader.load( controllerModel.motionController.assetUrl, ( asset ) => {
this._assetCache[ controllerModel.motionController.assetUrl ] = asset;
scene = asset.scene.clone();
addAssetSceneToControllerModel( controllerModel, scene );
if ( this.onLoad ) this.onLoad( scene );
},
null,
() => {
throw new Error( `Asset ${controllerModel.motionController.assetUrl} missing or malformed.` );
} );
}
} ).catch( ( err ) => {
console.warn( err );
} );
} );
controller.addEventListener( 'disconnected', () => {
controllerModel.motionController = null;
controllerModel.remove( scene );
scene = null;
} );
return controllerModel;
}