full vr gamepads support! also make it possible to play with keyboard / external gamepad

This commit is contained in:
Vitaly 2023-11-10 16:38:37 +03:00
commit c46ba02ca1
2 changed files with 96 additions and 10 deletions

View file

@ -582,6 +582,7 @@ async function connect (connectOptions: {
function changeCallback () {
notification.show = false
if (renderer.xr.isPresenting) return // todo
if (!pointerLock.hasPointerLock && activeModalStack.length === 0) {
showModal(pauseMenu)
}

105
src/vr.js
View file

@ -1,6 +1,8 @@
const { VRButton } = require('three/examples/jsm/webxr/VRButton.js')
const { GLTFLoader } = require('three/examples/jsm/loaders/GLTFLoader.js')
const { XRControllerModelFactory } = require('three/examples/jsm/webxr/XRControllerModelFactory.js')
const { buttonMap: standardButtonsMap } = require('contro-max/build/gamepad')
const { activeModalStack, hideModal } = require('./globalState')
async function initVR () {
const { renderer } = viewer
@ -19,19 +21,60 @@ async function initVR () {
const controllerModelFactory = new XRControllerModelFactory(new GLTFLoader())
const controller1 = renderer.xr.getControllerGrip(0)
const controller2 = renderer.xr.getControllerGrip(1)
// todo the logic written here can be hard to understand as it was designed to work in gamepad api emulation mode, will be refactored once there is a contro-max rewrite is done
const virtualGamepadIndex = 4
let connectedVirtualGamepad
const manageXrInputSource = ({ gamepad, handedness = defaultHandedness }, defaultHandedness, removeAction = false) => {
if (handedness === 'right') {
const event = new Event(removeAction ? 'gamepaddisconnected' : 'gamepadconnected') // todo need to expose and use external gamepads api in contro-max instead
event.gamepad = removeAction ? connectedVirtualGamepad : { ...gamepad, mapping: 'standard', index: virtualGamepadIndex }
connectedVirtualGamepad = event.gamepad
window.dispatchEvent(event)
}
}
let hand1 = controllerModelFactory.createControllerModel(controller1)
controller1.addEventListener('connected', (event) => {
hand1.xrInputSource = event.data
manageXrInputSource(event.data, 'left')
user.add(controller1)
})
controller1.add(hand1)
let hand2 = controllerModelFactory.createControllerModel(controller2)
controller2.addEventListener('connected', (event) => {
hand2.xrInputSource = event.data
manageXrInputSource(event.data, 'right')
user.add(controller2)
})
controller2.add(hand2)
controller1.addEventListener('disconnected', () => {
// don't handle removal of gamepads for now as is don't affect contro-max
hand1.xrInputSource = undefined
manageXrInputSource(hand1.xrInputSource, 'left', true)
})
controller2.addEventListener('disconnected', () => {
hand2.xrInputSource = undefined
manageXrInputSource(hand1.xrInputSource, 'right', true)
})
const originalGetGamepads = navigator.getGamepads.bind(navigator)
navigator.getGamepads = () => {
const originalGamepads = originalGetGamepads()
if (!hand1.xrInputSource || !hand2.xrInputSource) return originalGamepads
return [
...originalGamepads,
{
axes: remapAxes(hand2.xrInputSource.gamepad.axes, hand1.xrInputSource.gamepad.axes),
buttons: remapButtons(hand2.xrInputSource.gamepad.buttons, hand1.xrInputSource.gamepad.buttons),
connected: true,
mapping: 'standard',
id: '',
index: virtualGamepadIndex
}
]
}
let rotSnapReset = true
let yawOffset = 0
renderer.setAnimationLoop(() => {
@ -41,6 +84,7 @@ async function initVR () {
hand1.yAxis = hand1.xrInputSource.gamepad.axes[3]
hand2.xAxis = hand2.xrInputSource.gamepad.axes[2]
hand2.yAxis = hand2.xrInputSource.gamepad.axes[3]
// hand2 should be right
if (hand1.xrInputSource.handedness === 'right') {
const tmp = hand2
hand2 = hand1
@ -57,28 +101,69 @@ async function initVR () {
rotSnapReset = true
}
viewer.setFirstPersonCamera(null, yawOffset, 0)
// viewer.setFirstPersonCamera(null, yawOffset, 0)
viewer.setFirstPersonCamera(null, bot.entity.yaw, bot.entity.pitch)
const xrCamera = renderer.xr.getCamera(viewer.camera)
const d = xrCamera.getWorldDirection()
bot.entity.yaw = Math.atan2(-d.x, -d.z)
bot.entity.pitch = Math.asin(d.y)
// todo restore this logic (need to preserve ability to move camera)
// const xrCamera = renderer.xr.getCamera(viewer.camera)
// const d = xrCamera.getWorldDirection() // todo target
// bot.entity.yaw = Math.atan2(-d.x, -d.z)
// bot.entity.pitch = Math.asin(d.y)
bot.physics.stepHeight = 1
bot.setControlState('forward', hand2.yAxis < -0.5)
bot.setControlState('back', hand2.yAxis > 0.5)
bot.setControlState('right', hand2.xAxis < -0.5)
bot.setControlState('left', hand2.xAxis > 0.5)
viewer.update()
viewer.render()
})
renderer.xr.addEventListener('sessionstart', () => {
viewer.cameraObjectOverride = user
// close all modals to be in game
for (const _modal of activeModalStack) {
hideModal(undefined, {}, { force: true })
}
})
renderer.xr.addEventListener('sessionend', () => {
viewer.cameraObjectOverride = undefined
})
}
module.exports = { initVR }
module.exports.initVR = initVR
const xrStandardRightButtonsMap = [
[0 /* trigger */, 'Right Trigger'],
[1 /* squeeze */, 'Right Bumper'],
// need to think of a way to support touchpad input
[3 /* Thumbstick Press */, 'Right Stick'],
[4 /* A */, 'A'],
[5 /* B */, 'B'],
]
const xrStandardLeftButtonsMap = [
[0 /* trigger */, 'Left Trigger'],
[1 /* squeeze */, 'Left Bumper'],
// need to think of a way to support touchpad input
[3 /* Thumbstick Press */, 'Left Stick'],
[4 /* A */, 'X'],
[5 /* B */, 'Y'],
]
const remapButtons = (rightButtons, leftButtons) => {
// return remapped buttons
const remapped = []
const remapWithMap = (buttons, map) => {
for (const [index, standardName] of map) {
const standardMappingIndex = standardButtonsMap.findIndex((aliases) => aliases.find(alias => standardName === alias))
remapped[standardMappingIndex] = buttons[index]
}
}
remapWithMap(rightButtons, xrStandardRightButtonsMap)
remapWithMap(leftButtons, xrStandardLeftButtonsMap)
return remapped
}
const remapAxes = (axesRight, axesLeft) => {
// 0, 1 are reserved for touch
return [
axesLeft[2],
axesLeft[3],
axesRight[2],
axesRight[3]
]
}