170 lines
6.1 KiB
JavaScript
170 lines
6.1 KiB
JavaScript
const { VRButton } = require('three/examples/jsm/webxr/VRButton.js')
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const { GLTFLoader } = require('three/examples/jsm/loaders/GLTFLoader.js')
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const { XRControllerModelFactory } = require('three/examples/jsm/webxr/XRControllerModelFactory.js')
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const { buttonMap: standardButtonsMap } = require('contro-max/build/gamepad')
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const { activeModalStack, hideModal } = require('./globalState')
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async function initVR() {
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const { renderer } = viewer
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if (!('xr' in navigator)) return
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const isSupported = await navigator.xr.isSessionSupported('immersive-vr') && !!XRSession.prototype.updateRenderState // e.g. android webview doesn't support updateRenderState
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if (!isSupported) return
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// VR
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document.body.appendChild(VRButton.createButton(renderer))
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renderer.xr.enabled = true
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// hack for vr camera
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const user = new THREE.Group()
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user.add(viewer.camera)
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viewer.scene.add(user)
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const controllerModelFactory = new XRControllerModelFactory(new GLTFLoader())
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const controller1 = renderer.xr.getControllerGrip(0)
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const controller2 = renderer.xr.getControllerGrip(1)
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// 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
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const virtualGamepadIndex = 4
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let connectedVirtualGamepad
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const manageXrInputSource = ({ gamepad, handedness = defaultHandedness }, defaultHandedness, removeAction = false) => {
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if (handedness === 'right') {
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const event = new Event(removeAction ? 'gamepaddisconnected' : 'gamepadconnected') // todo need to expose and use external gamepads api in contro-max instead
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event.gamepad = removeAction ? connectedVirtualGamepad : { ...gamepad, mapping: 'standard', index: virtualGamepadIndex }
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connectedVirtualGamepad = event.gamepad
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window.dispatchEvent(event)
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}
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}
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let hand1 = controllerModelFactory.createControllerModel(controller1)
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controller1.addEventListener('connected', (event) => {
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hand1.xrInputSource = event.data
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manageXrInputSource(event.data, 'left')
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user.add(controller1)
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})
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controller1.add(hand1)
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let hand2 = controllerModelFactory.createControllerModel(controller2)
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controller2.addEventListener('connected', (event) => {
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hand2.xrInputSource = event.data
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manageXrInputSource(event.data, 'right')
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user.add(controller2)
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})
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controller2.add(hand2)
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controller1.addEventListener('disconnected', () => {
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// don't handle removal of gamepads for now as is don't affect contro-max
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hand1.xrInputSource = undefined
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manageXrInputSource(hand1.xrInputSource, 'left', true)
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})
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controller2.addEventListener('disconnected', () => {
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hand2.xrInputSource = undefined
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manageXrInputSource(hand1.xrInputSource, 'right', true)
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})
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const originalGetGamepads = navigator.getGamepads.bind(navigator)
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navigator.getGamepads = () => {
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const originalGamepads = originalGetGamepads()
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if (!hand1.xrInputSource || !hand2.xrInputSource) return originalGamepads
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return [
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...originalGamepads,
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{
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axes: remapAxes(hand2.xrInputSource.gamepad.axes, hand1.xrInputSource.gamepad.axes),
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buttons: remapButtons(hand2.xrInputSource.gamepad.buttons, hand1.xrInputSource.gamepad.buttons),
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connected: true,
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mapping: 'standard',
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id: '',
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index: virtualGamepadIndex
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}
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]
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}
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let rotSnapReset = true
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let yawOffset = 0
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renderer.setAnimationLoop(() => {
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if (!renderer.xr.isPresenting) return
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if (hand1.xrInputSource && hand2.xrInputSource) {
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hand1.xAxis = hand1.xrInputSource.gamepad.axes[2]
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hand1.yAxis = hand1.xrInputSource.gamepad.axes[3]
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hand2.xAxis = hand2.xrInputSource.gamepad.axes[2]
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hand2.yAxis = hand2.xrInputSource.gamepad.axes[3]
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// hand2 should be right
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if (hand1.xrInputSource.handedness === 'right') {
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const tmp = hand2
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hand2 = hand1
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hand1 = tmp
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}
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}
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if (rotSnapReset) {
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if (Math.abs(hand1.xAxis) > 0.8) {
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yawOffset -= Math.PI / 4 * Math.sign(hand1.xAxis)
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rotSnapReset = false
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}
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} else if (Math.abs(hand1.xAxis) < 0.1) {
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rotSnapReset = true
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}
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// viewer.setFirstPersonCamera(null, yawOffset, 0)
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viewer.setFirstPersonCamera(null, bot.entity.yaw, bot.entity.pitch)
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// todo restore this logic (need to preserve ability to move camera)
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// const xrCamera = renderer.xr.getCamera(viewer.camera)
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// const d = xrCamera.getWorldDirection() // todo target
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// bot.entity.yaw = Math.atan2(-d.x, -d.z)
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// bot.entity.pitch = Math.asin(d.y)
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// todo ?
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// bot.physics.stepHeight = 1
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viewer.update()
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viewer.render()
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})
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renderer.xr.addEventListener('sessionstart', () => {
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viewer.cameraObjectOverride = user
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// close all modals to be in game
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for (const _modal of activeModalStack) {
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hideModal(undefined, {}, { force: true })
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}
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})
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renderer.xr.addEventListener('sessionend', () => {
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viewer.cameraObjectOverride = undefined
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})
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}
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module.exports.initVR = initVR
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const xrStandardRightButtonsMap = [
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[0 /* trigger */, 'Right Trigger'],
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[1 /* squeeze */, 'Right Bumper'],
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// need to think of a way to support touchpad input
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[3 /* Thumbstick Press */, 'Right Stick'],
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[4 /* A */, 'A'],
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[5 /* B */, 'B'],
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]
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const xrStandardLeftButtonsMap = [
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[0 /* trigger */, 'Left Trigger'],
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[1 /* squeeze */, 'Left Bumper'],
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// need to think of a way to support touchpad input
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[3 /* Thumbstick Press */, 'Left Stick'],
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[4 /* A */, 'X'],
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[5 /* B */, 'Y'],
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]
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const remapButtons = (rightButtons, leftButtons) => {
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// return remapped buttons
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const remapped = []
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const remapWithMap = (buttons, map) => {
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for (const [index, standardName] of map) {
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const standardMappingIndex = standardButtonsMap.findIndex((aliases) => aliases.find(alias => standardName === alias))
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remapped[standardMappingIndex] = buttons[index]
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}
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}
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remapWithMap(rightButtons, xrStandardRightButtonsMap)
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remapWithMap(leftButtons, xrStandardLeftButtonsMap)
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return remapped
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}
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const remapAxes = (axesRight, axesLeft) => {
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// 0, 1 are reserved for touch
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return [
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axesLeft[2],
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axesLeft[3],
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axesRight[2],
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axesRight[3]
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]
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}
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