var registerComponent = require('../core/component').registerComponent; var bind = require('../utils/bind'); var trackedControlsUtils = require('../utils/tracked-controls'); var checkControllerPresentAndSetup = trackedControlsUtils.checkControllerPresentAndSetup; var emitIfAxesChanged = trackedControlsUtils.emitIfAxesChanged; var onButtonEvent = trackedControlsUtils.onButtonEvent; var isWebXRAvailable = require('../utils/').device.isWebXRAvailable; var GAMEPAD_ID_WEBXR = 'oculus-go'; var GAMEPAD_ID_WEBVR = 'Oculus Go'; var OCULUS_GO_CONTROLLER_MODEL_URL = 'https://cdn.aframe.io/controllers/oculus/go/oculus-go-controller.gltf'; // Prefix for Gen1 and Gen2 Oculus Touch Controllers. var GAMEPAD_ID_PREFIX = isWebXRAvailable ? GAMEPAD_ID_WEBXR : GAMEPAD_ID_WEBVR; /** * Button indices: * 0 - trackpad * 1 - trigger * * Axis: * 0 - trackpad x * 1 - trackpad y */ var INPUT_MAPPING_WEBVR = { axes: {trackpad: [0, 1]}, buttons: ['trackpad', 'trigger'] }; /** * Button indices: * 0 - trigger * 1 - none * 2 - touchpad * * Axis: * 0 - touchpad x * 1 - touchpad y * Reference: https://github.com/immersive-web/webxr-input-profiles/blob/master/packages/registry/profiles/oculus/oculus-go.json */ var INPUT_MAPPING_WEBXR = { axes: {touchpad: [0, 1]}, buttons: ['trigger', 'none', 'touchpad'] }; var INPUT_MAPPING = isWebXRAvailable ? INPUT_MAPPING_WEBXR : INPUT_MAPPING_WEBVR; /** * Oculus Go controls. * Interface with Oculus Go controller and map Gamepad events to * controller buttons: trackpad, trigger * Load a controller model and highlight the pressed buttons. */ module.exports.Component = registerComponent('oculus-go-controls', { schema: { hand: {default: ''}, // This informs the degenerate arm model. buttonColor: {type: 'color', default: '#FFFFFF'}, buttonTouchedColor: {type: 'color', default: '#BBBBBB'}, buttonHighlightColor: {type: 'color', default: '#7A7A7A'}, model: {default: true}, orientationOffset: {type: 'vec3'}, armModel: {default: true} }, mapping: INPUT_MAPPING, bindMethods: function () { this.onModelLoaded = bind(this.onModelLoaded, this); this.onControllersUpdate = bind(this.onControllersUpdate, this); this.checkIfControllerPresent = bind(this.checkIfControllerPresent, this); this.removeControllersUpdateListener = bind(this.removeControllersUpdateListener, this); this.onAxisMoved = bind(this.onAxisMoved, this); }, init: function () { var self = this; this.onButtonChanged = bind(this.onButtonChanged, this); this.onButtonDown = function (evt) { onButtonEvent(evt.detail.id, 'down', self); }; this.onButtonUp = function (evt) { onButtonEvent(evt.detail.id, 'up', self); }; this.onButtonTouchStart = function (evt) { onButtonEvent(evt.detail.id, 'touchstart', self); }; this.onButtonTouchEnd = function (evt) { onButtonEvent(evt.detail.id, 'touchend', self); }; this.controllerPresent = false; this.lastControllerCheck = 0; this.rendererSystem = this.el.sceneEl.systems.renderer; this.bindMethods(); }, 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('model-loaded', this.onModelLoaded); el.addEventListener('axismove', this.onAxisMoved); 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('model-loaded', this.onModelLoaded); el.removeEventListener('axismove', this.onAxisMoved); this.controllerEventsActive = false; }, checkIfControllerPresent: function () { checkControllerPresentAndSetup(this, GAMEPAD_ID_PREFIX, this.data.hand ? {hand: this.data.hand} : {}); }, play: function () { this.checkIfControllerPresent(); this.addControllersUpdateListener(); }, pause: function () { this.removeEventListeners(); this.removeControllersUpdateListener(); }, injectTrackedControls: function () { var el = this.el; var data = this.data; el.setAttribute('tracked-controls', { armModel: data.armModel, hand: data.hand, idPrefix: GAMEPAD_ID_PREFIX, orientationOffset: data.orientationOffset }); if (!this.data.model) { return; } this.el.setAttribute('gltf-model', OCULUS_GO_CONTROLLER_MODEL_URL); }, addControllersUpdateListener: function () { this.el.sceneEl.addEventListener('controllersupdated', this.onControllersUpdate, false); }, removeControllersUpdateListener: function () { this.el.sceneEl.removeEventListener('controllersupdated', this.onControllersUpdate, false); }, onControllersUpdate: function () { this.checkIfControllerPresent(); }, // No need for onButtonChanged, since Oculus Go controller has no analog buttons. onModelLoaded: function (evt) { var controllerObject3D = evt.detail.model; var buttonMeshes; if (!this.data.model) { return; } buttonMeshes = this.buttonMeshes = {}; buttonMeshes.trigger = controllerObject3D.getObjectByName('oculus_go_button_trigger'); buttonMeshes.trackpad = controllerObject3D.getObjectByName('oculus_go_touchpad'); buttonMeshes.touchpad = controllerObject3D.getObjectByName('oculus_go_touchpad'); }, onButtonChanged: function (evt) { var button = this.mapping.buttons[evt.detail.id]; if (!button) return; // Pass along changed event with button state, using button mapping for convenience. this.el.emit(button + 'changed', evt.detail.state); }, onAxisMoved: function (evt) { emitIfAxesChanged(this, this.mapping.axes, evt); }, updateModel: function (buttonName, evtName) { if (!this.data.model) { return; } this.updateButtonModel(buttonName, evtName); }, updateButtonModel: function (buttonName, state) { var buttonMeshes = this.buttonMeshes; if (!buttonMeshes || !buttonMeshes[buttonName]) { return; } var color; var button; switch (state) { case 'down': color = this.data.buttonHighlightColor; break; case 'touchstart': color = this.data.buttonTouchedColor; break; default: color = this.data.buttonColor; } button = buttonMeshes[buttonName]; button.material.color.set(color); this.rendererSystem.applyColorCorrection(button.material.color); } });