babylon.webVRController.ts 4.0 KB

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  1. module BABYLON {
  2. export abstract class WebVRController extends PoseEnabledController {
  3. public onTriggerStateChangedObservable = new Observable<ExtendedGamepadButton>();
  4. public onMainButtonStateChangedObservable = new Observable<ExtendedGamepadButton>();
  5. public onSecondaryButtonStateChangedObservable = new Observable<ExtendedGamepadButton>();
  6. public onPadStateChangedObservable = new Observable<ExtendedGamepadButton>();
  7. public onPadValuesChangedObservable = new Observable<StickValues>();
  8. protected _buttons: Array<MutableGamepadButton>;
  9. private _onButtonStateChange: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void;
  10. public onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void) {
  11. this._onButtonStateChange = callback;
  12. }
  13. public pad: StickValues = { x: 0, y: 0 };
  14. public hand: string; // 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  15. constructor(vrGamepad) {
  16. super(vrGamepad);
  17. this._buttons = new Array<ExtendedGamepadButton>(vrGamepad.buttons.length);
  18. this.hand = vrGamepad.hand;
  19. }
  20. public update() {
  21. super.update();
  22. for (var index = 0; index < this._buttons.length; index++) {
  23. this._setButtonValue(this.vrGamepad.buttons[index], this._buttons[index], index);
  24. };
  25. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  26. this.pad.x = this.leftStick.x;
  27. this.pad.y = this.leftStick.y;
  28. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  29. }
  30. }
  31. protected abstract handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges);
  32. public abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void);
  33. private _setButtonValue(newState: ExtendedGamepadButton, currentState: ExtendedGamepadButton, buttonIndex: number) {
  34. if (!newState) {
  35. newState = {
  36. pressed: false,
  37. touched: false,
  38. value: 0
  39. };
  40. }
  41. if (!currentState) {
  42. this._buttons[buttonIndex] = {
  43. pressed: newState.pressed,
  44. touched: newState.touched,
  45. value: newState.value
  46. }
  47. return;
  48. }
  49. this._checkChanges(newState, currentState);
  50. if (this._changes.changed) {
  51. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  52. this.handleButtonChange(buttonIndex, newState, this._changes);
  53. }
  54. this._buttons[buttonIndex].pressed = newState.pressed;
  55. this._buttons[buttonIndex].touched = newState.touched;
  56. // oculus triggers are never 0, thou not touched.
  57. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  58. }
  59. // avoid GC, store state in a tmp object
  60. private _changes: GamepadButtonChanges = {
  61. pressChanged: false,
  62. touchChanged: false,
  63. valueChanged: false,
  64. changed: false
  65. };
  66. private _checkChanges(newState: ExtendedGamepadButton, currentState: ExtendedGamepadButton) {
  67. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  68. this._changes.touchChanged = newState.touched !== currentState.touched;
  69. this._changes.valueChanged = newState.value !== currentState.value;
  70. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  71. return this._changes;
  72. }
  73. }
  74. }