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View Code? Open in Web Editor NEWINACTIVE - http://mzl.la/ghe-archive - A framework-agnostic input library that progressively handles flat, portal, and immersive web apps.
License: Mozilla Public License 2.0
INACTIVE - http://mzl.la/ghe-archive - A framework-agnostic input library that progressively handles flat, portal, and immersive web apps.
License: Mozilla Public License 2.0
I've been thinking about the general shape and major classes of the libraries so that we can being to feel out what work is on the developers and what work the libraries take on. It seems like the devs will need to do some up-front work declaring action maps and creating any custom filters or input sources. Hopefully, we can provide default action maps, filters, and input sources so that the dev just extends them with a little custom work.
Here's a rough list of work the dev does during development and then work the code does at runtime.
Please chime in if anything is missing, wrong, or needs tweaking.
Here's an initial high-level description of a build system for discussion.
I'm using {project-name} until we decide on a name in the naming issue.
Tactics:
Write ES'15 syntax code into JS module files (one per class) and then build them into JS files for distribution.
Build using npm but do not require that projects using these libraries also use npm.
Use straight npm to call out to specific tools like webpack and docusaurus. So, no grunt or gulp.
Use webpack to generate JS files for each major library, as described in the README:
Also generate a single file for easy onboarding and for projects that need every library:
Also generate a minimized version of each file listed above.
Create build dirs for each library (action, input, hardware, config) that contain the JS and all library-specific data like JSON for the action maps, CSS for the config UI, and glTF for the controller models.
Create an 'everything' build dir with the {project-name}-everything.js and all of the library data mentioned above.
Use docusaurus to generate JS API reference documents and an examples page.
Publish docs to this repo's GitHub Pages.
How should we go about getting / making info for the hardware that we want to support?
I was thinking that for each type of controller we would ideally have:
left and right handed models of a consistent size (1u = 1M)
the center position and plane of each button, pad, and stick.
on tracked hardware, the ray that is most naturally used to point
I think that @cvan mentioned that there have been previous conversations about this. Chris, do you know whether anyone started to gather these models?
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@cvan suggests Travis CI
I called the repo 'xr-input' to get us started, but @fernandojsg pointed out that this will be used outside of WebXR so 'xr' might be off-putting and confusing.
I'd like the name to be somewhat unique so that people can find it via a search engine.
So, add your name ideas on this Issue.
I would love to keep using https://github.com/Flet/semistandard as we do on aframe, what do you think?
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