<commit_before>var registerComponent = require('../core/component').registerComponent;
var bind = require('../utils/bind');
var isControllerPresent = require('../utils/tracked-controls').isControllerPresent;

var TOUCH_CONTROLLER_MODEL_BASE_URL = 'https://cdn.aframe.io/controllers/oculus/oculus-touch-controller-';
var TOUCH_CONTROLLER_MODEL_OBJ_URL_L = TOUCH_CONTROLLER_MODEL_BASE_URL + 'left.obj';
var TOUCH_CONTROLLER_MODEL_OBJ_MTL_L = TOUCH_CONTROLLER_MODEL_BASE_URL + 'left.mtl';
var TOUCH_CONTROLLER_MODEL_OBJ_URL_R = TOUCH_CONTROLLER_MODEL_BASE_URL + 'right.obj';
var TOUCH_CONTROLLER_MODEL_OBJ_MTL_R = TOUCH_CONTROLLER_MODEL_BASE_URL + 'right.mtl';

var GAMEPAD_ID_PREFIX = 'Oculus Touch';

var PIVOT_OFFSET = {x: 0, y: -0.015, z: 0.04};

// currently, browser bugs prevent capacitive touch events from firing on trigger and grip;
// however those have analog values, and this (below button-down values) can be used to fake them
var EMULATED_TOUCH_THRESHOLD = 0.001;

/**
 * Oculus Touch Controls Component
 * Interfaces with Oculus Touch controllers and maps Gamepad events to
 * common controller buttons: trackpad, trigger, grip, menu and system
 * It loads a controller model and highlights the pressed buttons
 */
module.exports.Component = registerComponent('oculus-touch-controls', {
  schema: {
    hand: {default: 'left'},
    buttonColor: {default: '#FAFAFA'},          // Off-white.
    buttonHighlightColor: {default: '#22D1EE'}, // Light blue.
    model: {default: true},
    rotationOffset: {default: 0} // no default offset; -999 is sentinel value to auto-determine based on hand
  },

  // buttonId
  // 0 - thumbstick<commit_msg>Changes to bring consistency on file names<commit_after>var registerComponent = require('../core/component').registerComponent;
var bind = require('../utils/bind');
var isControllerPresent = require('../utils/tracked-controls').isControllerPresent;

var TOUCH_CONTROLLER_MODEL_BASE_URL = 'https://cdn.aframe.io/controllers/oculus/vr_controller_oculus_touch_';
var TOUCH_CONTROLLER_MODEL_OBJ_URL_L = TOUCH_CONTROLLER_MODEL_BASE_URL + 'left.obj';
var TOUCH_CONTROLLER_MODEL_OBJ_MTL_L = TOUCH_CONTROLLER_MODEL_BASE_URL + 'left.mtl';
var TOUCH_CONTROLLER_MODEL_OBJ_URL_R = TOUCH_CONTROLLER_MODEL_BASE_URL + 'right.obj';
var TOUCH_CONTROLLER_MODEL_OBJ_MTL_R = TOUCH_CONTROLLER_MODEL_BASE_URL + 'right.mtl';

var GAMEPAD_ID_PREFIX = 'Oculus Touch';

var PIVOT_OFFSET = {x: 0, y: -0.015, z: 0.04};

// currently, browser bugs prevent capacitive touch events from firing on trigger and grip;
// however those have analog values, and this (below button-down values) can be used to fake them
var EMULATED_TOUCH_THRESHOLD = 0.001;

/**
 * Oculus Touch Controls Component
 * Interfaces with Oculus Touch controllers and maps Gamepad events to
 * common controller buttons: trackpad, trigger, grip, menu and system
 * It loads a controller model and highlights the pressed buttons
 */
module.exports.Component = registerComponent('oculus-touch-controls', {
  schema: {
    hand: {default: 'left'},
    buttonColor: {default: '#FAFAFA'},          // Off-white.
    buttonHighlightColor: {default: '#22D1EE'}, // Light blue.
    model: {default: true},
    rotationOffset: {default: 0} // no default offset; -999 is sentinel value to auto-determine based on hand
  },

  // buttonId
  // 0 - thumbstick
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