@@ -1,76 +1,48 @@
|
||||
/**
|
||||
* Pivot the scene when user enters VR to face the links.
|
||||
* Recenter camera back to facing down negative Z axis at 0, 0, 0.
|
||||
*/
|
||||
AFRAME.registerComponent('recenter', {
|
||||
schema: {
|
||||
enabled: {default: true},
|
||||
target: {default: ''}
|
||||
enabled: {default: true}
|
||||
},
|
||||
|
||||
init: function () {
|
||||
var sceneEl = this.el.sceneEl;
|
||||
this.matrix = new THREE.Matrix4();
|
||||
this.frustum = new THREE.Frustum();
|
||||
this.rotationOffset = 0;
|
||||
this.euler = new THREE.Euler();
|
||||
this.euler.order = 'YXZ';
|
||||
this.menuPosition = new THREE.Vector3();
|
||||
this.recenter = this.recenter.bind(this);
|
||||
this.checkInViewAfterRecenter = this.checkInViewAfterRecenter.bind(this);
|
||||
this.target = document.querySelector(this.data.target);
|
||||
|
||||
// Delay to make sure we have a valid pose.
|
||||
sceneEl.addEventListener('enter-vr', () => setTimeout(this.recenter, 100));
|
||||
// User can also recenter the menu manually.
|
||||
sceneEl.addEventListener('menudown', this.recenter);
|
||||
sceneEl.addEventListener('thumbstickdown', this.recenter);
|
||||
window.addEventListener('vrdisplaypresentchange', this.recenter);
|
||||
document.querySelectorAll('[tracked-controls]').forEach(controlEl => {
|
||||
controlEl.addEventListener('menudown', this.recenter);
|
||||
controlEl.addEventListener('thumbstickdown', this.recenter);
|
||||
});
|
||||
},
|
||||
|
||||
recenter: function () {
|
||||
var euler = this.euler;
|
||||
if (!this.data.enabled) { return; }
|
||||
euler.setFromRotationMatrix(this.el.sceneEl.camera.el.object3D.matrixWorld, 'YXZ');
|
||||
this.el.object3D.rotation.y = euler.y + this.rotationOffset;
|
||||
// Check if the menu is in camera frustum in next tick after a frame has rendered.
|
||||
setTimeout(this.checkInViewAfterRecenter, 0);
|
||||
},
|
||||
|
||||
/*
|
||||
* Sometimes the quaternion returns the yaw in the [-180, 180] range.
|
||||
* Check if the menu is in the camera frustum after recenter it to
|
||||
* decide if we apply an offset or not.
|
||||
*/
|
||||
checkInViewAfterRecenter: (function () {
|
||||
var bottomVec3 = new THREE.Vector3();
|
||||
var topVec3 = new THREE.Vector3();
|
||||
recenter: (function () {
|
||||
var euler = new THREE.Euler();
|
||||
var matrix = new THREE.Matrix4();
|
||||
var rotationMatrix = new THREE.Matrix4();
|
||||
var translationMatrix = new THREE.Matrix4();
|
||||
|
||||
return function () {
|
||||
var camera = this.el.sceneEl.camera;
|
||||
var frustum = this.frustum;
|
||||
var menuPosition = this.menuPosition;
|
||||
const el = this.el;
|
||||
|
||||
camera.updateMatrix();
|
||||
camera.updateMatrixWorld();
|
||||
frustum.setFromMatrix(this.matrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse));
|
||||
if (!this.data.enabled) { return; }
|
||||
|
||||
// Check if menu position (and its bounds) are within the frustum.
|
||||
// Check bounds in case looking angled up or down, rather than menu central.
|
||||
menuPosition.setFromMatrixPosition(this.target.object3D.matrixWorld);
|
||||
bottomVec3.copy(menuPosition).y -= 3;
|
||||
topVec3.copy(menuPosition).y += 3;
|
||||
const camera = el.sceneEl.camera.el.object3D;
|
||||
|
||||
if (frustum.containsPoint(menuPosition) ||
|
||||
frustum.containsPoint(bottomVec3) ||
|
||||
frustum.containsPoint(topVec3)) { return; }
|
||||
// Reset matrix.
|
||||
matrix.identity();
|
||||
|
||||
this.rotationOffset = this.rotationOffset === 0 ? Math.PI : 0;
|
||||
// Recenter again with the new offset.
|
||||
this.recenter();
|
||||
// Create matrix to reset Y rotation.
|
||||
euler.set(0, -1 * camera.rotation.y, 0);
|
||||
rotationMatrix.makeRotationFromEuler(euler);
|
||||
|
||||
// Create matrix to zero position.
|
||||
translationMatrix.makeTranslation(-1 * camera.position.x, 0, -1 * camera.position.z);
|
||||
|
||||
// Multiply and decompose back to object3D.
|
||||
matrix.multiply(rotationMatrix).multiply(translationMatrix);
|
||||
matrix.decompose(el.object3D.position, el.object3D.quaternion, el.object3D.scale);
|
||||
el.object3D.updateMatrixWorld(true);
|
||||
};
|
||||
})(),
|
||||
|
||||
remove: function () {
|
||||
this.el.sceneEl.removeEventListener('enter-vr', this.recenter);
|
||||
}
|
||||
})()
|
||||
});
|
||||
|
||||
@@ -33,7 +33,7 @@
|
||||
effect-bloom="strength: 1"
|
||||
gpu-preloader
|
||||
loading-screen="backgroundColor: #000;"
|
||||
overlay="objects: #rightHand, #leftHand, [mixin~='cursorMesh'], .overlay"
|
||||
overlay="objects: .overlay"
|
||||
pool__beat-arrow-blue="mixin: arrowBlueBeat; size: 10; container: #beatContainer"
|
||||
pool__beat-arrow-red="mixin: arrowRedBeat; size: 10; container: #beatContainer"
|
||||
pool__beat-dot-blue="mixin: dotBlueBeat; size: 10; container: #beatContainer"
|
||||
@@ -92,13 +92,18 @@
|
||||
id="sparkParticles"
|
||||
particleplayer="src: #sparksJSON; color: #fcc; pscale: 0.7; on: explode; scale: 0.3; loop: false; img: #spark2Img; dur: 700; count: 50%; animateScale: true; initialScale: 3 0.5 1; finalScale: 0.1 0.5 1"></a-entity>
|
||||
|
||||
|
||||
<!-- Player. -->
|
||||
<a-mixin
|
||||
id="cursorMesh"
|
||||
material="shader: flat; transparent: true; src: #cursorMeshImg; depthTest: false"
|
||||
sub-object="from: #cursorLaser; name: glow"></a-mixin>
|
||||
<a-entity id="cameraRig">
|
||||
|
||||
<!--
|
||||
Player.
|
||||
Apply overlay to camera rig, not controllers, because overlay will reparent to
|
||||
an empty scene, disabling ability to move and rotate the camera rig having effect
|
||||
on controller matrix world.
|
||||
-->
|
||||
<a-entity id="cameraRig" class="overlay" bind__recenter="enabled: !isPlaying">
|
||||
<a-entity id="camera" position="0 1.6 0.5" camera look-controls wasd-controls>
|
||||
<a-entity
|
||||
id="cameraCollider"
|
||||
@@ -180,6 +185,7 @@
|
||||
|
||||
<a-entity
|
||||
id="{{ hand }}CursorMesh"
|
||||
class="overlay"
|
||||
mixin="cursorMesh"
|
||||
bind__cursor-mesh="active: {{ hand }}RaycasterActive && !isPLaying"
|
||||
cursor-mesh="cursorEl: #{{ hand }}Hand"
|
||||
@@ -205,8 +211,12 @@
|
||||
mixin="raycaster"
|
||||
cursor="rayOrigin: mouse"
|
||||
raycaster="objects: [raycastable]"></a-entity>
|
||||
<a-entity id="mouseCursorMesh" mixin="cursorMesh" cursor-mesh="cursorEl: #mouseCursor"
|
||||
bind__cursor-mesh="active: menuActive"></a-entity>
|
||||
<a-entity
|
||||
id="mouseCursorMesh"
|
||||
class="overlay"
|
||||
mixin="cursorMesh"
|
||||
cursor-mesh="cursorEl: #mouseCursor"
|
||||
bind__cursor-mesh="active: menuActive"></a-entity>
|
||||
{% endif %}
|
||||
</a-scene>
|
||||
|
||||
|
||||
Reference in New Issue
Block a user