@@ -1,76 +1,48 @@
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/**
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* Pivot the scene when user enters VR to face the links.
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* Recenter camera back to facing down negative Z axis at 0, 0, 0.
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*/
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AFRAME.registerComponent('recenter', {
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schema: {
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enabled: {default: true},
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target: {default: ''}
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enabled: {default: true}
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},
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init: function () {
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var sceneEl = this.el.sceneEl;
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this.matrix = new THREE.Matrix4();
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this.frustum = new THREE.Frustum();
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this.rotationOffset = 0;
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this.euler = new THREE.Euler();
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this.euler.order = 'YXZ';
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this.menuPosition = new THREE.Vector3();
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this.recenter = this.recenter.bind(this);
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this.checkInViewAfterRecenter = this.checkInViewAfterRecenter.bind(this);
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this.target = document.querySelector(this.data.target);
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// Delay to make sure we have a valid pose.
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sceneEl.addEventListener('enter-vr', () => setTimeout(this.recenter, 100));
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// User can also recenter the menu manually.
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sceneEl.addEventListener('menudown', this.recenter);
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sceneEl.addEventListener('thumbstickdown', this.recenter);
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window.addEventListener('vrdisplaypresentchange', this.recenter);
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document.querySelectorAll('[tracked-controls]').forEach(controlEl => {
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controlEl.addEventListener('menudown', this.recenter);
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controlEl.addEventListener('thumbstickdown', this.recenter);
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});
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},
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recenter: function () {
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var euler = this.euler;
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if (!this.data.enabled) { return; }
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euler.setFromRotationMatrix(this.el.sceneEl.camera.el.object3D.matrixWorld, 'YXZ');
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this.el.object3D.rotation.y = euler.y + this.rotationOffset;
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// Check if the menu is in camera frustum in next tick after a frame has rendered.
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setTimeout(this.checkInViewAfterRecenter, 0);
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},
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/*
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* Sometimes the quaternion returns the yaw in the [-180, 180] range.
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* Check if the menu is in the camera frustum after recenter it to
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* decide if we apply an offset or not.
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*/
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checkInViewAfterRecenter: (function () {
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var bottomVec3 = new THREE.Vector3();
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var topVec3 = new THREE.Vector3();
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recenter: (function () {
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var euler = new THREE.Euler();
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var matrix = new THREE.Matrix4();
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var rotationMatrix = new THREE.Matrix4();
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var translationMatrix = new THREE.Matrix4();
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return function () {
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var camera = this.el.sceneEl.camera;
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var frustum = this.frustum;
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var menuPosition = this.menuPosition;
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const el = this.el;
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camera.updateMatrix();
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camera.updateMatrixWorld();
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frustum.setFromMatrix(this.matrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse));
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if (!this.data.enabled) { return; }
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// Check if menu position (and its bounds) are within the frustum.
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// Check bounds in case looking angled up or down, rather than menu central.
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menuPosition.setFromMatrixPosition(this.target.object3D.matrixWorld);
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bottomVec3.copy(menuPosition).y -= 3;
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topVec3.copy(menuPosition).y += 3;
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const camera = el.sceneEl.camera.el.object3D;
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if (frustum.containsPoint(menuPosition) ||
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frustum.containsPoint(bottomVec3) ||
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frustum.containsPoint(topVec3)) { return; }
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// Reset matrix.
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matrix.identity();
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this.rotationOffset = this.rotationOffset === 0 ? Math.PI : 0;
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// Recenter again with the new offset.
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this.recenter();
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// Create matrix to reset Y rotation.
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euler.set(0, -1 * camera.rotation.y, 0);
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rotationMatrix.makeRotationFromEuler(euler);
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// Create matrix to zero position.
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translationMatrix.makeTranslation(-1 * camera.position.x, 0, -1 * camera.position.z);
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// Multiply and decompose back to object3D.
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matrix.multiply(rotationMatrix).multiply(translationMatrix);
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matrix.decompose(el.object3D.position, el.object3D.quaternion, el.object3D.scale);
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el.object3D.updateMatrixWorld(true);
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};
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})(),
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remove: function () {
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this.el.sceneEl.removeEventListener('enter-vr', this.recenter);
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}
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})()
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});
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Reference in New Issue
Block a user