xrfragment-haxe/src/3rd/js/three/util/non-euclidian.js

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xrf.portalNonEuclidian = function(v, opts){
let { frag, mesh, model, camera, scene, renderer, THREE} = opts
let toFrag = xrf.URI.parse( v.string )
// turn plane into stencilplane
mesh.material = new THREE.MeshPhongMaterial({ color: 'green' });
mesh.material.depthWrite = false;
mesh.material.stencilWrite = true;
mesh.material.stencilRef = xrf.portalNonEuclidian.stencilRef;
mesh.material.stencilFunc = THREE.AlwaysStencilFunc;
mesh.material.stencilZPass = THREE.ReplaceStencilOp;
//mesh.material.side = THREE.DoubleSide // *TODO* this requires flipping normals based on camera orientation
mesh.portal = {
stencilRef: xrf.portalNonEuclidian.stencilRef
}
let stencilPos = new xrf.THREE.Vector3()
mesh.getWorldPosition(stencilPos)
// allow objects to flip between original and stencil position (which puts them behind stencilplane)
const addStencilFeature = (n) => {
n.stencil = (
(pos,stencilPos, stencilMat, mat ) => (enabled) => {
let sRef = enabled ? mesh.portal.stencilRef : 0
stencilMat.depthTest = false
n.position.copy( enabled ? stencilPos : pos )
n.material = enabled ? stencilMat : mat
xrf.portalNonEuclidian.selectStencil(n, sRef ) // disable depthtest of world-container (sky e.g.)
n.traverse( (c) => !c.portal && (xrf.portalNonEuclidian.selectStencil(c,sRef)) )
}
)( n.position.clone(), stencilPos, n.material.clone(), n.material )
return n
}
// collect related objects from XRWG to render inside stencilplane
let objs = XRWG.match(mesh.name,0)
if( objs.length == 0 ) return console.warn(`no objects are tagged with (portal)object name '${mesh.name}'`)
objs = objs[0].nodes
.filter( (n) => !n.portal ) // filter out (self)references to portals (prevent recursion)
.map(addStencilFeature)
// add missing lights to make sure things get lit properly
xrf.scene.traverse( (n) => n.isLight &&
!objs.find( (o) => o.uuid == n.uuid ) &&
(objs.push(n))
)
// put it into a scene (without .add() because it reparents objects) so we can render it separately
mesh.stencilObjects = new xrf.THREE.Scene()
mesh.stencilObjects.children = objs
// *TODO* stencilize any tagged plane without material
// enable the stencil-material of the stencil objects
const showPortal = (n,show) => {
if( n.portal ) n.visible = show
return true
}
mesh.onAfterRender = function(renderer, scene, camera, geometry, material, group ){
mesh.stencilObjects.traverse( (n) => showPortal(n,false) && n.stencil && (n.stencil(true)) )
renderer.autoClear = false
renderer.autoClearStencil = false
//renderer.sortObjects = false
renderer.render( mesh.stencilObjects, camera )
//renderer.sortObjects = true
mesh.stencilObjects.traverse( (n) => showPortal(n,true) && n.stencil && (n.stencil(false)) )
}
xrf.portalNonEuclidian.stencilRef += 1 // each portal has unique stencil id
console.log("enabling portal for object '${mesh.name}'`")
}
xrf.portalNonEuclidian.selectStencil = (n, stencilRef, depthTest) => {
if( n.material ){
n.material.stencilRef = stencilRef
n.material.stencilWrite = stencilRef
n.material.stencilFunc = xrf.THREE.EqualStencilFunc;
}
n.updateMatrixWorld(true)
}
xrf.portalNonEuclidian.stencilRef = 1