152 lines
6.6 KiB
JavaScript
152 lines
6.6 KiB
JavaScript
/**
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*
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* navigation, portals & mutations
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*
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* | fragment | type | scope | example value |
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* |`href`| string (uri or predefined view) | 🔒 |`#pos=1,1,0`<br>`#pos=1,1,0&rot=90,0,0`<br>`#pos=pyramid`<br>`#pos=lastvisit|pyramid`<br>`://somefile.gltf#pos=1,1,0`<br> |
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*
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* [[» example implementation|https://github.com/coderofsalvation/xrfragment/blob/main/src/3rd/three/xrf/href.js]]<br>
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* [[» example 3D asset|https://github.com/coderofsalvation/xrfragment/blob/main/example/assets/href.gltf#L192]]<br>
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* [[» discussion|https://github.com/coderofsalvation/xrfragment/issues/1]]<br>
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*
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* [img[xrfragment.jpg]]
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*
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*
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* !!!spec 1.0
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*
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* 1. an ''external''- or ''file URI'' fully replaces the current scene and assumes `pos=0,0,0&rot=0,0,0` by default (unless specified)
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*
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* 2. navigation should not happen when queries (`q=`) are present in local url: queries will apply (`pos=`, `rot=` e.g.) to the targeted object(s) instead.
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*
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* 3. navigation should not happen ''immediately'' when user is more than 2 meter away from the portal/object containing the href (to prevent accidental navigation e.g.)
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*
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* 4. URL navigation should always be reflected in the client (in case of javascript: see [[here|https://github.com/coderofsalvation/xrfragment/blob/dev/src/3rd/three/navigator.js]] for an example navigator).
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*
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* 5. In XR mode, the navigator back/forward-buttons should be always visible (using a wearable e.g., see [[here|https://github.com/coderofsalvation/xrfragment/blob/dev/example/aframe/sandbox/index.html#L26-L29]] for an example wearable)
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*
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* [img[navigation.png]]
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*
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*/
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xrf.frag.href = function(v, opts){
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opts.embedded = v // indicate embedded XR fragment
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let { frag, mesh, model, camera, scene, renderer, THREE} = opts
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if( mesh.userData.XRF.href.exec ) return // mesh already initialized
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const world = {
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pos: new THREE.Vector3(),
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scale: new THREE.Vector3(),
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quat: new THREE.Quaternion()
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}
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// detect equirectangular image
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let texture = mesh.material && mesh.material.map ? mesh.material.map : null
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if( texture && texture.source.data.height == texture.source.data.width/2 ){
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texture.mapping = THREE.ClampToEdgeWrapping
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texture.needsUpdate = true
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// poor man's equi-portal
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mesh.material = new THREE.ShaderMaterial( {
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side: THREE.DoubleSide,
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uniforms: {
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pano: { value: texture },
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selected: { value: false },
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},
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vertexShader: `
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vec3 portalPosition;
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varying vec3 vWorldPosition;
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varying float vDistanceToCenter;
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varying float vDistance;
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void main() {
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vDistanceToCenter = clamp(length(position - vec3(0.0, 0.0, 0.0)), 0.0, 1.0);
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portalPosition = (modelMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
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vDistance = length(portalPosition - cameraPosition);
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vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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#define RECIPROCAL_PI2 0.15915494
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uniform sampler2D pano;
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uniform bool selected;
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varying float vDistanceToCenter;
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varying float vDistance;
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varying vec3 vWorldPosition;
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void main() {
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vec3 direction = normalize(vWorldPosition - cameraPosition );
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vec2 sampleUV;
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sampleUV.y = -clamp(direction.y * 0.5 + 0.5, 0.0, 1.0);
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sampleUV.x = atan(direction.z, -direction.x) * -RECIPROCAL_PI2;
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sampleUV.x += 0.33; // adjust focus to AFRAME's a-scene.components.screenshot.capture()
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vec4 color = texture2D(pano, sampleUV);
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// Convert color to grayscale (lazy lite approach to not having to match tonemapping/shaderstacking of THREE.js)
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float luminance = 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b;
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vec4 grayscale_color = color; //selected ? color : vec4(vec3(luminance) + vec3(0.33), color.a);
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gl_FragColor = grayscale_color;
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}
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`,
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});
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mesh.material.needsUpdate = true
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}else if( mesh.material){ mesh.material = mesh.material.clone() }
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let click = mesh.userData.XRF.href.exec = (e) => {
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let isLocal = v.string[0] == '#'
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let lastPos = `pos=${camera.position.x.toFixed(2)},${camera.position.y.toFixed(2)},${camera.position.z.toFixed(2)}`
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xrf
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.emit('href',{click:true,mesh,xrf:v}) // let all listeners agree
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.then( () => {
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const flags = v.string[0] == '#' ? xrf.XRF.PV_OVERRIDE : undefined
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let toFrag = xrf.URI.parse( v.string, xrf.XRF.NAVIGATOR | xrf.XRF.PV_OVERRIDE | xrf.XRF.METADATA )
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// always keep a trail of last positions before we navigate
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if( !v.string.match(/pos=/) ) v.string += `${v.string[0] == '#' ? '&' : '#'}${lastPos}`
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if( !document.location.hash.match(/pos=/) ) xrf.navigator.to(`#${lastPos}`,flags)
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xrf.navigator.to(v.string) // let's surf to HREF!
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})
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.catch( console.error )
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}
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let selected = (state) => () => {
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if( mesh.selected == state ) return // nothing changed
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if( mesh.material ){
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if( mesh.material.uniforms ) mesh.material.uniforms.selected.value = state
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else mesh.material.color.r = mesh.material.color.g = mesh.material.color.b = state ? 2.0 : 1.0
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}
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// update mouse cursor
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if( !renderer.domElement.lastCursor )
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renderer.domElement.lastCursor = renderer.domElement.style.cursor
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renderer.domElement.style.cursor = state ? 'pointer' : renderer.domElement.lastCursor
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xrf
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.emit('href',{selected:state,mesh,xrf:v}) // let all listeners agree
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.then( () => mesh.selected = state )
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}
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mesh.addEventListener('click', click )
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mesh.addEventListener('mousemove', selected(true) )
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mesh.addEventListener('nocollide', selected(false) )
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// lazy add mesh (because we're inside a recursive traverse)
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setTimeout( (mesh) => {
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mesh.getWorldPosition(world.pos)
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mesh.getWorldScale(world.scale)
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mesh.getWorldQuaternion(world.quat);
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mesh.position.copy(world.pos)
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mesh.scale.copy(world.scale)
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mesh.setRotationFromQuaternion(world.quat);
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xrf.interactive.add(mesh)
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xrf.emit('interactionReady', {mesh,xrf:v,clickHandler: mesh.userData.XRF.href.exec })
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}, 0, mesh )
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}
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/**
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* > above solutions were abducted from [[this|https://i.imgur.com/E3En0gJ.png]] and [[this|https://i.imgur.com/lpnTz3A.png]] survey result
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*
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* !!!Demo
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*
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* <$videojs controls="controls" aspectratio="16:9" preload="auto" poster="" fluid="fluid" class="vjs-big-play-centered">
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* <source src="https://coderofsalvation.github.io/xrfragment.media/href.mp4" type="video/mp4"/>
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* </$videojs>
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*
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* > capture of <a href="./example/aframe/sandbox" target="_blank">aframe/sandbox</a>
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*/
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