xrfragment/src/3rd/three/xrf/href.js

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xrf.frag.href = function(v, opts){
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let { mesh, model, camera, scene, renderer, THREE} = opts
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let texture = mesh.material.map
texture.mapping = THREE.ClampToEdgeWrapping
texture.needsUpdate = true
mesh.material.dispose()
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// poor man's equi-portal
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mesh.material = new THREE.ShaderMaterial( {
side: THREE.DoubleSide,
uniforms: {
pano: { value: texture }
},
vertexShader: `
vec3 portalPosition;
varying vec3 vWorldPosition;
varying float vDistanceToCenter;
varying float vDistance;
void main() {
vDistanceToCenter = clamp(length(position - vec3(0.0, 0.0, 0.0)), 0.0, 1.0);
portalPosition = (modelMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
vDistance = length(portalPosition - cameraPosition);
vWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
#define RECIPROCAL_PI2 0.15915494
uniform sampler2D pano;
varying float vDistanceToCenter;
varying float vDistance;
varying vec3 vWorldPosition;
void main() {
vec3 direction = normalize(vWorldPosition - cameraPosition);
vec2 sampleUV;
sampleUV.y = -clamp(direction.y * 0.5 + 0.5, 0.0, 1.0);
sampleUV.x = atan(direction.z, -direction.x) * -RECIPROCAL_PI2;
sampleUV.x += 0.33; // adjust focus to AFRAME's $('a-scene').components.screenshot.capture()
vec4 color = texture2D(pano, sampleUV);
// Convert color to grayscale (lazy lite approach to not having to match tonemapping/shaderstacking of THREE.js)
float luminance = 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b;
vec4 grayscale_color = vec4(vec3(luminance) + vec3(0.33), color.a);
gl_FragColor = grayscale_color;
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}
`,
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});
mesh.material.needsUpdate = true
const handleTeleport = (e) => {
if( mesh.clicked ) return
this.clicked = true
let portalArea = 1 // 1 meter
const meshWorldPosition = new THREE.Vector3();
meshWorldPosition.setFromMatrixPosition(mesh.matrixWorld);
const cameraDirection = new THREE.Vector3();
camera.getWorldPosition(cameraDirection);
cameraDirection.sub(meshWorldPosition);
cameraDirection.normalize();
cameraDirection.multiplyScalar(portalArea); // move away from portal
const newPos = meshWorldPosition.clone().add(cameraDirection);
const positionInFrontOfPortal = () => {
camera.position.copy(newPos);
camera.lookAt(meshWorldPosition);
if( xrf.baseReferenceSpace ){ // WebXR VR/AR roomscale reposition
const offsetPosition = { x: -newPos.x, y: 0, z: -newPos.z, w: 1 };
const offsetRotation = new THREE.Quaternion();
const transform = new XRRigidTransform( offsetPosition, offsetRotation );
const teleportSpaceOffset = xrf.baseReferenceSpace.getOffsetReferenceSpace( transform );
xrf.renderer.xr.setReferenceSpace( teleportSpaceOffset );
}
document.location.hash = `#pos=${camera.position.x},${camera.position.y},${camera.position.z}`;
}
const distance = camera.position.distanceTo(newPos);
if( distance > portalArea ) positionInFrontOfPortal()
else xrf.navigate.to(v.string) // ok let's surf to HREF!
setTimeout( () => mesh.clicked = false, 200 ) // prevent double clicks
}
if( !opts.frag.q ) mesh.addEventListener('click', handleTeleport )
// lazy remove mesh (because we're inside a traverse)
setTimeout( () => {
model.interactive.add(mesh) // make clickable
},200)
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}