window.AFRAME.registerComponent('xrf', { schema: { }, init: function () { if( !AFRAME.XRF ) this.initXRFragments() if( this.data ){ AFRAME.XRF.navigator.to(this.data) .then( (model) => { let gets = [ ...document.querySelectorAll('[xrf-get]') ] gets.map( (g) => g.emit('update') ) }) } }, initXRFragments: function(){ //window.addEventListener('popstate', clear ) //window.addEventListener('pushstate', clear ) // enable XR fragments let aScene = document.querySelector('a-scene') let XRF = AFRAME.XRF = xrfragment.init({ THREE, camera: aScene.camera, scene: aScene.object3D, renderer: aScene.renderer, debug: true, loaders: { gltf: THREE.GLTFLoader } // which 3D assets (exts) to check for XR fragments? }) if( !XRF.camera ) throw 'xrfragment: no camera detected, please declare ABOVE entities with xrf-attributes' // override the camera-related XR Fragments so the camera-rig is affected let camOverride = (xrf,v,opts) => { opts.camera = document.querySelector('[camera]').object3D.parent console.dir(opts.camera) xrf(v,opts) } XRF.pos = camOverride XRF.rot = camOverride XRF.href = (xrf,v,opts) => { // convert portal to a-entity so AFRAME camOverride(xrf,v,opts) // raycaster can find & execute it let {mesh,camera} = opts; let el = document.createElement("a-entity") el.setAttribute("xrf-get",mesh.name ) el.setAttribute("class","ray") el.addEventListener("click", mesh.userData.XRF.href.exec ) $('a-scene').appendChild(el) } // cleanup xrf-get objects when resetting scene XRF.reset = ((reset) => () => { reset() console.log("aframe reset") let els = [...document.querySelectorAll('[xrf-get]')] els.map( (el) => document.querySelector('a-scene').removeChild(el) ) })(XRF.reset) // undo lookup-control shenanigans (which blocks updating camerarig position in VR) aScene.addEventListener('enter-vr', () => document.querySelector('[camera]').object3D.parent.matrixAutoUpdate = true ) }, })