// wrapper to collect interactive raycastable objects xrf.interactiveGroup = function(THREE,renderer,camera){ let { Group, Matrix4, Raycaster, Vector2 } = THREE const _pointer = new Vector2(); const _event = { type: '', data: _pointer }; let object = {selected:false} class interactive extends Group { constructor( renderer, camera ) { super(); if( !renderer || !camera ) return // extract camera when camera-rig is passed camera.traverse( (n) => String(n.type).match(/Camera/) ? camera = n : null ) const scope = this; scope.objects = [] scope.raycastAll = false const raycaster = new Raycaster(); const tempMatrix = new Matrix4(); // Pointer Events const element = renderer.domElement; const getAllMeshes = (scene) => { let objects = [] xrf.scene.traverse( (n) => { if( !n.material || n.type != 'Mesh' ) return objects.push(n) }) return objects } function onPointerEvent( event ) { //event.stopPropagation(); const rect = renderer.domElement.getBoundingClientRect(); _pointer.x = ( event.clientX - rect.left ) / rect.width * 2 - 1; _pointer.y = - ( event.clientY - rect.top ) / rect.height * 2 + 1; raycaster.setFromCamera( _pointer, camera ); let objects = scope.raycastAll ? getAllMeshes(xrf.scene) : scope.objects const intersects = raycaster.intersectObjects( objects, false ) if ( intersects.length > 0 ) { const intersection = intersects[ 0 ]; object = intersection.object; const uv = intersection.uv; _event.type = event.type; if( uv ) _event.data.set( uv.x, 1 - uv.y ); object.dispatchEvent( _event ); }else{ if( object.selected ) { _event.type = 'mouseleave' object.dispatchEvent( _event) } } } element.addEventListener( 'pointerdown', onPointerEvent ); element.addEventListener( 'pointerup', onPointerEvent ); element.addEventListener( 'pointermove', onPointerEvent ); element.addEventListener( 'mousedown', onPointerEvent ); element.addEventListener( 'mousemove', onPointerEvent ); element.addEventListener( 'click', onPointerEvent ); element.addEventListener( 'mouseup', onPointerEvent ); // WebXR Controller Events // TODO: Dispatch pointerevents too const eventsMapper = { 'move': 'mousemove', 'select': 'click', 'selectstart': 'mousedown', 'selectend': 'mouseup' }; function onXRControllerEvent( event ) { const controller = event.target; tempMatrix.identity().extractRotation( controller.matrixWorld ); raycaster.ray.origin.setFromMatrixPosition( controller.matrixWorld ); raycaster.ray.direction.set( 0, 0, - 1 ).applyMatrix4( tempMatrix ); let objects = scope.raycastAll ? getAllMeshes(xrf.scene) : scope.objects const intersects = raycaster.intersectObjects( objects, false ) if ( intersects.length > 0 ) { console.log(object.name) const intersection = intersects[ 0 ]; object = intersection.object; const uv = intersection.uv; _event.type = eventsMapper[ event.type ]; if( uv ) _event.data.set( uv.x, 1 - uv.y ); object.dispatchEvent( _event ); }else{ if( object.selected ) { _event.type = 'mouseleave' object.dispatchEvent(_event) } } } const controller1 = renderer.xr.getController( 0 ); controller1.addEventListener( 'move', onXRControllerEvent ); controller1.addEventListener( 'select', onXRControllerEvent ); controller1.addEventListener( 'selectstart', onXRControllerEvent ); controller1.addEventListener( 'selectend', onXRControllerEvent ); const controller2 = renderer.xr.getController( 1 ); controller2.addEventListener( 'move', onXRControllerEvent ); controller2.addEventListener( 'select', onXRControllerEvent ); controller2.addEventListener( 'selectstart', onXRControllerEvent ); controller2.addEventListener( 'selectend', onXRControllerEvent ); } // we create our own add to avoid unnecessary unparenting of buffergeometries from // their 3D model (which breaks animations) add(obj, unparent){ if( unparent ) Group.prototype.add.call( this, obj ) this.objects.push(obj) } } return new interactive(renderer,camera) }