74 lines
3.1 KiB
JavaScript
74 lines
3.1 KiB
JavaScript
xrf.portalNonEuclidian = function(v, opts){
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let { frag, mesh, model, camera, scene, renderer, THREE} = opts
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let toFrag = xrf.URI.parse( v.string )
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// turn plane into stencilplane
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mesh.material = new THREE.MeshPhongMaterial({ color: 'green' });
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mesh.material.depthWrite = false;
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mesh.material.stencilWrite = true;
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mesh.material.stencilRef = xrf.portalNonEuclidian.stencilRef;
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mesh.material.stencilFunc = THREE.AlwaysStencilFunc;
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mesh.material.stencilZPass = THREE.ReplaceStencilOp;
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//mesh.material.side = THREE.DoubleSide (this requires flipping normals based on camerapos)
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mesh.stencilRef = xrf.portalNonEuclidian.stencilRef
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let stencilPos = new xrf.THREE.Vector3()
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mesh.getWorldPosition(stencilPos)
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// allow objects to flip between original and stencil position (which puts them behind stencilplane)
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const addStencilFeature = (n) => {
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n.stencil = (
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(pos,stencilPos, stencilMaterial, material ) => (enabled) => {
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if( mesh.stencilScene.active ) enabled = false // always deactive when stencil was clicked
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let sRef = enabled ? mesh.stencilRef : 0
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n.position.copy( enabled ? stencilPos : pos )
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xrf.portalNonEuclidian.selectStencil(n, sRef )
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n.traverse( (c) => xrf.portalNonEuclidian.selectStencil(c,sRef) )
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}
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)( n.position.clone(), stencilPos, n.material.clone, n.material )
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return n
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}
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// collect related objects from XRWG to render inside stencilplane
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let objs = XRWG.match(mesh.name,0)
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if( objs.length == 0 ) return console.warn(`no objects are tagged with (portal)object name '${mesh.name}'`)
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objs = objs[0].nodes
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.filter( (n) => n.uuid != mesh.uuid && !n.stencilRef ) // filter out stencilplane
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.map(addStencilFeature)
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// put it into a scene so we can render it separately
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mesh.stencilScene = new xrf.THREE.Scene()
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mesh.stencilScene.children = objs
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// enable the stencil-material of the stencil objects
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mesh.onAfterRender = function(){
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mesh.stencilScene.traverse( (n) => n.stencil ? n.stencil(true) : false )
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}
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xrf.addEventListener('href', (opts) => {
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if( opts.click && opts.mesh.uuid == mesh.uuid){
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// reposition stencilScene objects back to their original (and disable the stencil material)
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mesh.stencilScene.traverse( (n) => n.stencil ? n.stencil(false) : false )
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mesh.stencilScene.active = true
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}else mesh.stencilScene.active = false
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})
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xrf.portalNonEuclidian.stencilRef += 1 // each portal has unique stencil id
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console.log("enabling portal for object '${mesh.name}'`")
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}
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xrf.portalNonEuclidian.selectStencil = (n, stencilRef, material) => {
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if( n.material ){
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if( !n.stencilMaterial ){
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n.originalMaterial = n.material
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n.stencilMaterial = n.material.clone()
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n.stencilMaterial.stencilRef = stencilRef
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n.stencilMaterial.stencilWrite = stencilRef
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n.stencilMaterial.stencilFunc = xrf.THREE.EqualStencilFunc;
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}
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n.material = stencilRef > 0 ? n.stencilMaterial : n.originalMaterial
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}
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}
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xrf.portalNonEuclidian.stencilRef = 1
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