added controller things
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375f30ef70
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a2a26dc739
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// gaze + fuse-to-click on mobile VR
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// gaze + tap-to-click on mobile AR
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// also adds 'eye'-tracking (mouseover) functionality to display popovers
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AFRAME.registerComponent('gaze-touch-to-click',{
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schema:{
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spawn:{type:'boolean',default:false},
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},
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events:{
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"fusing": function(e){
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if( e.detail.mouseEvent ) return // ignore click event
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console.dir(e)
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}
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},
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setGazer: function(state, fuse){
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if( !AFRAME.utils.device.isMobile() ) return
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let cam = document.querySelector("[camera]")
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if( state ){
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if( cam.innerHTML.match(/cursor/) ) return; // avoid duplicate calls
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cam.innerHTML = `<a-entity id="cursor" cursor="fuse: ${fuse ? 'true': 'false'}; fuseTimeout: 1500"
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animation__click="property: scale; startEvents: click; easing: easeInCubic; dur: 150; from: 0.1 0.1 0.1; to: 1 1 1"
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animation__fusing="property: scale; startEvents: fusing; easing: easeInCubic; dur: 1500; from: 1 1 1; to: 0.1 0.1 0.1"
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animation__mouseleave="property: scale; startEvents: mouseleave; easing: easeInCubic; dur: 500; to: 1 1 1"
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raycaster="objects: .ray"
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visible="true"
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position="0 0 -1"
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material="color: #BBBBBB; shader: flat">
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</a-entity>`
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cam.querySelector('#cursor').setAttribute("geometry","primitive: ring; radiusInner: 0.02; radiusOuter: 0.03")
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}else{
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cam.querySelector('#cursor').removeAttribute("geometry")
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if( document.querySelector('[cursor]') ) {
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document.querySelector('[cursor]').setAttribute("visible",false)
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}
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}
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},
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init:function(data){
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this.setGazer(true);
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document.querySelector("a-scene").addEventListener('exit-vr', () => this.setGazer(false,false) )
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document.querySelector("a-scene").addEventListener('enter-vr', () => this.setGazer(true,true) )
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document.querySelector("a-scene").addEventListener('enter-ar', () => this.setGazer(true,false) )
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document.querySelector("a-scene").addEventListener('exit-ar', () => this.setGazer(false,false) )
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}
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});
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@ -0,0 +1,67 @@
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// look-controls turns off autoUpdateMatrix (of player) which
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// will break repositionining the VR rig (teleporting and other stuff)
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// overriding this below is easier then adding updateMatrixWorld() everywhere else
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// (or rolling your own look-controls and diverting from mainbranch)
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AFRAME.registerComponent('patch-look-controls',{
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init: function(){
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alert("fjo"); //dEventListener('loaded', () => this.patchLookControls() )
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},
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patchLookControls: function(){
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alert("ja!")
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let lk = document.querySelector('[look-controls]')
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if( !lk ) return
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lk = lk.components['look-controls']
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lk.onEnterVR = function () {
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var sceneEl = this.el.sceneEl;
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if (!sceneEl.checkHeadsetConnected()) { return; }
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this.saveCameraPose();
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this.el.object3D.position.set(0, 0, 0);
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this.el.object3D.rotation.set(0, 0, 0);
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if (sceneEl.hasWebXR) {
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// this.el.object3D.matrixAutoUpdate = false;
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this.el.object3D.updateMatrix();
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}
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}
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/**
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* Restore the pose.
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*/
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lk.onExitVR = function () {
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if (!this.el.sceneEl.checkHeadsetConnected()) { return; }
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this.restoreCameraPose();
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this.previousHMDPosition.set(0, 0, 0);
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this.el.object3D.matrixAutoUpdate = true;
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}
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// it also needs to apply the offset (in case the #rot was used in URLS)
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lk.updateOrientation = function () {
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var object3D = this.el.object3D;
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var pitchObject = this.pitchObject;
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var yawObject = this.yawObject;
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var sceneEl = this.el.sceneEl;
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// In VR or AR mode, THREE is in charge of updating the camera pose.
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if ((sceneEl.is('vr-mode') || sceneEl.is('ar-mode')) && sceneEl.checkHeadsetConnected()) {
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// With WebXR THREE applies headset pose to the object3D internally.
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return;
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}
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this.updateMagicWindowOrientation();
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let offsetX = object3D.rotation.offset ? object3D.rotation.offset.x : 0
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let offsetY = object3D.rotation.offset ? object3D.rotation.offset.y : 0
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// On mobile, do camera rotation with touch events and sensors.
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object3D.rotation.x = this.magicWindowDeltaEuler.x + offsetX + pitchObject.rotation.x;
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object3D.rotation.y = this.magicWindowDeltaEuler.y + offsetY + yawObject.rotation.y;
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object3D.rotation.z = this.magicWindowDeltaEuler.z;
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object3D.matrixAutoUpdate = true
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}
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}
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})
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// look-controls turns off autoUpdateMatrix (of player) which
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// will break repositionining the VR rig (teleporting and other stuff)
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// overriding this below is easier then adding updateMatrixWorld() everywhere else
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// (or rolling your own look-controls and diverting from mainbranch)
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// this component will re-attach a patched look-controls
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AFRAME.registerComponent('patch-look-controls',{
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init: function(){
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let scene = AFRAME.scenes[0]
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let el = document.querySelector('[look-controls]')
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el.removeAttribute("look-controls")
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AFRAME.components['look-controls'].Component.prototype.onEnterVR = function () {
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var sceneEl = this.el.sceneEl;
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if (!sceneEl.checkHeadsetConnected()) { return; }
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this.saveCameraPose();
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this.el.object3D.position.set(0, 0, 0);
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this.el.object3D.rotation.set(0, 0, 0);
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if (sceneEl.hasWebXR) {
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// this.el.object3D.matrixAutoUpdate = false;
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this.el.object3D.updateMatrix();
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}
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}
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/**
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* Restore the pose.
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*/
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AFRAME.components['look-controls'].Component.prototype.onExitVR = function () {
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if (!this.el.sceneEl.checkHeadsetConnected()) { return; }
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this.restoreCameraPose();
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this.previousHMDPosition.set(0, 0, 0);
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this.el.object3D.matrixAutoUpdate = true;
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}
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// it also needs to apply the offset (in case the #rot was used in URLS)
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AFRAME.components['look-controls'].Component.prototype.updateOrientation = function () {
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var object3D = this.el.object3D;
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var pitchObject = this.pitchObject;
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var yawObject = this.yawObject;
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var sceneEl = this.el.sceneEl;
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// In VR or AR mode, THREE is in charge of updating the camera pose.
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if ((sceneEl.is('vr-mode') || sceneEl.is('ar-mode')) && sceneEl.checkHeadsetConnected()) {
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// With WebXR THREE applies headset pose to the object3D internally.
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return;
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}
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this.updateMagicWindowOrientation();
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let offsetX = object3D.rotation.offset ? object3D.rotation.offset.x : 0
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let offsetY = object3D.rotation.offset ? object3D.rotation.offset.y : 0
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// On mobile, do camera rotation with touch events and sensors.
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object3D.rotation.x = this.magicWindowDeltaEuler.x + offsetX + pitchObject.rotation.x;
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object3D.rotation.y = this.magicWindowDeltaEuler.y + offsetY + yawObject.rotation.y;
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object3D.rotation.z = this.magicWindowDeltaEuler.z;
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object3D.matrixAutoUpdate = true
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}
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el.setAttribute('look-controls','')
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}
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})
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// poor man's way to move forward using hand gesture pinch
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window.AFRAME.registerComponent('pinch-to-teleport', {
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schema:{
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rig: {type: "selector"}
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},
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init: function(){
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this.el.addEventListener("pinchended", () => {
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// get the cameras world direction
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let direction = new THREE.Vector3()
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this.el.sceneEl.camera.getWorldDirection(direction);
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// multiply the direction by a "speed" factor
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direction.multiplyScalar(0.4)
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// get the current position
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var pos = player.getAttribute("position")
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// add the direction vector
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pos.x += direction.x
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pos.z += direction.z
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// set the new position
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this.data.rig.setAttribute("position", pos);
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// !!! NOTE - it would be more efficient to do the
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// position change on the players THREE.Object:
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// `player.object3D.position.add(direction)`
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// but it would break "getAttribute("position")
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})
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},
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})
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// this makes WebXR hand controls able to click things (by touching it)
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AFRAME.registerComponent('pressable', {
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schema: {
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pressDistance: {
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default: 0.01
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}
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},
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init: function() {
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this.worldPosition = new THREE.Vector3();
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this.fingerWorldPosition = new THREE.Vector3();
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this.raycaster = new THREE.Raycaster()
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this.handEls = document.querySelectorAll('[hand-tracking-controls]');
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this.pressed = false;
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this.distance = -1
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// we throttle by distance, to support scenes with loads of clickable objects (far away)
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this.tick = this.throttleByDistance( () => this.detectPress() )
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},
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throttleByDistance: function(f){
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return function(){
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if( this.distance < 0 ) return f() // first call
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if( !f.tid ){
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let x = this.distance
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let y = x*(x*0.05)*1000 // parabolic curve
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f.tid = setTimeout( function(){
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f.tid = null
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f()
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}, y )
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}
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}
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},
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detectPress: function(){
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var handEls = this.handEls;
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var handEl;
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let minDistance = 5
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// compensate for xrf-get AFRAME component (which references non-reparented buffergeometries from the 3D model)
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let object3D = this.el.object3D.child || this.el.object3D
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for (var i = 0; i < handEls.length; i++) {
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handEl = handEls[i];
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let indexTipPosition = handEl.components['hand-tracking-controls'].indexTipPosition
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// Apply the relative position to the parent's world position
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handEl.object3D.updateMatrixWorld();
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handEl.object3D.getWorldPosition( this.fingerWorldPosition )
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this.fingerWorldPosition.add( indexTipPosition )
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this.raycaster.far = this.data.pressDistance
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// Create a direction vector (doesnt matter because it is supershort for 'touch' purposes)
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const direction = new THREE.Vector3(1.0,0,0);
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this.raycaster.set(this.fingerWorldPosition, direction)
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intersects = this.raycaster.intersectObjects([object3D],true)
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object3D.getWorldPosition(this.worldPosition)
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distance = this.fingerWorldPosition.distanceTo(this.worldPosition)
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minDistance = distance < minDistance ? distance : minDistance
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if (intersects.length ){
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if( !this.pressed ){
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this.el.emit('pressedstarted');
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this.el.emit('click');
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this.pressed = setTimeout( () => {
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this.el.emit('pressedended');
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this.pressed = null
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},300)
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}
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}
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}
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this.distance = minDistance
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}
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});
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window.AFRAME.registerComponent('xrf-wear', {
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schema:{
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el: {type:"selector"},
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position: {type:"vec3"},
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rotation: {type:"vec3"}
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},
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init: function(){
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$('a-scene').addEventListener('enter-vr', (e) => this.wear(e) )
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$('a-scene').addEventListener('exit-vr', (e) => this.unwear(e) )
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},
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wear: function(){
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if( !this.wearable ){
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let d = this.data
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this.wearable = new THREE.Group()
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this.el.object3D.children.map( (c) => this.wearable.add(c) )
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this.wearable.position.set( d.position.x, d.position.y, d.position.z)
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this.wearable.rotation.set( d.rotation.x, d.rotation.y, d.rotation.z)
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}
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this.data.el.object3D.add(this.wearable)
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},
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unwear: function(){
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this.data.el.remove(this.wearable)
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this.wearable.children.map( (c) => this.el.object3D.add(c) )
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delete this.wearable
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}
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})
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