xrsh-com/com/control/no-look-controls-in-xr.js

68 lines
2.3 KiB
JavaScript

// look-controls turns off autoUpdateMatrix (of player) which
// will break repositionining the VR rig (teleporting and other stuff)
// overriding this below is easier then adding updateMatrixWorld() everywhere else
// (or rolling your own look-controls and diverting from mainbranch)
AFRAME.registerComponent('patch-look-controls',{
init: function(){
alert("fjo"); //dEventListener('loaded', () => this.patchLookControls() )
},
patchLookControls: function(){
alert("ja!")
let lk = document.querySelector('[look-controls]')
if( !lk ) return
lk = lk.components['look-controls']
lk.onEnterVR = function () {
var sceneEl = this.el.sceneEl;
if (!sceneEl.checkHeadsetConnected()) { return; }
this.saveCameraPose();
this.el.object3D.position.set(0, 0, 0);
this.el.object3D.rotation.set(0, 0, 0);
if (sceneEl.hasWebXR) {
// this.el.object3D.matrixAutoUpdate = false;
this.el.object3D.updateMatrix();
}
}
/**
* Restore the pose.
*/
lk.onExitVR = function () {
if (!this.el.sceneEl.checkHeadsetConnected()) { return; }
this.restoreCameraPose();
this.previousHMDPosition.set(0, 0, 0);
this.el.object3D.matrixAutoUpdate = true;
}
// it also needs to apply the offset (in case the #rot was used in URLS)
lk.updateOrientation = function () {
var object3D = this.el.object3D;
var pitchObject = this.pitchObject;
var yawObject = this.yawObject;
var sceneEl = this.el.sceneEl;
// In VR or AR mode, THREE is in charge of updating the camera pose.
if ((sceneEl.is('vr-mode') || sceneEl.is('ar-mode')) && sceneEl.checkHeadsetConnected()) {
// With WebXR THREE applies headset pose to the object3D internally.
return;
}
this.updateMagicWindowOrientation();
let offsetX = object3D.rotation.offset ? object3D.rotation.offset.x : 0
let offsetY = object3D.rotation.offset ? object3D.rotation.offset.y : 0
// On mobile, do camera rotation with touch events and sensors.
object3D.rotation.x = this.magicWindowDeltaEuler.x + offsetX + pitchObject.rotation.x;
object3D.rotation.y = this.magicWindowDeltaEuler.y + offsetY + yawObject.rotation.y;
object3D.rotation.z = this.magicWindowDeltaEuler.z;
object3D.matrixAutoUpdate = true
}
}
})