Created
April 27, 2018 22:24
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/** | |
* Pivot the scene when user enters VR to face a target. | |
*/ | |
AFRAME.registerComponent('recenter', { | |
schema: { | |
target: {default: ''} | |
}, | |
init: function () { | |
var sceneEl = this.el.sceneEl; | |
this.matrix = new THREE.Matrix4(); | |
this.frustum = new THREE.Frustum(); | |
this.rotationOffset = 0; | |
this.euler = new THREE.Euler(); | |
this.euler.order = 'YXZ'; | |
this.menuPosition = new THREE.Vector3(); | |
this.recenter = this.recenter.bind(this); | |
this.checkInViewAfterRecenter = this.checkInViewAfterRecenter.bind(this); | |
this.target = document.querySelector(this.data.target); | |
// Delay to make sure we have a valid pose. | |
sceneEl.addEventListener('enter-vr', () => setTimeout(this.recenter, 100)); | |
// User can also recenter the menu manually. | |
sceneEl.addEventListener('menudown', this.recenter); | |
sceneEl.addEventListener('thumbstickdown', this.recenter); | |
window.addEventListener('vrdisplaypresentchange', this.recenter); | |
}, | |
recenter: function () { | |
var euler = this.euler; | |
euler.setFromRotationMatrix(this.el.sceneEl.camera.el.object3D.matrixWorld, 'YXZ'); | |
this.el.object3D.rotation.y = euler.y + this.rotationOffset; | |
// Check if the menu is in camera frustum in next tick after a frame has rendered. | |
setTimeout(this.checkInViewAfterRecenter, 0); | |
}, | |
/* | |
* Sometimes the quaternion returns the yaw in the [-180, 180] range. | |
* Check if the menu is in the camera frustum after recenter it to | |
* decide if we apply an offset or not. | |
*/ | |
checkInViewAfterRecenter: (function () { | |
var bottomVec3 = new THREE.Vector3(); | |
var topVec3 = new THREE.Vector3(); | |
return function () { | |
var camera = this.el.sceneEl.camera; | |
var frustum = this.frustum; | |
var menuPosition = this.menuPosition; | |
camera.updateMatrix(); | |
camera.updateMatrixWorld(); | |
frustum.setFromMatrix(this.matrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse)); | |
// Check if menu position (and its bounds) are within the frustum. | |
// Check bounds in case looking angled up or down, rather than menu central. | |
menuPosition.setFromMatrixPosition(this.target.object3D.matrixWorld); | |
bottomVec3.copy(menuPosition).y -= 3; | |
topVec3.copy(menuPosition).y += 3; | |
if (frustum.containsPoint(menuPosition) || | |
frustum.containsPoint(bottomVec3) || | |
frustum.containsPoint(topVec3)) { return; } | |
this.rotationOffset = this.rotationOffset === 0 ? Math.PI : 0; | |
// Recenter again with the new offset. | |
this.recenter(); | |
}; | |
})(), | |
remove: function () { | |
this.el.sceneEl.removeEventListener('enter-vr', this.recenter); | |
} | |
}); |
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