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index.js
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/* global AFRAME, THREE */
var bind = AFRAME.utils.bind;
if (typeof AFRAME === 'undefined') {
throw new Error('Component attempted to register before AFRAME was available.');
}
var EVENTS = {
CLICK: 'click',
MOUSEENTER: 'mouseenter',
MOUSEDOWN: 'mousedown',
MOUSELEAVE: 'mouseleave',
MOUSEUP: 'mouseup'
};
var STATES = {
HOVERING: 'cursor-hovering',
HOVERED: 'cursor-hovered'
};
/**
* Controller cursor component.
*
* @member {Element} triggerDownEl - Entity that was last clicked.
* @member {object} intersection - Attributes of the current intersection event, including
* 3D- and 2D-space coordinates. See: http://threejs.org/docs/api/core/Raycaster.html
* @member {Element} intersectedEl - Currently-intersected entity. Used to keep track to
* emit events when unintersecting.
*/
AFRAME.registerComponent('controller-cursor', {
dependencies: ['raycaster'],
schema: {
color: {default: '#74BEC1'},
downEvents: {default: ['triggerdown']},
radius: {default: 0.001},
upEvents: {default: ['triggerup']}
},
init: function () {
var cursorEl = this.el;
var data = this.data;
this.triggerDownEl = null;
this.intersection = null;
this.intersectedEl = null;
// Wait for canvas to load.
var canvas = cursorEl.sceneEl.canvas;
if (!canvas) {
cursorEl.sceneEl.addEventListener('render-target-loaded', bind(this.init, this));
return;
}
// Prevent laser from interfering with raycaster by setting near property
cursorEl.setAttribute('raycaster', {near: 0.03});
// Create laser beam.
var raycasterLength = cursorEl.getAttribute('raycaster').far;
var laserLength = raycasterLength === Infinity ? 1000 : raycasterLength;
var cursorGeometry = new THREE.CylinderBufferGeometry(
data.radius, data.radius, laserLength, 32);
var cursorMaterial = new THREE.MeshBasicMaterial({color: data.color});
var cursorMesh = new THREE.Mesh(cursorGeometry, cursorMaterial);
// Move mesh so beam starts at tip of controller model.
cursorMesh.position.z = -1 * laserLength / 2;
// Rotate mesh to point directly away from controller model.
cursorMesh.rotation.x = 90 * (Math.PI / 180);
cursorEl.setObject3D('cursormesh', cursorMesh);
// Bind methods.
this.onIntersectionBind = bind(this.onIntersection, this);
this.onIntersectionClearedBind = bind(this.onIntersectionCleared, this);
this.onTriggerDownBind = bind(this.onTriggerDown, this);
this.onTriggerUpBind = bind(this.onTriggerUp, this);
},
/**
* Add event listeners.
*/
play: function () {
var cursorEl = this.el;
var data = this.data;
var self = this;
cursorEl.addEventListener('raycaster-intersection', this.onIntersectionBind);
cursorEl.addEventListener('raycaster-intersection-cleared',
this.onIntersectionClearedBind);
data.downEvents.forEach(function (downEvent) {
cursorEl.addEventListener(downEvent, self.onTriggerDownBind);
});
data.upEvents.forEach(function (upEvent) {
cursorEl.addEventListener(upEvent, self.onTriggerUpBind);
});
},
/**
* Remove event listeners.
*/
pause: function () {
var cursorEl = this.el;
var data = this.data;
var self = this;
cursorEl.removeEventListener('raycaster-intersection', this.onIntersectionBind);
cursorEl.removeEventListener('raycaster-intersection-cleared',
this.onIntersectionClearedBind);
data.downEvents.forEach(function (downEvent) {
cursorEl.removeEventListener(downEvent, self.onTriggerDownBind);
});
data.upEvents.forEach(function (upEvent) {
cursorEl.removeEventListener(upEvent, self.onTriggerUpBind);
});
},
/**
* Remove mesh.
*/
remove: function () {
var cursorEl = this.el;
cursorEl.removeObject3D('cursormesh');
},
/**
* Trigger mousedown and keep track of the mousedowned entity.
*/
onTriggerDown: function (evt) {
this.twoWayEmit(EVENTS.MOUSEDOWN);
this.triggerDownEl = this.intersectedEl;
},
/**
* Trigger mouseup if:
* - Currently intersecting an entity.
* - Currently-intersected entity is the same as the one when mousedown was triggered,
* in case user mousedowned one entity, dragged to another, and mouseupped.
*/
onTriggerUp: function (evt) {
this.twoWayEmit(EVENTS.MOUSEUP);
if (!this.intersectedEl || this.triggerDownEl !== this.intersectedEl) { return; }
this.twoWayEmit(EVENTS.CLICK);
},
/**
* Handle intersection.
*/
onIntersection: function (evt) {
var self = this;
var cursorEl = this.el;
var index;
var intersectedEl;
var intersection;
// Select closest object, excluding the cursor.
index = evt.detail.els[0] === cursorEl ? 1 : 0;
intersection = evt.detail.intersections[index];
intersectedEl = evt.detail.els[index];
// If cursor is the only intersected object, ignore the event.
if (!intersectedEl) { return; }
// Already intersecting this entity.
if (this.intersectedEl === intersectedEl) {
this.intersection = intersection;
return;
}
// Unset current intersection.
if (this.intersectedEl) { this.clearCurrentIntersection(); }
// Set new intersection.
this.intersection = intersection;
this.intersectedEl = intersectedEl;
// Hovering.
cursorEl.addState(STATES.HOVERING);
intersectedEl.addState(STATES.HOVERED);
self.twoWayEmit(EVENTS.MOUSEENTER);
},
/**
* Handle intersection cleared.
*/
onIntersectionCleared: function (evt) {
var cursorEl = this.el;
var intersectedEl = evt.detail.el;
// Ignore the cursor.
if (cursorEl === intersectedEl) { return; }
// Ignore if the event didn't occur on the current intersection.
if (intersectedEl !== this.intersectedEl) { return; }
this.clearCurrentIntersection();
},
clearCurrentIntersection: function () {
var cursorEl = this.el;
// No longer hovering.
this.intersectedEl.removeState(STATES.HOVERED);
cursorEl.removeState(STATES.HOVERING);
this.twoWayEmit(EVENTS.MOUSELEAVE);
// Unset intersected entity (after emitting the event).
this.intersection = null;
this.intersectedEl = null;
},
/**
* Helper to emit on both the cursor and the intersected entity (if exists).
*/
twoWayEmit: function (evtName) {
var el = this.el;
var intersectedEl = this.intersectedEl;
var intersection = this.intersection;
el.emit(evtName, {intersectedEl: intersectedEl, intersection: intersection});
if (!intersectedEl) { return; }
intersectedEl.emit(evtName, {cursorEl: el, intersection: intersection});
}
});