@google/model-viewer
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Easily display interactive 3D models on the web and in AR!
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JavaScript
/* @license
* Copyright 2019 Google LLC. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the 'License');
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an 'AS IS' BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import { BoxGeometry, BufferGeometry, EventDispatcher, Line, Matrix4, Mesh, PerspectiveCamera, Quaternion, Vector3 } from 'three';
import { XREstimatedLight } from 'three/examples/jsm/webxr/XREstimatedLight.js';
import { $currentBackground, $currentEnvironmentMap } from '../features/environment.js';
import { assertIsArCandidate } from '../utilities.js';
import { Damper } from './Damper.js';
import { PlacementBox } from './PlacementBox.js';
import { ChangeSource } from './SmoothControls.js';
// number of initial null pose XRFrames allowed before we post not-tracking
const INIT_FRAMES = 30;
// AR shadow is not user-configurable. This is to pave the way for AR lighting
// estimation, which will be used once available in WebXR.
const AR_SHADOW_INTENSITY = 0.8;
const ROTATION_RATE = 1.5;
// Angle down (towards bottom of screen) from camera center ray to use for hit
// testing against the floor. This makes placement faster and more intuitive
// assuming the phone is in portrait mode. This seems to be a reasonable
// assumption for the start of the session and UI will lack landscape mode to
// encourage upright use.
const HIT_ANGLE_DEG = 20;
const SCALE_SNAP = 0.2;
// For automatic dynamic viewport scaling, don't let the scale drop below this
// limit.
const MIN_VIEWPORT_SCALE = 0.25;
// Furthest away you can move an object (meters).
const MAX_DISTANCE = 10;
// Damper decay in milliseconds for the headset - screen uses default.
const DECAY = 150;
// Longer controller/hand indicator line (meters).
const MAX_LINE_LENGTH = 5;
// Maximum dimension of rotation indicator box on controller (meters).
const BOX_SIZE = 0.1;
export const ARStatus = {
NOT_PRESENTING: 'not-presenting',
SESSION_STARTED: 'session-started',
OBJECT_PLACED: 'object-placed',
FAILED: 'failed'
};
export const ARTracking = {
TRACKING: 'tracking',
NOT_TRACKING: 'not-tracking'
};
const vector3 = new Vector3();
const quaternion = new Quaternion();
const matrix4 = new Matrix4();
const hitPosition = new Vector3();
const camera = new PerspectiveCamera(45, 1, 0.1, 100);
const lineGeometry = new BufferGeometry().setFromPoints([new Vector3(0, 0, 0), new Vector3(0, 0, -1)]);
const boxGeometry = new BoxGeometry();
export class ARRenderer extends EventDispatcher {
constructor(renderer) {
super();
this.renderer = renderer;
this.currentSession = null;
this.placeOnWall = false;
this.placementBox = null;
this.lastTick = null;
this.turntableRotation = null;
this.oldShadowIntensity = null;
this.frame = null;
this.initialHitSource = null;
this.transientHitTestSource = null;
this.inputSource = null;
this._presentedScene = null;
this.resolveCleanup = null;
this.exitWebXRButtonContainer = null;
this.overlay = null;
this.xrLight = null;
this.xrMode = null;
this.controller1 = null;
this.controller2 = null;
this.selectedController = null;
this.tracking = true;
this.frames = 0;
this.initialized = false;
this.oldTarget = new Vector3();
this.placementComplete = false;
this.isTranslating = false;
this.isRotating = false;
this.isTwoFingering = false;
this.lastDragPosition = new Vector3();
this.relativeOrientation = new Quaternion();
this.scaleLine = new Line(lineGeometry);
this.firstRatio = 0;
this.lastAngle = 0;
this.goalPosition = new Vector3();
this.goalYaw = 0;
this.goalScale = 1;
this.xDamper = new Damper();
this.yDamper = new Damper();
this.zDamper = new Damper();
this.yawDamper = new Damper();
this.pitchDamper = new Damper();
this.rollDamper = new Damper();
this.scaleDamper = new Damper();
this.onExitWebXRButtonContainerClick = () => this.stopPresenting();
this.onControllerSelectStart = (event) => {
const scene = this.presentedScene;
const controller = event.target;
if (this.placementBox.controllerIntersection(scene, controller) != null) {
if (this.selectedController != null) {
this.selectedController.userData.line.visible = false;
if (scene.canScale) {
this.isTwoFingering = true;
this.firstRatio = this.controllerSeparation() / scene.pivot.scale.x;
this.scaleLine.visible = true;
}
}
controller.attach(scene.pivot);
this.selectedController = controller;
scene.setShadowIntensity(0.01);
}
else {
const otherController = controller === this.controller1 ?
this.controller2 :
this.controller1;
this.relativeOrientation.copy(controller.quaternion)
.invert()
.multiply(scene.pivot.getWorldQuaternion(quaternion));
otherController.userData.turning = false;
controller.userData.turning = true;
controller.userData.line.visible = false;
}
};
this.onControllerSelectEnd = (event) => {
const controller = event.target;
controller.userData.turning = false;
controller.userData.line.visible = true;
this.isTwoFingering = false;
this.scaleLine.visible = false;
if (this.selectedController != null &&
this.selectedController != controller) {
return;
}
const scene = this.presentedScene;
// drop on floor
scene.attach(scene.pivot);
this.selectedController = null;
this.goalYaw = Math.atan2(scene.pivot.matrix.elements[8], scene.pivot.matrix.elements[10]);
this.goalPosition.x = scene.pivot.position.x;
this.goalPosition.z = scene.pivot.position.z;
};
this.onUpdateScene = () => {
if (this.placementBox != null && this.isPresenting) {
this.placementBox.dispose();
this.placementBox = new PlacementBox(this.presentedScene, this.placeOnWall ? 'back' : 'bottom');
}
};
this.onSelectStart = (event) => {
const hitSource = this.transientHitTestSource;
if (hitSource == null) {
return;
}
const fingers = this.frame.getHitTestResultsForTransientInput(hitSource);
const scene = this.presentedScene;
const box = this.placementBox;
if (fingers.length === 1) {
this.inputSource = event.inputSource;
const { axes } = this.inputSource.gamepad;
const hitPosition = box.getHit(this.presentedScene, axes[0], axes[1]);
box.show = true;
if (hitPosition != null) {
this.isTranslating = true;
this.lastDragPosition.copy(hitPosition);
}
else if (this.placeOnWall === false) {
this.isRotating = true;
this.lastAngle = axes[0] * ROTATION_RATE;
}
}
else if (fingers.length === 2) {
box.show = true;
this.isTwoFingering = true;
const { separation } = this.fingerPolar(fingers);
this.firstRatio = separation / scene.pivot.scale.x;
}
};
this.onSelectEnd = () => {
this.isTranslating = false;
this.isRotating = false;
this.isTwoFingering = false;
this.inputSource = null;
this.goalPosition.y +=
this.placementBox.offsetHeight * this.presentedScene.scale.x;
this.placementBox.show = false;
};
this.threeRenderer = renderer.threeRenderer;
this.threeRenderer.xr.enabled = true;
}
async resolveARSession() {
assertIsArCandidate();
const session = await navigator.xr.requestSession('immersive-ar', {
requiredFeatures: [],
optionalFeatures: ['hit-test', 'dom-overlay', 'light-estimation'],
domOverlay: this.overlay ? { root: this.overlay } : undefined
});
this.threeRenderer.xr.setReferenceSpaceType('local');
await this.threeRenderer.xr.setSession(session);
this.threeRenderer.xr.cameraAutoUpdate = false;
return session;
}
/**
* The currently presented scene, if any
*/
get presentedScene() {
return this._presentedScene;
}
/**
* Resolves to true if the renderer has detected all the necessary qualities
* to support presentation in AR.
*/
async supportsPresentation() {
try {
assertIsArCandidate();
return await navigator.xr.isSessionSupported('immersive-ar');
}
catch (error) {
console.warn('Request to present in WebXR denied:');
console.warn(error);
console.warn('Falling back to next ar-mode');
return false;
}
}
/**
* Present a scene in AR
*/
async present(scene, environmentEstimation = false) {
if (this.isPresenting) {
console.warn('Cannot present while a model is already presenting');
}
let waitForAnimationFrame = new Promise((resolve, _reject) => {
requestAnimationFrame(() => resolve());
});
scene.setHotspotsVisibility(false);
scene.queueRender();
// Render a frame to turn off the hotspots
await waitForAnimationFrame;
// This sets isPresenting to true
this._presentedScene = scene;
this.overlay = scene.element.shadowRoot.querySelector('div.default');
if (environmentEstimation === true) {
this.xrLight = new XREstimatedLight(this.threeRenderer);
this.xrLight.addEventListener('estimationstart', () => {
if (!this.isPresenting || this.xrLight == null) {
return;
}
const scene = this.presentedScene;
scene.add(this.xrLight);
scene.environment = this.xrLight.environment;
});
}
const currentSession = await this.resolveARSession();
currentSession.addEventListener('end', () => {
this.postSessionCleanup();
}, { once: true });
const exitButton = scene.element.shadowRoot.querySelector('.slot.exit-webxr-ar-button');
exitButton.classList.add('enabled');
exitButton.addEventListener('click', this.onExitWebXRButtonContainerClick);
this.exitWebXRButtonContainer = exitButton;
const viewerRefSpace = await currentSession.requestReferenceSpace('viewer');
this.xrMode = currentSession.interactionMode;
this.tracking = true;
this.frames = 0;
this.initialized = false;
this.turntableRotation = scene.yaw;
this.goalYaw = scene.yaw;
this.goalScale = 1;
scene.setBackground(null);
this.oldShadowIntensity = scene.shadowIntensity;
scene.setShadowIntensity(0.01); // invisible, but not changing the shader
this.oldTarget.copy(scene.getTarget());
scene.element.addEventListener('load', this.onUpdateScene);
const radians = HIT_ANGLE_DEG * Math.PI / 180;
const ray = this.placeOnWall === true ?
undefined :
new XRRay(new DOMPoint(0, 0, 0), { x: 0, y: -Math.sin(radians), z: -Math.cos(radians) });
currentSession
.requestHitTestSource({ space: viewerRefSpace, offsetRay: ray }).then(hitTestSource => {
this.initialHitSource = hitTestSource;
});
if (this.xrMode !== 'screen-space') {
this.setupControllers();
this.xDamper.setDecayTime(DECAY);
this.yDamper.setDecayTime(DECAY);
this.zDamper.setDecayTime(DECAY);
this.yawDamper.setDecayTime(DECAY);
this.pitchDamper.setDecayTime(DECAY);
this.rollDamper.setDecayTime(DECAY);
}
this.currentSession = currentSession;
this.placementBox =
new PlacementBox(scene, this.placeOnWall ? 'back' : 'bottom');
this.placementComplete = false;
this.lastTick = performance.now();
this.dispatchEvent({ type: 'status', status: ARStatus.SESSION_STARTED });
}
setupControllers() {
this.controller1 = this.threeRenderer.xr.getController(0);
this.controller1.addEventListener('selectstart', this.onControllerSelectStart);
this.controller1.addEventListener('selectend', this.onControllerSelectEnd);
this.controller2 = this.threeRenderer.xr.getController(1);
this.controller2.addEventListener('selectstart', this.onControllerSelectStart);
this.controller2.addEventListener('selectend', this.onControllerSelectEnd);
const scene = this.presentedScene;
scene.add(this.controller1);
scene.add(this.controller2);
if (!this.controller1.userData.line) {
const line = new Line(lineGeometry);
line.name = 'line';
line.scale.z = MAX_LINE_LENGTH;
this.controller1.userData.turning = false;
this.controller1.userData.line = line;
this.controller1.add(line);
this.controller2.userData.turning = false;
const line2 = line.clone();
this.controller2.userData.line = line2;
this.controller2.add(line2);
this.scaleLine.name = 'scale line';
this.scaleLine.visible = false;
this.controller1.add(this.scaleLine);
const { size } = scene;
const scale = BOX_SIZE / Math.max(size.x, size.y, size.z);
const box = new Mesh(boxGeometry);
box.name = 'box';
box.scale.copy(size).multiplyScalar(scale);
box.visible = false;
this.controller1.userData.box = box;
scene.add(box);
const box2 = box.clone();
this.controller2.userData.box = box2;
scene.add(box2);
}
}
hover(controller) {
// Do not highlight in mobile-ar
if (this.xrMode === 'screen-space' ||
this.selectedController == controller) {
return false;
}
const scene = this.presentedScene;
const intersection = this.placementBox.controllerIntersection(scene, controller);
controller.userData.box.visible =
(intersection == null || controller.userData.turning) &&
!this.isTwoFingering;
controller.userData.line.scale.z =
intersection == null ? MAX_LINE_LENGTH : intersection.distance;
return intersection != null;
}
controllerSeparation() {
return this.controller1.position.distanceTo(this.controller2.position);
}
/**
* If currently presenting a scene in AR, stops presentation and exits AR.
*/
async stopPresenting() {
if (!this.isPresenting) {
return;
}
const cleanupPromise = new Promise((resolve) => {
this.resolveCleanup = resolve;
});
try {
await this.currentSession.end();
await cleanupPromise;
}
catch (error) {
console.warn('Error while trying to end WebXR AR session');
console.warn(error);
this.postSessionCleanup();
}
}
/**
* True if a scene is currently in the process of being presented in AR
*/
get isPresenting() {
return this.presentedScene != null;
}
get target() {
return this.oldTarget;
}
updateTarget() {
const scene = this.presentedScene;
if (scene != null) {
const target = scene.getTarget();
this.oldTarget.copy(target);
if (this.placeOnWall) {
// Move the scene's target to the center of the back of the model's
// bounding box.
target.z = scene.boundingBox.min.z;
}
else {
// Move the scene's target to the model's floor height.
target.y = scene.boundingBox.min.y;
}
scene.setTarget(target.x, target.y, target.z);
}
}
postSessionCleanup() {
const session = this.currentSession;
if (session != null) {
session.removeEventListener('selectstart', this.onSelectStart);
session.removeEventListener('selectend', this.onSelectEnd);
this.currentSession = null;
}
const scene = this.presentedScene;
this._presentedScene = null;
if (scene != null) {
const { element } = scene;
if (this.xrLight != null) {
scene.remove(this.xrLight);
this.xrLight.dispose();
this.xrLight = null;
}
scene.add(scene.pivot);
scene.pivot.quaternion.set(0, 0, 0, 1);
scene.pivot.position.set(0, 0, 0);
scene.pivot.scale.set(1, 1, 1);
scene.setShadowOffset(0);
const yaw = this.turntableRotation;
if (yaw != null) {
scene.yaw = yaw;
}
const intensity = this.oldShadowIntensity;
if (intensity != null) {
scene.setShadowIntensity(intensity);
}
scene.setEnvironmentAndSkybox(element[$currentEnvironmentMap], element[$currentBackground]);
const point = this.oldTarget;
scene.setTarget(point.x, point.y, point.z);
scene.xrCamera = null;
scene.element.removeEventListener('load', this.onUpdateScene);
scene.orientHotspots(0);
const { width, height } = element.getBoundingClientRect();
scene.setSize(width, height);
requestAnimationFrame(() => {
scene.element.dispatchEvent(new CustomEvent('camera-change', { detail: { source: ChangeSource.NONE } }));
});
}
// Force the Renderer to update its size
this.renderer.height = 0;
const exitButton = this.exitWebXRButtonContainer;
if (exitButton != null) {
exitButton.classList.remove('enabled');
exitButton.removeEventListener('click', this.onExitWebXRButtonContainerClick);
this.exitWebXRButtonContainer = null;
}
const hitSource = this.transientHitTestSource;
if (hitSource != null) {
hitSource.cancel();
this.transientHitTestSource = null;
}
const hitSourceInitial = this.initialHitSource;
if (hitSourceInitial != null) {
hitSourceInitial.cancel();
this.initialHitSource = null;
}
if (this.placementBox != null) {
this.placementBox.dispose();
this.placementBox = null;
}
if (this.xrMode !== 'screen-space') {
if (this.controller1 != null) {
this.controller1.userData.turning = false;
this.controller1.userData.box.visible = false;
this.controller1.userData.line.visible = true;
this.controller1.removeEventListener('selectstart', this.onControllerSelectStart);
this.controller1.removeEventListener('selectend', this.onControllerSelectEnd);
this.controller1.removeFromParent();
this.controller1 = null;
}
if (this.controller2 != null) {
this.controller2.userData.turning = false;
this.controller2.userData.box.visible = false;
this.controller2.userData.line.visible = true;
this.controller2.removeEventListener('selectstart', this.onControllerSelectStart);
this.controller2.removeEventListener('selectend', this.onControllerSelectEnd);
this.controller2.removeFromParent();
this.controller2 = null;
}
this.selectedController = null;
this.scaleLine.visible = false;
}
this.isTranslating = false;
this.isRotating = false;
this.isTwoFingering = false;
this.lastTick = null;
this.turntableRotation = null;
this.oldShadowIntensity = null;
this.frame = null;
this.inputSource = null;
this.overlay = null;
if (this.resolveCleanup != null) {
this.resolveCleanup();
}
this.dispatchEvent({ type: 'status', status: ARStatus.NOT_PRESENTING });
}
updateView(view) {
const scene = this.presentedScene;
const xr = this.threeRenderer.xr;
xr.updateCamera(camera);
scene.xrCamera = xr.getCamera();
const { elements } = scene.getCamera().matrixWorld;
scene.orientHotspots(Math.atan2(elements[1], elements[5]));
if (!this.initialized) {
this.placeInitially();
this.initialized = true;
}
// Use automatic dynamic viewport scaling if supported.
if (view.requestViewportScale && view.recommendedViewportScale) {
const scale = view.recommendedViewportScale;
view.requestViewportScale(Math.max(scale, MIN_VIEWPORT_SCALE));
}
const layer = xr.getBaseLayer();
if (layer != null) {
const viewport = layer instanceof XRWebGLLayer ?
layer.getViewport(view) :
xr.getBinding().getViewSubImage(layer, view).viewport;
this.threeRenderer.setViewport(viewport.x, viewport.y, viewport.width, viewport.height);
}
}
placeInitially() {
const scene = this.presentedScene;
const { pivot, element } = scene;
const { position } = pivot;
const xrCamera = scene.getCamera();
const { width, height } = this.overlay.getBoundingClientRect();
scene.setSize(width, height);
xrCamera.projectionMatrixInverse.copy(xrCamera.projectionMatrix).invert();
const { theta } = element
.getCameraOrbit();
// Orient model to match the 3D camera view
const cameraDirection = xrCamera.getWorldDirection(vector3);
scene.yaw = Math.atan2(-cameraDirection.x, -cameraDirection.z) - theta;
this.goalYaw = scene.yaw;
const radius = Math.max(1, 2 * scene.boundingSphere.radius);
position.copy(xrCamera.position)
.add(cameraDirection.multiplyScalar(radius));
this.updateTarget();
const target = scene.getTarget();
position.add(target).sub(this.oldTarget);
this.goalPosition.copy(position);
scene.setHotspotsVisibility(true);
if (this.xrMode === 'screen-space') {
const { session } = this.frame;
session.addEventListener('selectstart', this.onSelectStart);
session.addEventListener('selectend', this.onSelectEnd);
session
.requestHitTestSourceForTransientInput({ profile: 'generic-touchscreen' }).then(hitTestSource => {
this.transientHitTestSource = hitTestSource;
});
}
}
getTouchLocation() {
const { axes } = this.inputSource.gamepad;
let location = this.placementBox.getExpandedHit(this.presentedScene, axes[0], axes[1]);
if (location != null) {
vector3.copy(location).sub(this.presentedScene.getCamera().position);
if (vector3.length() > MAX_DISTANCE)
return null;
}
return location;
}
getHitPoint(hitResult) {
const refSpace = this.threeRenderer.xr.getReferenceSpace();
const pose = hitResult.getPose(refSpace);
if (pose == null) {
return null;
}
const hitMatrix = matrix4.fromArray(pose.transform.matrix);
if (this.placeOnWall === true) {
// Orient the model to the wall's normal vector.
this.goalYaw = Math.atan2(hitMatrix.elements[4], hitMatrix.elements[6]);
}
// Check that the y-coordinate of the normal is large enough that the normal
// is pointing up for floor placement; opposite for wall placement.
return hitMatrix.elements[5] > 0.75 !== this.placeOnWall ?
hitPosition.setFromMatrixPosition(hitMatrix) :
null;
}
moveToFloor(frame) {
const hitSource = this.initialHitSource;
if (hitSource == null) {
return;
}
const hitTestResults = frame.getHitTestResults(hitSource);
if (hitTestResults.length == 0) {
return;
}
const hit = hitTestResults[0];
const hitPoint = this.getHitPoint(hit);
if (hitPoint == null) {
return;
}
this.placementBox.show = true;
// If the user is translating, let the finger hit-ray take precedence and
// ignore this hit result.
if (!this.isTranslating) {
if (this.placeOnWall) {
this.goalPosition.copy(hitPoint);
}
else {
this.goalPosition.y = hitPoint.y;
}
}
hitSource.cancel();
this.initialHitSource = null;
this.dispatchEvent({ type: 'status', status: ARStatus.OBJECT_PLACED });
}
fingerPolar(fingers) {
const fingerOne = fingers[0].inputSource.gamepad.axes;
const fingerTwo = fingers[1].inputSource.gamepad.axes;
const deltaX = fingerTwo[0] - fingerOne[0];
const deltaY = fingerTwo[1] - fingerOne[1];
const angle = Math.atan2(deltaY, deltaX);
let deltaYaw = this.lastAngle - angle;
if (deltaYaw > Math.PI) {
deltaYaw -= 2 * Math.PI;
}
else if (deltaYaw < -Math.PI) {
deltaYaw += 2 * Math.PI;
}
this.lastAngle = angle;
return {
separation: Math.sqrt(deltaX * deltaX + deltaY * deltaY),
deltaYaw: deltaYaw
};
}
setScale(separation) {
const scale = separation / this.firstRatio;
this.goalScale = (Math.abs(scale - 1) < SCALE_SNAP) ? 1 : scale;
}
processInput(frame) {
const hitSource = this.transientHitTestSource;
if (hitSource == null) {
return;
}
if (!this.isTranslating && !this.isTwoFingering && !this.isRotating) {
return;
}
const fingers = frame.getHitTestResultsForTransientInput(hitSource);
const scene = this.presentedScene;
const scale = scene.pivot.scale.x;
// Rotating, translating and scaling are mutually exclusive operations; only
// one can happen at a time, but we can switch during a gesture.
if (this.isTwoFingering) {
if (fingers.length < 2) {
// If we lose the second finger, stop scaling (in fact, stop processing
// input altogether until a new gesture starts).
this.isTwoFingering = false;
}
else {
const { separation, deltaYaw } = this.fingerPolar(fingers);
if (this.placeOnWall === false) {
this.goalYaw += deltaYaw;
}
if (scene.canScale) {
this.setScale(separation);
}
}
return;
}
else if (fingers.length === 2) {
// If we were rotating or translating and we get a second finger, switch
// to scaling instead.
this.isTranslating = false;
this.isRotating = false;
this.isTwoFingering = true;
const { separation } = this.fingerPolar(fingers);
this.firstRatio = separation / scale;
return;
}
if (this.isRotating) {
const angle = this.inputSource.gamepad.axes[0] * ROTATION_RATE;
this.goalYaw += angle - this.lastAngle;
this.lastAngle = angle;
}
else if (this.isTranslating) {
fingers.forEach(finger => {
if (finger.inputSource !== this.inputSource) {
return;
}
let hit = null;
if (finger.results.length > 0) {
hit = this.getHitPoint(finger.results[0]);
}
if (hit == null) {
hit = this.getTouchLocation();
}
if (hit == null) {
return;
}
this.goalPosition.sub(this.lastDragPosition);
if (this.placeOnWall === false) {
const offset = hit.y - this.lastDragPosition.y;
// When a lower floor is found, keep the model at the same height, but
// drop the placement box to the floor. The model falls on select end.
if (offset < 0) {
this.placementBox.offsetHeight = offset / scale;
this.presentedScene.setShadowOffset(offset);
// Interpolate hit ray up to drag plane
const cameraPosition = vector3.copy(scene.getCamera().position);
const alpha = -offset / (cameraPosition.y - hit.y);
cameraPosition.multiplyScalar(alpha);
hit.multiplyScalar(1 - alpha).add(cameraPosition);
}
}
this.goalPosition.add(hit);
this.lastDragPosition.copy(hit);
});
}
}
moveScene(delta) {
const scene = this.presentedScene;
const { pivot } = scene;
const box = this.placementBox;
box.updateOpacity(delta);
if (this.controller1) {
if (this.controller1.userData.turning) {
pivot.quaternion.copy(this.controller1.quaternion)
.multiply(this.relativeOrientation);
if (this.selectedController &&
this.selectedController === this.controller2) {
pivot.quaternion.premultiply(quaternion.copy(this.controller2.quaternion).invert());
}
}
this.controller1.userData.box.position.copy(this.controller1.position);
pivot.getWorldQuaternion(this.controller1.userData.box.quaternion);
}
if (this.controller2) {
if (this.controller2.userData.turning) {
pivot.quaternion.copy(this.controller2.quaternion)
.multiply(this.relativeOrientation);
if (this.selectedController &&
this.selectedController === this.controller1) {
pivot.quaternion.premultiply(quaternion.copy(this.controller1.quaternion).invert());
}
}
this.controller2.userData.box.position.copy(this.controller2.position);
pivot.getWorldQuaternion(this.controller2.userData.box.quaternion);
}
if (this.controller1 && this.controller2 && this.isTwoFingering) {
const dist = this.controllerSeparation();
this.setScale(dist);
this.scaleLine.scale.z = -dist;
this.scaleLine.lookAt(this.controller2.position);
}
const oldScale = scene.pivot.scale.x;
if (this.goalScale !== oldScale) {
const newScale = this.scaleDamper.update(oldScale, this.goalScale, delta, 1);
scene.pivot.scale.set(newScale, newScale, newScale);
}
if (pivot.parent !== scene) {
return; // attached to controller instead
}
const { position } = pivot;
const boundingRadius = scene.boundingSphere.radius;
const goal = this.goalPosition;
let source = ChangeSource.NONE;
if (!goal.equals(position)) {
source = ChangeSource.USER_INTERACTION;
let { x, y, z } = position;
x = this.xDamper.update(x, goal.x, delta, boundingRadius);
y = this.yDamper.update(y, goal.y, delta, boundingRadius);
z = this.zDamper.update(z, goal.z, delta, boundingRadius);
position.set(x, y, z);
if (this.xrMode === 'screen-space' && !this.isTranslating) {
const offset = goal.y - y;
if (this.placementComplete && this.placeOnWall === false) {
box.offsetHeight = offset / scene.pivot.scale.x;
scene.setShadowOffset(offset);
}
else if (offset === 0) {
this.placementComplete = true;
box.show = false;
scene.setShadowIntensity(AR_SHADOW_INTENSITY);
}
}
if (this.xrMode !== 'screen-space' && goal.equals(position)) {
scene.setShadowIntensity(AR_SHADOW_INTENSITY);
}
}
scene.updateTarget(delta);
// yaw must be updated last, since this also updates the shadow position.
quaternion.setFromAxisAngle(vector3.set(0, 1, 0), this.goalYaw);
const angle = scene.pivot.quaternion.angleTo(quaternion);
const angleStep = angle - this.yawDamper.update(angle, 0, delta, Math.PI);
scene.pivot.quaternion.rotateTowards(quaternion, angleStep);
// camera changes on every frame - user-interaction only if touching the
// screen, plus damping time.
scene.element.dispatchEvent(new CustomEvent('camera-change', { detail: { source } }));
}
/**
* Only public to make it testable.
*/
onWebXRFrame(time, frame) {
if (this.xrMode !== 'screen-space') {
const over1 = this.hover(this.controller1);
const over2 = this.hover(this.controller2);
this.placementBox.show = (over1 || over2) && !this.isTwoFingering;
}
this.frame = frame;
++this.frames;
const refSpace = this.threeRenderer.xr.getReferenceSpace();
const pose = frame.getViewerPose(refSpace);
if (pose == null && this.tracking === true && this.frames > INIT_FRAMES) {
this.tracking = false;
this.dispatchEvent({ type: 'tracking', status: ARTracking.NOT_TRACKING });
}
const scene = this.presentedScene;
if (pose == null || scene == null || !scene.element.loaded) {
this.threeRenderer.clear();
return;
}
if (this.tracking === false) {
this.tracking = true;
this.dispatchEvent({ type: 'tracking', status: ARTracking.TRACKING });
}
// WebXR may return multiple views, i.e. for headset AR. This
// isn't really supported at this point, but make a best-effort
// attempt to render other views also, using the first view
// as the main viewpoint.
let isFirstView = true;
for (const view of pose.views) {
this.updateView(view);
if (isFirstView) {
this.moveToFloor(frame);
this.processInput(frame);
const delta = time - this.lastTick;
this.moveScene(delta);
this.renderer.preRender(scene, time, delta);
this.lastTick = time;
scene.renderShadow(this.threeRenderer);
}
this.threeRenderer.render(scene, scene.getCamera());
isFirstView = false;
}
}
}
//# sourceMappingURL=ARRenderer.js.map