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Making requested changes after review

Diego Marcos 11 anni fa
parent
commit
0ac507f7a1

+ 80 - 0
examples/js/controls/VRControls.js

@@ -0,0 +1,80 @@
+/**
+ * @author dmarcos / https://github.com/dmarcos
+ */
+
+THREE.VRControls = function ( camera, done ) {
+
+	this._camera = camera;
+
+	this._init = function () {
+		var self = this;
+		this._renderer = renderer;
+		if ( !navigator.mozGetVRDevices ) {
+			if ( done ) {
+				done("Your browser is not VR Ready");
+			}
+			return;
+		}
+		navigator.mozGetVRDevices( gotVRDevices );
+		function gotVRDevices( devices ) {
+			var vrInput;
+			var error;
+			for ( var i = 0; i < devices.length; ++i ) {
+				if ( devices[i] instanceof PositionSensorVRDevice ) {
+					vrInput = devices[i]
+					self._vrInput = vrInput;
+					break; // We keep the firs we encounter
+				}
+			}
+			if ( done ) {
+				if ( !vrInput ) {
+				 error = 'HMD not available';
+				}
+				done( error );
+			}
+		}
+	};
+
+	this._init();
+
+	this.update = function() {
+		var camera = this._camera;
+		var quat;
+		var vrState = this.getVRState();
+		if ( !vrState ) {
+			return;
+		}
+		// Applies head rotation from sensors data.
+		if ( camera ) {
+			quat = new THREE.Quaternion(
+				vrState.hmd.rotation[1],
+				vrState.hmd.rotation[2],
+				vrState.hmd.rotation[3],
+				vrState.hmd.rotation[0]
+			);
+			camera.setRotationFromQuaternion( quat );
+		}
+	};
+
+	this.getVRState = function() {
+		var vrInput = this._vrInput;
+		var orientation;
+		var vrState;
+		if (!vrInput) {
+			return null;
+		}
+		orientation	= vrInput.getState().orientation;
+		vrState = {
+			hmd : {
+				rotation : [
+					orientation.w,
+					orientation.x,
+					orientation.y,
+					orientation.z
+				]
+			}
+		};
+		return vrState;
+	};
+
+};

+ 201 - 0
examples/js/effects/VREffect.js

@@ -0,0 +1,201 @@
+/**
+ * @author dmarcos / https://github.com/dmarcos
+ */
+
+THREE.VREffect = function ( renderer, done ) {
+
+	this._renderer = renderer;
+
+	this._init = function() {
+		var self = this;
+		if ( !navigator.mozGetVRDevices ) {
+			if ( done ) {
+				done("Your browser is not VR Ready");
+			}
+			return;
+		}
+		navigator.mozGetVRDevices( gotVRDevices );
+		function gotVRDevices( devices ) {
+			var vrHMD;
+			var error;
+			for ( var i = 0; i < devices.length; ++i ) {
+				if ( devices[i] instanceof HMDVRDevice ) {
+					vrHMD = devices[i];
+					self._vrHMD = vrHMD;
+					self.leftEyeTranslation = vrHMD.getEyeTranslation( "left" );
+					self.rightEyeTranslation = vrHMD.getEyeTranslation( "right" );
+					self.leftEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "left" );
+					self.rightEyeFOV = vrHMD.getRecommendedEyeFieldOfView( "right" );
+					break; // We keep the first we encounter
+				}
+			}
+			if ( done ) {
+				if ( !vrHMD ) {
+				 error = 'HMD not available';
+				}
+				done( error );
+			}
+		}
+	};
+
+	this._init();
+
+	this.render = function ( scene, camera ) {
+		var renderer = this._renderer;
+		var vrHMD = this._vrHMD;
+		renderer.enableScissorTest( false );
+		// VR render mode if HMD is available
+		if ( vrHMD ) {
+			this.renderStereo.apply( this, arguments );
+			return;
+		}
+		// Regular render mode if not HMD
+		renderer.render.apply( this._renderer , arguments );
+	};
+
+	this.renderStereo = function( scene, camera, renderTarget, forceClear ) {
+		var cameraLeft;
+		var cameraRight;
+		var leftEyeTranslation = this.leftEyeTranslation;
+		var rightEyeTranslation = this.rightEyeTranslation;
+		var renderer = this._renderer;
+		renderer.enableScissorTest( true );
+		renderer.clear();
+
+		// Grab camera matrix from user.
+		// This is interpreted as the head base.
+		if ( camera.matrixAutoUpdate ) {
+			camera.updateMatrix();
+		}
+		var eyeWorldMatrix = camera.matrixWorld.clone();
+
+		cameraLeft = camera.clone();
+		cameraRight = camera.clone();
+		cameraLeft.projectionMatrix = this.FovToProjection( this.leftEyeFOV );
+		cameraRight.projectionMatrix = this.FovToProjection( this.rightEyeFOV );
+		cameraLeft.position.add(new THREE.Vector3(
+			leftEyeTranslation.x, leftEyeTranslation.y, leftEyeTranslation.z) );
+		cameraRight.position.add(new THREE.Vector3(
+			rightEyeTranslation.x, rightEyeTranslation.y, rightEyeTranslation.z) );
+
+		// render left eye
+		renderer.setViewport( 0, 0, 640, 800 );
+		renderer.setScissor( 0, 0, 640, 800 );
+		renderer.render( scene, cameraLeft );
+
+		// render right eye
+		renderer.setViewport( 640, 0, 640, 800 );
+		renderer.setScissor( 640, 0, 640, 800 );
+		renderer.render( scene, cameraRight );
+
+	};
+
+	this.setFullScreen = function( enable ) {
+		var renderer = this._renderer;
+		var vrHMD = this._vrHMD;
+		var fullScreen = this._fullScreen;
+		var canvasOriginalSize = this._canvasOriginalSize;
+		if (!vrHMD) {
+			return;
+		}
+		// If state doesn't change we do nothing
+		if ( enable && fullScreen ||
+				!enable && !fullScreen ) {
+			return;
+		}
+		// VR Mode disabled
+		if ( !enable && fullScreen ) {
+			// Restores canvas original size
+			renderer.setSize( canvasOriginalSize.width, canvasOriginalSize.height );
+			fullScreen = false;
+			return;
+		}
+		// VR Mode enabled
+		this._canvasOriginalSize = {
+			width: renderer.domElement.width,
+			height: renderer.domElement.height
+		};
+		fullScreen = true;
+		// Hardcoded Rift display size
+		renderer.setSize( 1280, 800 );
+		this.startFullscreen( vrHMD );
+	};
+
+	this.startFullscreen = function( vrHMD ) {
+		var self = this;
+		var renderer = this._renderer;
+		vrHMD.xxxToggleElementVR( renderer.domElement );
+		document.addEventListener( "mozfullscreenchange", function() {
+			if ( !document.mozFullScreenElement ) {
+				self.setFullScreen( false );
+			}
+		},false );
+		renderer.domElement.mozRequestFullScreen( { vrDisplay: vrHMD } );
+	};
+
+	this.FovToNDCScaleOffset = function( fov ) {
+		var pxscale = 2.0 / (fov.leftTan + fov.rightTan);
+		var pxoffset = (fov.leftTan - fov.rightTan) * pxscale * 0.5;
+		var pyscale = 2.0 / (fov.upTan + fov.downTan);
+		var pyoffset = (fov.upTan - fov.downTan) * pyscale * 0.5;
+		return { scale: [pxscale, pyscale], offset: [pxoffset, pyoffset] };
+	};
+
+	this.FovPortToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
+	{
+		rightHanded = rightHanded === undefined ? true : rightHanded;
+		zNear = zNear === undefined ? 0.01 : zNear;
+		zFar = zFar === undefined ? 10000.0 : zFar;
+
+		var handednessScale = rightHanded ? -1.0 : 1.0;
+
+		// start with an identity matrix
+		var mobj = new THREE.Matrix4();
+		var m = mobj.elements;
+
+		// and with scale/offset info for normalized device coords
+		var scaleAndOffset = this.FovToNDCScaleOffset(fov);
+
+		// X result, map clip edges to [-w,+w]
+		m[0*4+0] = scaleAndOffset.scale[0];
+		m[0*4+1] = 0.0;
+		m[0*4+2] = scaleAndOffset.offset[0] * handednessScale;
+		m[0*4+3] = 0.0;
+
+		// Y result, map clip edges to [-w,+w]
+		// Y offset is negated because this proj matrix transforms from world coords with Y=up,
+		// but the NDC scaling has Y=down (thanks D3D?)
+		m[1*4+0] = 0.0;
+		m[1*4+1] = scaleAndOffset.scale[1];
+		m[1*4+2] = -scaleAndOffset.offset[1] * handednessScale;
+		m[1*4+3] = 0.0;
+
+		// Z result (up to the app)
+		m[2*4+0] = 0.0;
+		m[2*4+1] = 0.0;
+		m[2*4+2] = zFar / (zNear - zFar) * -handednessScale;
+		m[2*4+3] = (zFar * zNear) / (zNear - zFar);
+
+		// W result (= Z in)
+		m[3*4+0] = 0.0;
+		m[3*4+1] = 0.0;
+		m[3*4+2] = handednessScale;
+		m[3*4+3] = 0.0;
+
+		mobj.transpose();
+
+		return mobj;
+	};
+
+	this.FovToProjection = function( fov, rightHanded /* = true */, zNear /* = 0.01 */, zFar /* = 10000.0 */ )
+	{
+		var fovPort = {
+			upTan: Math.tan(fov.upDegrees * Math.PI / 180.0),
+			downTan: Math.tan(fov.downDegrees * Math.PI / 180.0),
+			leftTan: Math.tan(fov.leftDegrees * Math.PI / 180.0),
+			rightTan: Math.tan(fov.rightDegrees * Math.PI / 180.0)
+		};
+		return this.FovPortToProjection(fovPort, rightHanded, zNear, zFar);
+	};
+
+};

+ 10 - 6
examples/webgl_plugin_vr.html → examples/webgl_effect_vr.html

@@ -37,14 +37,16 @@
 		<div class="button">Start VR Mode</div>
 
 		<script src="../build/three.js"></script>
-		<script src="../src/extras/renderers/plugins/VRPlugin.js"></script>
+		<script src="js/effects/VREffect.js"></script>
+		<script src="js/controls/VRControls.js"></script>
 		<script src="js/libs/stats.min.js"></script>
 
 		<script>
 
 			var container, stats;
 			var camera, scene, projector, raycaster, renderer;
-			var vrPlugin = new THREE.VRPlugin();
+			var vrEffect;
+			var vrControls;
 
 			var mouse = new THREE.Vector2(), INTERSECTED;
 			var radius = 100, theta = 0;
@@ -105,12 +107,13 @@
 				renderer = new THREE.WebGLRenderer();
 				var fullScreenButton = document.querySelector( '.button' );
 				fullScreenButton.onclick = function() {
-					vrPlugin.enableVRMode( true );
+					vrEffect.setFullScreen( true );
 				};
 
-				vrPlugin.init( renderer, vrPluginStarted );
+				vrEffect = new THREE.VREffect(renderer, VREffectLoaded);
+				vrControls = new THREE.VRControls(camera);
 
-				function vrPluginStarted(error) {
+				function VREffectLoaded(error) {
 					if (error) {
 						fullScreenButton.innerHTML = error;
 						fullScreenButton.classList.add('error');
@@ -202,7 +205,8 @@
 
 				}
 
-				vrPlugin.render( scene, camera );
+				vrControls.update();
+				vrEffect.render( scene, camera );
 
 			}