Browse Source

Removing VRPLugin.js

Diego Marcos 11 years ago
parent
commit
5e32c14268
1 changed files with 0 additions and 245 deletions
  1. 0 245
      src/extras/renderers/plugins/VRPlugin.js

+ 0 - 245
src/extras/renderers/plugins/VRPlugin.js

@@ -1,245 +0,0 @@
-/**
- * @author Diego Marcos Segura : @dmarcos
- *
- * It handles stereo rendering and head tracking
- * If the VR API is not available it gracefuly falls back to a
- * regular renderer
- *
- * The only supported HMD is the Oculus Rift DK1 and The API doesn't currently allow
- * to query for the display resolution. The dimensions of the screen are currently
- * hardcoded (1280 x 800).
- *
- * For VR mode to work it has to be used with the Oculus enabled builds of Firefox:
- *
- * OSX: http://people.mozilla.com/~vladimir/vr/firefox-33.0a1.en-US.mac.dmg
- * WIN: http://people.mozilla.com/~vladimir/vr/firefox-33.0a1.en-US.win64-x86_64.zip
- *
- */
-
-THREE.VRPlugin = function() {
-
-	var _vrModeEnabled = false;
-
-	this.init = function ( renderer, done ) {
-		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 vrHMD;
-			var error;
-			for ( var i = 0; i < devices.length; ++i ) {
-				if ( devices[i] instanceof PositionSensorVRDevice ) {
-					self.vrState = devices[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" );
-				}
-			}
-			if ( done ) {
-				// if ( vrHMD ) {
-				// 	error = 'HMD not available';
-				// }
-				done( error );
-			}
-		}
-	};
-
-	this.render = function( scene, camera, renderTarget, forceClear ) {
-		var renderer = this._renderer;
-		renderer.enableScissorTest( false );
-		// VR render mode
-		if ( _vrModeEnabled ) {
-			this.renderStereo.apply( this, arguments );
-			return;
-		}
-		// Regular render mode
-		this._renderer.render.apply( this._renderer , arguments );
-	};
-
-	this.renderStereo = function( scene, camera, renderTarget, forceClear ) {
-		var vrState = this.getVRState();
-		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) );
-
-		// Applies head rotation from sensors data.
-		if ( vrState ) {
-			var quat = new THREE.Quaternion(
-				vrState.hmd.rotation[1],
-				vrState.hmd.rotation[2],
-				vrState.hmd.rotation[3],
-				vrState.hmd.rotation[0]
-			);
-			var rotMat = new THREE.Matrix4();
-			cameraLeft.matrix.set( eyeWorldMatrix );
-			cameraRight.matrix.set( eyeWorldMatrix );
-			cameraLeft.setRotationFromQuaternion( quat );
-			cameraRight.setRotationFromQuaternion( quat );
-		}
-
-		// 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.getVRState = function() {
-		var orientation = this.vrState.getState().orientation;
-		var state = {
-			hmd : {
-				rotation : [
-					orientation.w,
-					orientation.x,
-					orientation.y,
-					orientation.z
-				]
-			}
-		};
-		return state;
-	};
-
-	this.enableVRMode = function( enable ) {
-		var renderer = this._renderer;
-		var vrHMD = this._vrHMD;
-		var canvasOriginalSize = this._canvasOriginalSize;
-		if (!vrHMD) {
-			return;
-		}
-		// If state doesn't change we do nothing
-		if ( enable && _vrModeEnabled ||
-				!enable && !_vrModeEnabled ) {
-			return;
-		}
-		// VR Mode disabled
-		if ( !enable && _vrModeEnabled ) {
-			// Restores canvas original size
-			renderer.setSize( canvasOriginalSize.width, canvasOriginalSize.height );
-			_vrModeEnabled = false;
-			return;
-		}
-		// VR Mode enabled
-		this._canvasOriginalSize = {
-			width: renderer.domElement.width,
-			height: renderer.domElement.height
-		};
-		_vrModeEnabled = true;
-		// Hardcoded Rift display size
-		renderer.setSize( 1280, 800 );
-		this.startVRMode( vrHMD );
-	};
-
-	this.startVRMode = function( vrHMD ) {
-		var self = this;
-		var renderer = this._renderer;
-		vrHMD.xxxToggleElementVR( renderer.domElement );
-		document.addEventListener( "mozfullscreenchange", function() {
-			if ( !document.mozFullScreenElement ) {
-				self.enableVRMode( 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);
-	};
-
-};