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@@ -1,533 +0,0 @@
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-/**
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- * @author dmarcos / https://github.com/dmarcos
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- * @author mrdoob / http://mrdoob.com
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- *
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- * WebVR Spec: http://mozvr.github.io/webvr-spec/webvr.html
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- *
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- * Firefox: http://mozvr.com/downloads/
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- * Chromium: https://webvr.info/get-chrome
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- */
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-
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-THREE.VREffect = function ( renderer, onError ) {
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-
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- var vrDisplay, vrDisplays;
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- var eyeTranslationL = new THREE.Vector3();
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- var eyeTranslationR = new THREE.Vector3();
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- var renderRectL, renderRectR;
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- var headMatrix = new THREE.Matrix4();
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- var eyeMatrixL = new THREE.Matrix4();
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- var eyeMatrixR = new THREE.Matrix4();
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-
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- var frameData = null;
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-
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- if ( 'VRFrameData' in window ) {
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-
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- frameData = new window.VRFrameData();
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-
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- }
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-
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- function gotVRDisplays( displays ) {
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-
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- vrDisplays = displays;
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-
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- if ( displays.length > 0 ) {
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-
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- vrDisplay = displays[ 0 ];
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-
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- } else {
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-
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- if ( onError ) onError( 'HMD not available' );
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-
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- }
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-
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- }
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-
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- if ( navigator.getVRDisplays ) {
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-
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- navigator.getVRDisplays().then( gotVRDisplays ).catch( function () {
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-
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- console.warn( 'THREE.VREffect: Unable to get VR Displays' );
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-
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- } );
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-
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- }
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-
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- //
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-
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- this.isPresenting = false;
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-
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- var scope = this;
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-
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- var rendererSize = renderer.getSize();
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- var rendererUpdateStyle = false;
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- var rendererPixelRatio = renderer.getPixelRatio();
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-
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- this.getVRDisplay = function () {
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-
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- return vrDisplay;
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-
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- };
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-
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- this.setVRDisplay = function ( value ) {
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-
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- vrDisplay = value;
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-
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- };
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-
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- this.getVRDisplays = function () {
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-
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- console.warn( 'THREE.VREffect: getVRDisplays() is being deprecated.' );
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- return vrDisplays;
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-
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- };
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-
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- this.setSize = function ( width, height, updateStyle ) {
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-
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- rendererSize = { width: width, height: height };
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- rendererUpdateStyle = updateStyle;
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-
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- if ( scope.isPresenting ) {
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-
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- var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
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- renderer.setPixelRatio( 1 );
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- renderer.setSize( eyeParamsL.renderWidth * 2, eyeParamsL.renderHeight, false );
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-
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- } else {
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-
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- renderer.setPixelRatio( rendererPixelRatio );
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- renderer.setSize( width, height, updateStyle );
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-
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- }
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-
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- };
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-
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- // VR presentation
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-
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- var canvas = renderer.domElement;
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- var defaultLeftBounds = [ 0.0, 0.0, 0.5, 1.0 ];
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- var defaultRightBounds = [ 0.5, 0.0, 0.5, 1.0 ];
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-
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- function onVRDisplayPresentChange() {
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-
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- var wasPresenting = scope.isPresenting;
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- scope.isPresenting = vrDisplay !== undefined && vrDisplay.isPresenting;
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-
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- if ( scope.isPresenting ) {
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-
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- var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
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- var eyeWidth = eyeParamsL.renderWidth;
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- var eyeHeight = eyeParamsL.renderHeight;
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-
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- if ( ! wasPresenting ) {
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-
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- rendererPixelRatio = renderer.getPixelRatio();
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- rendererSize = renderer.getSize();
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-
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- renderer.setPixelRatio( 1 );
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- renderer.setSize( eyeWidth * 2, eyeHeight, false );
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-
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- }
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-
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- } else if ( wasPresenting ) {
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-
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- renderer.setPixelRatio( rendererPixelRatio );
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- renderer.setSize( rendererSize.width, rendererSize.height, rendererUpdateStyle );
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-
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- }
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-
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- }
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-
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- window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
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-
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- this.setFullScreen = function ( boolean ) {
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-
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- return new Promise( function ( resolve, reject ) {
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-
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- if ( vrDisplay === undefined ) {
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-
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- reject( new Error( 'No VR hardware found.' ) );
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- return;
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-
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- }
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-
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- if ( scope.isPresenting === boolean ) {
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-
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- resolve();
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- return;
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-
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- }
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-
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- if ( boolean ) {
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-
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- resolve( vrDisplay.requestPresent( [ { source: canvas } ] ) );
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-
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- } else {
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-
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- resolve( vrDisplay.exitPresent() );
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-
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- }
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-
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- } );
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-
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- };
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-
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- this.requestPresent = function () {
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-
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- return this.setFullScreen( true );
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-
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- };
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-
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- this.exitPresent = function () {
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-
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- return this.setFullScreen( false );
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-
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- };
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-
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- this.requestAnimationFrame = function ( f ) {
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-
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- if ( vrDisplay !== undefined ) {
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-
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- return vrDisplay.requestAnimationFrame( f );
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-
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- } else {
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-
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- return window.requestAnimationFrame( f );
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-
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- }
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-
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- };
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-
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- this.cancelAnimationFrame = function ( h ) {
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-
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- if ( vrDisplay !== undefined ) {
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-
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- vrDisplay.cancelAnimationFrame( h );
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-
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- } else {
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-
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- window.cancelAnimationFrame( h );
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-
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- }
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-
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- };
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-
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- this.submitFrame = function () {
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-
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- if ( vrDisplay !== undefined && scope.isPresenting ) {
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-
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- vrDisplay.submitFrame();
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-
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- }
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-
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- };
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-
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- this.autoSubmitFrame = true;
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-
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- // render
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-
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- var cameraL = new THREE.PerspectiveCamera();
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- cameraL.layers.enable( 1 );
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-
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- var cameraR = new THREE.PerspectiveCamera();
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- cameraR.layers.enable( 2 );
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-
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- this.render = function ( scene, camera, renderTarget, forceClear ) {
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-
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- if ( vrDisplay && scope.isPresenting ) {
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-
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- var autoUpdate = scene.autoUpdate;
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-
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- if ( autoUpdate ) {
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-
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- scene.updateMatrixWorld();
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- scene.autoUpdate = false;
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-
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- }
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-
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- if ( Array.isArray( scene ) ) {
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-
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- console.warn( 'THREE.VREffect.render() no longer supports arrays. Use object.layers instead.' );
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- scene = scene[ 0 ];
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-
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- }
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-
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- // When rendering we don't care what the recommended size is, only what the actual size
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- // of the backbuffer is.
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- var size = renderer.getSize();
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- var layers = vrDisplay.getLayers();
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- var leftBounds;
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- var rightBounds;
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-
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- if ( layers.length ) {
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-
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- var layer = layers[ 0 ];
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-
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- leftBounds = layer.leftBounds !== null && layer.leftBounds.length === 4 ? layer.leftBounds : defaultLeftBounds;
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- rightBounds = layer.rightBounds !== null && layer.rightBounds.length === 4 ? layer.rightBounds : defaultRightBounds;
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-
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- } else {
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-
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- leftBounds = defaultLeftBounds;
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- rightBounds = defaultRightBounds;
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-
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- }
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-
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- renderRectL = {
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- x: Math.round( size.width * leftBounds[ 0 ] ),
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- y: Math.round( size.height * leftBounds[ 1 ] ),
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- width: Math.round( size.width * leftBounds[ 2 ] ),
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- height: Math.round( size.height * leftBounds[ 3 ] )
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- };
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- renderRectR = {
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- x: Math.round( size.width * rightBounds[ 0 ] ),
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- y: Math.round( size.height * rightBounds[ 1 ] ),
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- width: Math.round( size.width * rightBounds[ 2 ] ),
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- height: Math.round( size.height * rightBounds[ 3 ] )
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- };
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-
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- if ( renderTarget ) {
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-
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- renderer.setRenderTarget( renderTarget );
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- renderTarget.scissorTest = true;
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-
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- } else {
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-
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- renderer.setRenderTarget( null );
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- renderer.setScissorTest( true );
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-
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- }
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-
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- if ( renderer.autoClear || forceClear ) renderer.clear();
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-
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- if ( camera.parent === null ) camera.updateMatrixWorld();
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-
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- camera.matrixWorld.decompose( cameraL.position, cameraL.quaternion, cameraL.scale );
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-
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- cameraR.position.copy( cameraL.position );
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- cameraR.quaternion.copy( cameraL.quaternion );
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- cameraR.scale.copy( cameraL.scale );
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-
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- if ( vrDisplay.getFrameData ) {
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-
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- vrDisplay.depthNear = camera.near;
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- vrDisplay.depthFar = camera.far;
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-
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- vrDisplay.getFrameData( frameData );
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-
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- cameraL.projectionMatrix.elements = frameData.leftProjectionMatrix;
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- cameraR.projectionMatrix.elements = frameData.rightProjectionMatrix;
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-
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- getEyeMatrices( frameData );
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-
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- cameraL.updateMatrix();
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- cameraL.matrix.multiply( eyeMatrixL );
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- cameraL.matrix.decompose( cameraL.position, cameraL.quaternion, cameraL.scale );
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-
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- cameraR.updateMatrix();
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- cameraR.matrix.multiply( eyeMatrixR );
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- cameraR.matrix.decompose( cameraR.position, cameraR.quaternion, cameraR.scale );
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-
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- } else {
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-
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- var eyeParamsL = vrDisplay.getEyeParameters( 'left' );
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- var eyeParamsR = vrDisplay.getEyeParameters( 'right' );
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-
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- cameraL.projectionMatrix = fovToProjection( eyeParamsL.fieldOfView, true, camera.near, camera.far );
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- cameraR.projectionMatrix = fovToProjection( eyeParamsR.fieldOfView, true, camera.near, camera.far );
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-
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- eyeTranslationL.fromArray( eyeParamsL.offset );
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- eyeTranslationR.fromArray( eyeParamsR.offset );
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-
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- cameraL.translateOnAxis( eyeTranslationL, cameraL.scale.x );
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- cameraR.translateOnAxis( eyeTranslationR, cameraR.scale.x );
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-
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- }
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-
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- // render left eye
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- if ( renderTarget ) {
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-
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- renderTarget.viewport.set( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
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- renderTarget.scissor.set( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
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-
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- } else {
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-
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- renderer.setViewport( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
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- renderer.setScissor( renderRectL.x, renderRectL.y, renderRectL.width, renderRectL.height );
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-
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- }
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- renderer.render( scene, cameraL, renderTarget, forceClear );
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-
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- // render right eye
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- if ( renderTarget ) {
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-
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- renderTarget.viewport.set( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
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- renderTarget.scissor.set( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
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-
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- } else {
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-
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- renderer.setViewport( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
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- renderer.setScissor( renderRectR.x, renderRectR.y, renderRectR.width, renderRectR.height );
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-
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- }
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- renderer.render( scene, cameraR, renderTarget, forceClear );
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-
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- if ( renderTarget ) {
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-
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- renderTarget.viewport.set( 0, 0, size.width, size.height );
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- renderTarget.scissor.set( 0, 0, size.width, size.height );
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- renderTarget.scissorTest = false;
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- renderer.setRenderTarget( null );
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-
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- } else {
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-
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- renderer.setViewport( 0, 0, size.width, size.height );
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- renderer.setScissorTest( false );
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-
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- }
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-
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- if ( autoUpdate ) {
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-
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- scene.autoUpdate = true;
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-
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- }
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-
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- if ( scope.autoSubmitFrame ) {
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-
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- scope.submitFrame();
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-
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- }
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-
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- return;
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-
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- }
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-
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- // Regular render mode if not HMD
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-
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- renderer.render( scene, camera, renderTarget, forceClear );
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-
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- };
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-
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- this.dispose = function () {
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-
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- window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
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-
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- };
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-
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- //
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-
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- var poseOrientation = new THREE.Quaternion();
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- var posePosition = new THREE.Vector3();
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-
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- // Compute model matrices of the eyes with respect to the head.
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- function getEyeMatrices( frameData ) {
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-
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- // Compute the matrix for the position of the head based on the pose
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- if ( frameData.pose.orientation ) {
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-
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- poseOrientation.fromArray( frameData.pose.orientation );
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- headMatrix.makeRotationFromQuaternion( poseOrientation );
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-
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- } else {
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-
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- headMatrix.identity();
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-
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- }
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-
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- if ( frameData.pose.position ) {
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-
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- posePosition.fromArray( frameData.pose.position );
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- headMatrix.setPosition( posePosition );
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-
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- }
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-
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- // The view matrix transforms vertices from sitting space to eye space. As such, the view matrix can be thought of as a product of two matrices:
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- // headToEyeMatrix * sittingToHeadMatrix
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-
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- // The headMatrix that we've calculated above is the model matrix of the head in sitting space, which is the inverse of sittingToHeadMatrix.
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- // So when we multiply the view matrix with headMatrix, we're left with headToEyeMatrix:
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- // viewMatrix * headMatrix = headToEyeMatrix * sittingToHeadMatrix * headMatrix = headToEyeMatrix
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-
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- eyeMatrixL.fromArray( frameData.leftViewMatrix );
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- eyeMatrixL.multiply( headMatrix );
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- eyeMatrixR.fromArray( frameData.rightViewMatrix );
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- eyeMatrixR.multiply( headMatrix );
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-
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- // The eye's model matrix in head space is the inverse of headToEyeMatrix we calculated above.
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-
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- eyeMatrixL.getInverse( eyeMatrixL );
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- eyeMatrixR.getInverse( eyeMatrixR );
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|
|
-
|
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- }
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|
|
-
|
|
|
- function fovToNDCScaleOffset( fov ) {
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|
|
-
|
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|
- var pxscale = 2.0 / ( fov.leftTan + fov.rightTan );
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- var pxoffset = ( fov.leftTan - fov.rightTan ) * pxscale * 0.5;
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- var pyscale = 2.0 / ( fov.upTan + fov.downTan );
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|
|
- var pyoffset = ( fov.upTan - fov.downTan ) * pyscale * 0.5;
|
|
|
- return { scale: [ pxscale, pyscale ], offset: [ pxoffset, pyoffset ] };
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- function fovPortToProjection( fov, rightHanded, zNear, zFar ) {
|
|
|
-
|
|
|
- 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 = 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;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- function fovToProjection( fov, rightHanded, zNear, zFar ) {
|
|
|
-
|
|
|
- var DEG2RAD = Math.PI / 180.0;
|
|
|
-
|
|
|
- var fovPort = {
|
|
|
- upTan: Math.tan( fov.upDegrees * DEG2RAD ),
|
|
|
- downTan: Math.tan( fov.downDegrees * DEG2RAD ),
|
|
|
- leftTan: Math.tan( fov.leftDegrees * DEG2RAD ),
|
|
|
- rightTan: Math.tan( fov.rightDegrees * DEG2RAD )
|
|
|
- };
|
|
|
-
|
|
|
- return fovPortToProjection( fovPort, rightHanded, zNear, zFar );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
-};
|