Kumi
013d02a15c
Introduced significant updates to the user interface for editing VR scenes, adding new CSS styles for a coherent and modern look. Implemented data tables for robust content management in the user area, now users can easily navigate through scenes and media with DataTables integration. Expanded the API with category retrieval capabilities, enabling dynamic content categorization. The editor now seamlessly integrates into the UI with a sidebar for properties editing, improving usability. The teleportation element creation and modification logic has been significantly refined, including a search-enabled dropdown for destination selection, making it more user-friendly. Added thumbnail display for scenes and media in the user area, enhancing content overview. This update also introduced user area templates and routes, providing a foundational structure for user content management functionality, including categories and individual category views. Refactored JavaScript imports to align with the new editor CSS and adjusted scene loading to support embedded scenes, improving the flexibility and usability of scene components.
145 lines
4.1 KiB
JavaScript
145 lines
4.1 KiB
JavaScript
import { getScene } from "./api";
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require("aframe");
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// Detect iOS devices
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// There is probably a better way to handle issues there, but...
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var iOS = /iPad|iPhone|iPod/.test(navigator.userAgent);
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// Define the <quackscape-scene> element
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class QuackscapeScene extends HTMLElement {
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connectedCallback() {
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// When one is created, automatically load the scene
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this.scene = this.getAttribute("scene");
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this.embedded = this.getAttribute("embedded") != undefined;
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this.x = this.getAttribute("x") | 0;
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this.y = this.getAttribute("y") | 0;
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this.z = this.getAttribute("z") | 0;
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loadScene(this.scene, this.x, this.y, this.z, this, this.embedded);
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}
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}
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document.addEventListener("contextmenu", function (event) {
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event.preventDefault();
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});
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customElements.define("quackscape-scene", QuackscapeScene);
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// Function to load a scene into a destination object
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// x and y signify the initial looking direction, -1 for the scene's default
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async function loadScene(
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scene_id,
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x = -1,
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y = -1,
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z = -1,
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destination = null,
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embedded = false
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) {
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// Get WebGL maximum texture size
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var canvas = document.createElement("canvas");
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var gl =
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canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
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if (!gl) {
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alert("Unable to initialize WebGL. Your browser may not support it.");
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return;
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}
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var maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
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if (iOS) {
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maxTextureSize = Math.min(8192, maxTextureSize);
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}
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// Get scene information from API
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getScene(scene_id).then((response) => {
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var scene = response.obj;
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// Get largest image that will fit in the texture size from scene.resolutions
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// First, order the resolutions by width
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var resolutions = scene.base_content.resolutions.sort(
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(a, b) => b.width - a.width
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);
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// Then, find the first resolution that is less than or equal to the max texture size
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var content = resolutions.find(
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(resolution) => resolution.width <= maxTextureSize
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);
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// Select a destination element if not specified
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if (!destination) {
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destination = document.getElementsByTagName("quackscape-scene")[0];
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}
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destination.setAttribute("id", scene_id);
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// Start by removing any existing scenes
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var scenes = document.getElementsByTagName("a-scene");
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if (scenes.length > 0) {
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scenes[0].remove();
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}
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// Now, build the scene element
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var a_scene = document.createElement("a-scene");
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a_scene.setAttribute("cursor", "rayOrigin: mouse");
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if (embedded) {
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a_scene.setAttribute("embedded", "embedded");
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}
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// Create a-camera element
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var rig = document.createElement("a-entity");
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rig.setAttribute("id", "rig");
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// Rotate camera if requested
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if (x != -1 && y != -1 && z != -1) {
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rig.setAttribute("rotation", x + " " + y + " " + z);
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}
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var camera = document.createElement("a-camera");
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camera.setAttribute("wasd-controls-enabled", "false"); // TODO: Find a more elegant way to disable z axis movement
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rig.appendChild(camera);
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a_scene.appendChild(rig);
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// Create a-assets element
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var assets = document.createElement("a-assets");
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a_scene.appendChild(assets);
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// Add background image as sky
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var sky = document.createElement("a-sky");
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sky.setAttribute("src", "#" + content.id);
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a_scene.appendChild(sky);
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// Add img element to assets
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var background = document.createElement("img");
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background.setAttribute("id", content.id);
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background.setAttribute("src", content.file);
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assets.appendChild(background);
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// Add elements to scene
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scene.elements.forEach((element) => {
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var node = document.createElement(element.data.tag);
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node.setAttribute("id", element.data.id);
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for (const [key, value] of Object.entries(element.data.attributes)) {
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node.setAttribute(key, value);
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}
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// Add node to scene
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a_scene.appendChild(node);
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});
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destination.appendChild(a_scene);
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// Dispatch a signal for the editor to pick up
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const loaded_event = new CustomEvent("loadedQuackscapeScene");
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document.dispatchEvent(loaded_event);
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});
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}
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window.loadScene = loadScene;
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export { loadScene };
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