quackscape/assets/js/scene.js
Kumi e3cff5b9b7
feat: add dynamic navbar to scenes
Introduced a new CSS file for styling a fixed navbar in scenes,
enhancing user navigation within the virtual environment. Modified
scene.js to include fetching categories and generating a navbar with
scene options dynamically based on the category of the current scene.
This allows users to switch scenes more intuitively. The `nonavbar`
attribute was added for scenes where the navbar should be omitted,
providing flexibility in scene presentation. Additionally, streamlined
CSS and SCSS imports across JS files for consistency and removed an
unnecessary SCSS import from editor.js, optimizing load times and
project structure.

This update significantly improves user experience by facilitating
easier navigation and scene exploration within the application.
2024-03-15 16:41:37 +01:00

216 lines
6.5 KiB
JavaScript

import { getScene, getCategory } from "./api";
import { Dropdown } from "bootstrap";
import "../scss/frontend.scss";
import "../css/scene.css";
require("aframe");
// Detect iOS devices
// There is probably a better way to handle issues there, but...
var iOS = /iPad|iPhone|iPod/.test(navigator.userAgent);
// Define the <quackscape-scene> element
class QuackscapeScene extends HTMLElement {
connectedCallback() {
// When one is created, automatically load the scene
this.scene = this.getAttribute("scene");
this.embedded = this.getAttribute("embedded") != undefined;
this.x = this.getAttribute("x") | 0;
this.y = this.getAttribute("y") | 0;
this.z = this.getAttribute("z") | 0;
this.navbar = this.getAttribute("nonavbar") == undefined;
loadScene(this.scene, this.x, this.y, this.z, this, this.embedded);
if (this.navbar) {
loadNavbar(this.scene, this);
}
}
}
document.addEventListener("contextmenu", function (event) {
event.preventDefault();
});
customElements.define("quackscape-scene", QuackscapeScene);
// Function to add a navbar to the destination object
async function loadNavbar(scene_id, destination) {
getScene(scene_id).then((scene) => {
getCategory(scene.obj.category).then((category) => {
var nav = document.createElement("nav");
nav.setAttribute("class", "navbar navbar-expand-lg navbar-dark bg-dark");
nav.setAttribute("id", "sceneNavbar");
var container = document.createElement("div");
container.setAttribute("class", "container-fluid");
var dropdown = document.createElement("div");
dropdown.setAttribute("class", "dropdown");
var sceneSelector = document.createElement("button");
sceneSelector.setAttribute("class", "btn btn-secondary dropdown-toggle");
sceneSelector.setAttribute("type", "button");
sceneSelector.setAttribute("id", "sceneSelector");
sceneSelector.setAttribute("data-bs-toggle", "dropdown");
sceneSelector.setAttribute("aria-expanded", "true");
sceneSelector.textContent = "Select Scene";
var dropdownMenu = document.createElement("ul");
dropdownMenu.setAttribute("class", "dropdown-menu show");
dropdownMenu.setAttribute("aria-labelledby", "sceneSelector");
console.log(dropdownMenu);
category.obj.scenes.forEach((scene) => {
console.log(scene);
var sceneLink = document.createElement("a");
sceneLink.setAttribute("class", "dropdown-item");
sceneLink.setAttribute("href", "#");
sceneLink.textContent = scene.title;
sceneLink.addEventListener("click", function () {
loadScene(scene.id, -1, -1, -1, destination);
});
dropdownMenu.appendChild(sceneLink);
});
var sceneTitle = document.createElement("a");
sceneTitle.setAttribute("class", "navbar-brand");
sceneTitle.setAttribute("href", "#");
sceneTitle.setAttribute("id", "sceneTitle");
sceneTitle.textContent = scene.obj.title;
dropdown.appendChild(sceneSelector);
dropdown.appendChild(dropdownMenu);
console.log(dropdownMenu);
container.appendChild(dropdown);
container.appendChild(sceneTitle);
nav.appendChild(container);
destination.prepend(nav);
});
});
}
// Function to load a scene into a destination object
// x and y signify the initial looking direction, -1 for the scene's default
async function loadScene(
scene_id,
x = -1,
y = -1,
z = -1,
destination = null,
embedded = false
) {
// Get WebGL maximum texture size
var canvas = document.createElement("canvas");
var gl =
canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
if (!gl) {
alert("Unable to initialize WebGL. Your browser may not support it.");
return;
}
var maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
if (iOS) {
maxTextureSize = Math.min(8192, maxTextureSize);
}
// Get scene information from API
getScene(scene_id).then((response) => {
var scene = response.obj;
// Get largest image that will fit in the texture size from scene.resolutions
// First, order the resolutions by width
var resolutions = scene.base_content.resolutions.sort(
(a, b) => b.width - a.width
);
// Then, find the first resolution that is less than or equal to the max texture size
var content = resolutions.find(
(resolution) => resolution.width <= maxTextureSize
);
// Select a destination element if not specified
if (!destination) {
destination = document.getElementsByTagName("quackscape-scene")[0];
}
destination.setAttribute("id", scene_id);
// Start by removing any existing scenes
var scenes = document.getElementsByTagName("a-scene");
if (scenes.length > 0) {
scenes[0].remove();
}
// Now, build the scene element
var a_scene = document.createElement("a-scene");
a_scene.setAttribute("cursor", "rayOrigin: mouse");
if (embedded) {
a_scene.setAttribute("embedded", "embedded");
}
// Create a-camera element
var rig = document.createElement("a-entity");
rig.setAttribute("id", "rig");
// Rotate camera if requested
if (x != -1 && y != -1 && z != -1) {
rig.setAttribute("rotation", x + " " + y + " " + z);
}
var camera = document.createElement("a-camera");
camera.setAttribute("wasd-controls-enabled", "false"); // TODO: Find a more elegant way to disable z axis movement
rig.appendChild(camera);
a_scene.appendChild(rig);
// Create a-assets element
var assets = document.createElement("a-assets");
a_scene.appendChild(assets);
// Add background image as sky
var sky = document.createElement("a-sky");
sky.setAttribute("src", "#" + content.id);
a_scene.appendChild(sky);
// Add img element to assets
var background = document.createElement("img");
background.setAttribute("id", content.id);
background.setAttribute("src", content.file);
assets.appendChild(background);
// Add elements to scene
scene.elements.forEach((element) => {
var node = document.createElement(element.data.tag);
node.setAttribute("id", element.data.id);
for (const [key, value] of Object.entries(element.data.attributes)) {
node.setAttribute(key, value);
}
// Add node to scene
a_scene.appendChild(node);
});
destination.appendChild(a_scene);
// Dispatch a signal for the editor to pick up
const loaded_event = new CustomEvent("loadedQuackscapeScene");
document.dispatchEvent(loaded_event);
});
}
window.loadScene = loadScene;
export { loadScene };