fix(canvas): ensure positioning incorporates cavas position for embedded scenes

This commit is contained in:
Patrick Coffey 2018-03-03 13:48:06 -06:00
parent 9e49826865
commit cf791d0404
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GPG key ID: 870BDD7A667DB73B
2 changed files with 641 additions and 32 deletions

View file

@ -89,19 +89,6 @@ const {unproject} = (function unprojectFunction() {
};
}());
function clientCoordsTo3DCanvasCoords(
clientX,
clientY,
offsetX,
offsetY,
clientWidth,
clientHeight
) {
return {
x: (((clientX - offsetX) / clientWidth) * 2) - 1,
y: (-((clientY - offsetY) / clientHeight) * 2) + 1,
};
}
const {screenCoordsToDirection} = (function screenCoordsToDirectionFunction() {
@ -127,28 +114,15 @@ const {screenCoordsToDirection} = (function screenCoordsToDirectionFunction() {
initialized = initialized || initialize(THREE);
// scale mouse coordinates down to -1 <-> +1
const {x: mouseX, y: mouseY} = clientCoordsTo3DCanvasCoords(
clientX, clientY,
0, 0, // TODO: Replace with canvas position
window.innerWidth,
window.innerHeight
);
const scene = document.querySelector('a-scene');
const bounds = scene.canvas.getBoundingClientRect();
const left = clientX - bounds.left;
const top = clientY - bounds.top;
const mouseX = ((left / bounds.width) * 2) - 1;
const mouseY = -((top / bounds.height) * 2) + 1;
mousePosAsVec3.set(mouseX, mouseY, -1);
// apply camera transformation from near-plane of mouse x/y into 3d space
// NOTE: This should be replaced with THREE code directly once the aframe bug
// is fixed:
/*
cameraPositionToVec3(aframeCamera, cameraPosAsVec3);
const {x, y, z} = new THREE
.Vector3(mouseX, mouseY, -1)
.unproject(aframeCamera.components.camera.camera)
.sub(cameraPosAsVec3)
.normalize();
*/
const projectedVector = unproject(THREE, mousePosAsVec3, aframeCamera);
cameraPositionToVec3(aframeCamera, cameraPosAsVec3);
// Get the unit length direction vector from the camera's position

635
src/index.js.tmp Normal file
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@ -0,0 +1,635 @@
import deepEqual from 'deep-equal';
const COMPONENT_NAME = 'click-drag';
const DRAG_START_EVENT = 'dragstart';
const DRAG_MOVE_EVENT = 'dragmove';
const DRAG_END_EVENT = 'dragend';
const TIME_TO_KEEP_LOG = 100;
function forceWorldUpdate(threeElement) {
let element = threeElement;
while (element.parent) {
element = element.parent;
}
element.updateMatrixWorld(true);
}
function forEachParent(element, lambda) {
while (element.attachedToParent) {
element = element.parentElement;
lambda(element);
}
}
function someParent(element, lambda) {
while (element.attachedToParent) {
element = element.parentElement;
if (lambda(element)) {
return true;
}
}
return false;
}
function cameraPositionToVec3(camera, vec3) {
vec3.set(
camera.components.position.data.x,
camera.components.position.data.y,
camera.components.position.data.z
);
forEachParent(camera, element => {
if (element.components && element.components.position) {
vec3.set(
vec3.x + element.components.position.data.x,
vec3.y + element.components.position.data.y,
vec3.z + element.components.position.data.z
);
}
});
}
function localToWorld(THREE, threeCamera, vector) {
forceWorldUpdate(threeCamera);
return threeCamera.localToWorld(vector);
}
const {unproject} = (function unprojectFunction() {
let initialized = false;
let matrix;
function initialize(THREE) {
matrix = new THREE.Matrix4();
return true;
}
return {
unproject(THREE, vector, camera) {
const threeCamera = camera.components.camera.camera;
initialized = initialized || initialize(THREE);
vector.applyProjection(matrix.getInverse(threeCamera.projectionMatrix));
return localToWorld(THREE, threeCamera, vector);
},
};
}());
const {screenCoordsToDirection} = (function screenCoordsToDirectionFunction() {
let initialized = false;
let mousePosAsVec3;
let cameraPosAsVec3;
function initialize(THREE) {
mousePosAsVec3 = new THREE.Vector3();
cameraPosAsVec3 = new THREE.Vector3();
return true;
}
return {
screenCoordsToDirection(
THREE,
aframeCamera,
{x: clientX, y: clientY}
) {
initialized = initialized || initialize(THREE);
// scale mouse coordinates down to -1 <-> +1
const scene = document.querySelector('a-scene');
const bounds = scene.canvas.getBoundingClientRect();
const left = clientX - bounds.left;
const top = clientY - bounds.top;
const mouseX = ((left / bounds.width) * 2) - 1;
const mouseY = -((top / bounds.height) * 2) + 1;
mousePosAsVec3.set(mouseX, mouseY, -1);
const projectedVector = unproject(THREE, mousePosAsVec3, aframeCamera);
cameraPositionToVec3(aframeCamera, cameraPosAsVec3);
// Get the unit length direction vector from the camera's position
const {x, y, z} = projectedVector.sub(cameraPosAsVec3).normalize();
return {x, y, z};
},
};
}());
/**
* @param planeNormal {THREE.Vector3}
* @param planeConstant {Float} Distance from origin of the plane
* @param rayDirection {THREE.Vector3} Direction of ray from the origin
*
* @return {THREE.Vector3} The intersection point of the ray and plane
*/
function rayPlaneIntersection(planeNormal, planeConstant, rayDirection) {
// A line from the camera position toward (and through) the plane
const distanceToPlane = planeConstant / planeNormal.dot(rayDirection);
return rayDirection.multiplyScalar(distanceToPlane);
}
const {directionToWorldCoords} = (function directionToWorldCoordsFunction() {
let initialized = false;
let direction;
let cameraPosAsVec3;
function initialize(THREE) {
direction = new THREE.Vector3();
cameraPosAsVec3 = new THREE.Vector3();
return true;
}
return {
/**
* @param camera Three.js Camera instance
* @param Object Position of the camera
* @param Object position of the mouse (scaled to be between -1 to 1)
* @param depth Depth into the screen to calculate world coordinates for
*/
directionToWorldCoords(
THREE,
aframeCamera,
camera,
{x: directionX, y: directionY, z: directionZ},
depth
) {
initialized = initialized || initialize(THREE);
cameraPositionToVec3(aframeCamera, cameraPosAsVec3);
direction.set(directionX, directionY, directionZ);
// A line from the camera position toward (and through) the plane
const newPosition = rayPlaneIntersection(
camera.getWorldDirection(),
depth,
direction
);
// Reposition back to the camera position
const {x, y, z} = newPosition.add(cameraPosAsVec3);
return {x, y, z};
},
};
}());
const {selectItem} = (function selectItemFunction() {
let initialized = false;
let cameraPosAsVec3;
let directionAsVec3;
let raycaster;
let plane;
function initialize(THREE) {
plane = new THREE.Plane();
cameraPosAsVec3 = new THREE.Vector3();
directionAsVec3 = new THREE.Vector3();
raycaster = new THREE.Raycaster();
// TODO: From camera values?
raycaster.far = Infinity;
raycaster.near = 0;
return true;
}
return {
selectItem(THREE, selector, camera, clientX, clientY) {
initialized = initialized || initialize(THREE);
const {x: directionX, y: directionY, z: directionZ} = screenCoordsToDirection(
THREE,
camera,
{x: clientX, y: clientY}
);
cameraPositionToVec3(camera, cameraPosAsVec3);
directionAsVec3.set(directionX, directionY, directionZ);
raycaster.set(cameraPosAsVec3, directionAsVec3);
// Push meshes onto list of objects to intersect.
// TODO: Can we do this at some other point instead of every time a ray is
// cast? Is that a micro optimization?
const objects = Array.from(
camera.sceneEl.querySelectorAll(`[${selector}]`)
).map(object => object.object3D);
const recursive = true;
const intersected = raycaster
.intersectObjects(objects, recursive)
// Only keep intersections against objects that have a reference to an entity.
.filter(intersection => !!intersection.object.el)
// Only keep ones that are visible
.filter(intersection => intersection.object.parent.visible)
// The first element is the closest
[0]; // eslint-disable-line no-unexpected-multiline
if (!intersected) {
return {};
}
const {point, object} = intersected;
// Aligned to the world direction of the camera
// At the specified intersection point
plane.setFromNormalAndCoplanarPoint(
camera.components.camera.camera.getWorldDirection().clone().negate(),
point.clone().sub(cameraPosAsVec3)
);
const depth = plane.constant;
const offset = point.sub(object.getWorldPosition());
return {depth, offset, element: object.el};
},
};
}());
function dragItem(THREE, element, offset, camera, depth, mouseInfo) {
const threeCamera = camera.components.camera.camera;
// Setting up for rotation calculations
const startCameraRotationInverse = threeCamera.getWorldQuaternion().inverse();
const startElementRotation = element.object3D.getWorldQuaternion();
const elementRotationOrder = element.object3D.rotation.order;
const rotationQuaternion = new THREE.Quaternion();
const rotationEuler = element.object3D.rotation.clone();
const offsetVector = new THREE.Vector3(offset.x, offset.y, offset.z);
let lastMouseInfo = mouseInfo;
const nextRotation = {
x: THREE.Math.radToDeg(rotationEuler.x),
y: THREE.Math.radToDeg(rotationEuler.y),
z: THREE.Math.radToDeg(rotationEuler.z),
};
const activeCamera = element.sceneEl.systems.camera.activeCameraEl;
const isChildOfActiveCamera = someParent(element, parent => parent === activeCamera);
function onMouseMove({clientX, clientY}) {
lastMouseInfo = {clientX, clientY};
const direction = screenCoordsToDirection(
THREE,
camera,
{x: clientX, y: clientY}
);
const {x, y, z} = directionToWorldCoords(
THREE,
camera,
camera.components.camera.camera,
direction,
depth
);
let rotationDiff;
// Start by rotating backwards from the initial camera rotation
rotationDiff = rotationQuaternion.copy(startCameraRotationInverse);
// rotate the offset
offsetVector.set(offset.x, offset.y, offset.z);
// Then add the current camera rotation
rotationDiff = rotationQuaternion.multiply(threeCamera.getWorldQuaternion());
offsetVector.applyQuaternion(rotationDiff);
if (!isChildOfActiveCamera) {
// And correctly offset rotation
rotationDiff.multiply(startElementRotation);
rotationEuler.setFromQuaternion(rotationDiff, elementRotationOrder);
}
nextRotation.x = THREE.Math.radToDeg(rotationEuler.x);
nextRotation.y = THREE.Math.radToDeg(rotationEuler.y);
nextRotation.z = THREE.Math.radToDeg(rotationEuler.z);
const nextPosition = {x: x - offsetVector.x, y: y - offsetVector.y, z: z - offsetVector.z};
// When the element has parents, we need to convert its new world position
// into new local position of its parent element
if (element.parentEl !== element.sceneEl) {
// The new world position
offsetVector.set(nextPosition.x, nextPosition.y, nextPosition.z);
// Converted
element.parentEl.object3D.worldToLocal(offsetVector);
nextPosition.x = offsetVector.x;
nextPosition.y = offsetVector.y;
nextPosition.z = offsetVector.z;
}
element.emit(DRAG_MOVE_EVENT, {nextPosition, nextRotation, clientX, clientY});
element.setAttribute('position', nextPosition);
element.setAttribute('rotation', nextRotation);
}
function onTouchMove({changedTouches: [touchInfo]}) {
onMouseMove(touchInfo);
}
function onCameraChange({detail}) {
if (
(detail.name === 'position' || detail.name === 'rotation')
&& !deepEqual(detail.oldData, detail.newData)
) {
onMouseMove(lastMouseInfo);
}
}
document.addEventListener('mousemove', onMouseMove);
document.addEventListener('touchmove', onTouchMove);
camera.addEventListener('componentchanged', onCameraChange);
// The "unlisten" function
return _ => {
document.removeEventListener('mousemove', onMouseMove);
document.removeEventListener('touchmove', onTouchMove);
camera.removeEventListener('componentchanged', onCameraChange);
};
}
// Closure to close over the removal of the event listeners
const {didMount, didUnmount} = (function getDidMountAndUnmount() {
let removeClickListeners;
let removeDragListeners;
const cache = [];
function initialize(THREE, componentName) {
// TODO: Based on a scene from the element passed in?
const scene = document.querySelector('a-scene');
// delay loading of this as we're not 100% if the scene has loaded yet or not
let camera;
let draggedElement;
let dragInfo;
const positionLog = [];
function cleanUpPositionLog() {
const now = performance.now();
while (positionLog.length && now - positionLog[0].time > TIME_TO_KEEP_LOG) {
// remove the first element;
positionLog.shift();
}
}
function onDragged({detail: {nextPosition}}) {
// Continuously clean up so we don't get huge logs built up
cleanUpPositionLog();
positionLog.push({
position: Object.assign({}, nextPosition),
time: performance.now(),
});
}
function onMouseDown({clientX, clientY}) {
const {depth, offset, element} = selectItem(THREE, componentName, camera, clientX, clientY);
if (element) {
// Can only drag one item at a time, so no need to check if any
// listener is already set up
let removeDragItemListeners = dragItem(
THREE,
element,
offset,
camera,
depth,
{
clientX,
clientY,
}
);
draggedElement = element;
dragInfo = {
offset: {x: offset.x, y: offset.y, z: offset.z},
depth,
clientX,
clientY,
};
element.addEventListener(DRAG_MOVE_EVENT, onDragged);
removeDragListeners = _ => {
element.removeEventListener(DRAG_MOVE_EVENT, onDragged);
// eslint-disable-next-line no-unused-expressions
removeDragItemListeners && removeDragItemListeners();
// in case this removal function gets called more than once
removeDragItemListeners = null;
};
element.emit(DRAG_START_EVENT, dragInfo);
}
}
function calculateVelocity() {
if (positionLog.length < 2) {
return 0;
}
const start = positionLog[positionLog.length - 1];
const end = positionLog[0];
const deltaTime = 1000 / (start.time - end.time);
return {
x: (start.position.x - end.position.x) * deltaTime, // m/s
y: (start.position.y - end.position.y) * deltaTime, // m/s
z: (start.position.z - end.position.z) * deltaTime, // m/s
};
}
function onMouseUp({clientX, clientY}) {
if (!draggedElement) {
return;
}
cleanUpPositionLog();
const velocity = calculateVelocity();
draggedElement.emit(
DRAG_END_EVENT,
Object.assign({}, dragInfo, {clientX, clientY, velocity})
);
removeDragListeners && removeDragListeners(); // eslint-disable-line no-unused-expressions
removeDragListeners = undefined;
}
function onTouchStart({changedTouches: [touchInfo]}) {
onMouseDown(touchInfo);
}
function onTouchEnd({changedTouches: [touchInfo]}) {
onMouseUp(touchInfo);
}
function run() {
camera = scene.camera.el;
// TODO: Attach to canvas?
document.addEventListener('mousedown', onMouseDown);
document.addEventListener('mouseup', onMouseUp);
document.addEventListener('touchstart', onTouchStart);
document.addEventListener('touchend', onTouchEnd);
removeClickListeners = _ => {
document.removeEventListener('mousedown', onMouseDown);
document.removeEventListener('mouseup', onMouseUp);
document.removeEventListener('touchstart', onTouchStart);
document.removeEventListener('touchend', onTouchEnd);
};
}
if (scene.hasLoaded) {
run();
} else {
scene.addEventListener('loaded', run);
}
}
function tearDown() {
removeClickListeners && removeClickListeners(); // eslint-disable-line no-unused-expressions
removeClickListeners = undefined;
}
return {
didMount(element, THREE, componentName) {
if (cache.length === 0) {
initialize(THREE, componentName);
}
if (cache.indexOf(element) === -1) {
cache.push(element);
}
},
didUnmount(element) {
const cacheIndex = cache.indexOf(element);
removeDragListeners && removeDragListeners(); // eslint-disable-line no-unused-expressions
removeDragListeners = undefined;
if (cacheIndex === -1) {
return;
}
// remove that element
cache.splice(cacheIndex, 1);
if (cache.length === 0) {
tearDown();
}
},
};
}());
/**
* @param aframe {Object} The Aframe instance to register with
* @param componentName {String} The component name to use. Default: 'click-drag'
*/
export default function aframeDraggableComponent(aframe, componentName = COMPONENT_NAME) {
const THREE = aframe.THREE;
/**
* Draggable component for A-Frame.
*/
aframe.registerComponent(componentName, {
schema: {},
/**
* Called once when component is attached. Generally for initial setup.
*/
init() {
didMount(this, THREE, componentName);
},
/**
* Called when component is attached and when component data changes.
* Generally modifies the entity based on the data.
*
* @param oldData
*/
update() { },
/**
* Called when a component is removed (e.g., via removeAttribute).
* Generally undoes all modifications to the entity.
*/
remove() {
didUnmount(this);
},
/**
* Called when entity pauses.
* Use to stop or remove any dynamic or background behavior such as events.
*/
pause() {
didUnmount(this);
},
/**
* Called when entity resumes.
* Use to continue or add any dynamic or background behavior such as events.
*/
play() {
didMount(this, THREE, componentName);
},
});
}