Click + Drag component
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commit
f446d1bb11
12 changed files with 804 additions and 0 deletions
468
src/index.js
Normal file
468
src/index.js
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import deepEqual from 'deep-equal';
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const COMPONENT_NAME = 'click-drag';
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function cameraPositionToVec3(camera, vec3) {
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let element = camera;
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vec3.set(
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element.components.position.data.x,
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element.components.position.data.y,
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element.components.position.data.z
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);
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while (element.attachedToParent) {
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element = element.parentElement;
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if (element.components && element.components.position) {
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vec3.set(
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vec3.x + element.components.position.data.x,
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vec3.y + element.components.position.data.y,
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vec3.z + element.components.position.data.z
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);
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}
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}
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}
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const {unproject} = (function unprojectFunction() {
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let initialized = false;
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let cameraPosition;
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let cameraWorld;
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let matrix;
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function initialize(THREE) {
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cameraPosition = new THREE.Vector3();
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cameraWorld = new THREE.Matrix4();
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matrix = new THREE.Matrix4();
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return true;
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}
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return {
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unproject(THREE, vector, camera) {
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initialized = initialized || initialize(THREE);
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cameraPositionToVec3(camera, cameraPosition);
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cameraWorld.identity();
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cameraWorld.setPosition(cameraPosition);
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matrix.multiplyMatrices(
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cameraWorld,
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matrix.getInverse(camera.components.camera.camera.projectionMatrix)
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);
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return vector.applyProjection(matrix);
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},
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};
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}());
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function clientCoordsTo3DCanvasCoords(
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clientX,
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clientY,
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offsetX,
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offsetY,
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clientWidth,
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clientHeight
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) {
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return {
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x: (((clientX - offsetX) / clientWidth) * 2) - 1,
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y: (-((clientY - offsetY) / clientHeight) * 2) + 1,
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};
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}
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const {screenCoordsToDirection} = (function screenCoordsToDirectionFunction() {
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let initialized = false;
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let mousePosAsVec3;
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let cameraPosAsVec3;
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function initialize(THREE) {
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mousePosAsVec3 = new THREE.Vector3();
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cameraPosAsVec3 = new THREE.Vector3();
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return true;
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}
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return {
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screenCoordsToDirection(
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THREE,
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aframeCamera,
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{x: clientX, y: clientY}
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) {
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initialized = initialized || initialize(THREE);
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// scale mouse coordinates down to -1 <-> +1
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const {x: mouseX, y: mouseY} = clientCoordsTo3DCanvasCoords(
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clientX, clientY,
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0, 0, // TODO: Replace with canvas position
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window.innerWidth,
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window.innerHeight
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);
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mousePosAsVec3.set(mouseX, mouseY, -1);
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// apply camera transformation from near-plane of mouse x/y into 3d space
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// NOTE: This should be replaced with THREE code directly once the aframe bug
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// is fixed:
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// const projectedVector = new THREE
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// .Vector3(mouseX, mouseY, -1)
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// .unproject(threeCamera);
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const projectedVector = unproject(THREE, mousePosAsVec3, aframeCamera);
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cameraPositionToVec3(aframeCamera, cameraPosAsVec3);
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// Get the unit length direction vector from the camera's position
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const {x, y, z} = projectedVector.sub(cameraPosAsVec3).normalize();
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return {x, y, z};
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},
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};
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}());
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/**
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* @param planeNormal {THREE.Vector3}
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* @param planeConstant {Float} Distance from origin of the plane
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* @param rayDirection {THREE.Vector3} Direction of ray from the origin
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*
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* @return {THREE.Vector3} The intersection point of the ray and plane
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*/
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function rayPlaneIntersection(planeNormal, planeConstant, rayDirection) {
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// A line from the camera position toward (and through) the plane
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const distanceToPlane = planeConstant / planeNormal.dot(rayDirection);
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return rayDirection.multiplyScalar(distanceToPlane);
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}
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const {directionToWorldCoords} = (function directionToWorldCoordsFunction() {
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let initialized = false;
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let direction;
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let cameraPosAsVec3;
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function initialize(THREE) {
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direction = new THREE.Vector3();
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cameraPosAsVec3 = new THREE.Vector3();
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return true;
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}
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return {
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/**
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* @param camera Three.js Camera instance
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* @param Object Position of the camera
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* @param Object position of the mouse (scaled to be between -1 to 1)
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* @param depth Depth into the screen to calculate world coordinates for
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*/
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directionToWorldCoords(
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THREE,
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aframeCamera,
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camera,
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{x: directionX, y: directionY, z: directionZ},
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depth
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) {
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initialized = initialized || initialize(THREE);
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cameraPositionToVec3(aframeCamera, cameraPosAsVec3);
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direction.set(directionX, directionY, directionZ);
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// A line from the camera position toward (and through) the plane
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const newPosition = rayPlaneIntersection(
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camera.getWorldDirection(),
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depth,
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direction
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);
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// Reposition back to the camera position
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const {x, y, z} = newPosition.add(cameraPosAsVec3);
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return {x, y, z};
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},
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};
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}());
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const {selectItem} = (function selectItemFunction() {
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let initialized = false;
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let cameraPosAsVec3;
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let directionAsVec3;
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let raycaster;
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let plane;
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function initialize(THREE) {
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plane = new THREE.Plane();
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cameraPosAsVec3 = new THREE.Vector3();
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directionAsVec3 = new THREE.Vector3();
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raycaster = new THREE.Raycaster();
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// TODO: From camera values?
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raycaster.far = Infinity;
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raycaster.near = 0;
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return true;
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}
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return {
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selectItem(THREE, selector, camera, clientX, clientY) {
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initialized = initialized || initialize(THREE);
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const {x: directionX, y: directionY, z: directionZ} = screenCoordsToDirection(
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THREE,
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camera,
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{x: clientX, y: clientY}
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);
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cameraPositionToVec3(camera, cameraPosAsVec3);
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directionAsVec3.set(directionX, directionY, directionZ);
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raycaster.set(cameraPosAsVec3, directionAsVec3);
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// Push meshes onto list of objects to intersect.
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// TODO: Can we do this at some other point instead of every time a ray is
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// cast? Is that a micro optimization?
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const objects = Array.from(
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camera.sceneEl.querySelectorAll(`[${selector}]`)
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).map(object => object.object3D);
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const recursive = true;
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const intersected = raycaster
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.intersectObjects(objects, recursive)
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// Only keep intersections against objects that have a reference to an entity.
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.filter(intersection => !!intersection.object.el)
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// Only keep ones that are visible
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.filter(intersection => intersection.object.parent.visible)
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// The first element is the closest
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[0]; // eslint-disable-line no-unexpected-multiline
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if (!intersected) {
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return {};
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}
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const {point, object} = intersected;
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// Aligned to the world direction of the camera
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// At the specified intersection point
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plane.setFromNormalAndCoplanarPoint(
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camera.components.camera.camera.getWorldDirection().clone().negate(),
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point.clone().sub(cameraPosAsVec3)
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);
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const depth = plane.constant;
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const offset = point.sub(object.getWorldPosition());
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return {depth, offset, element: object.el};
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},
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};
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}());
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function dragItem(THREE, element, offset, camera, depth, mouseInfo) {
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const {x: offsetX, y: offsetY, z: offsetZ} = offset;
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let lastMouseInfo = mouseInfo;
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function onMouseMove({clientX, clientY}) {
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lastMouseInfo = {clientX, clientY};
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const direction = screenCoordsToDirection(
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THREE,
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camera,
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{x: clientX, y: clientY}
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);
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const {x, y, z} = directionToWorldCoords(
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THREE,
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camera,
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camera.components.camera.camera,
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direction,
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depth
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);
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element.setAttribute('position', {x: x - offsetX, y: y - offsetY, z: z - offsetZ});
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}
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function onCameraMove({detail}) {
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if (detail.name === 'position' && !deepEqual(detail.oldData, detail.newData)) {
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onMouseMove(lastMouseInfo);
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}
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}
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document.addEventListener('mousemove', onMouseMove);
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camera.addEventListener('componentchanged', onCameraMove);
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// The "unlisten" function
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return _ => {
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document.removeEventListener('mousemove', onMouseMove);
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camera.removeEventListener('componentchanged', onCameraMove);
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};
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}
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// Closure to close over the removal of the event listeners
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const {initialize, tearDown} = (function closeOverInitAndTearDown() {
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let removeClickListeners;
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return {
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initialize(THREE, componentName) {
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// TODO: Based on a scene from the element passed in?
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const scene = document.querySelector('a-scene');
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// delay loading of this as we're not 100% if the scene has loaded yet or not
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let camera;
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let removeDragListeners;
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function onMouseDown({clientX, clientY}) {
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const {depth, offset, element} = selectItem(THREE, componentName, camera, clientX, clientY);
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if (element) {
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// Can only drag one item at a time, so no need to check if any
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// listener is already set up
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removeDragListeners = dragItem(THREE, element, offset, camera, depth, {clientX, clientY});
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}
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}
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function onMouseUp() {
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removeDragListeners && removeDragListeners(); // eslint-disable-line no-unused-expressions
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removeDragListeners = undefined;
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}
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function run() {
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camera = scene.camera.el;
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// TODO: Attach to canvas?
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document.addEventListener('mousedown', onMouseDown);
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document.addEventListener('mouseup', onMouseUp);
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removeClickListeners = _ => {
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document.removeEventListener('mousedown', onMouseDown);
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document.removeEventListener('mouseup', onMouseUp);
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};
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}
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if (scene.hasLoaded) {
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run();
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} else {
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scene.addEventListener('loaded', run);
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}
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},
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tearDown() {
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removeClickListeners && removeClickListeners(); // eslint-disable-line no-unused-expressions
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removeClickListeners = undefined;
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},
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};
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}());
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const {didMount, didUnmount} = (function getDidMountAndUnmount() {
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const cache = [];
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return {
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didMount(element, THREE, componentName) {
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if (cache.length === 0) {
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initialize(THREE, componentName);
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}
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if (cache.indexOf(element) === -1) {
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cache.push(element);
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}
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},
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didUnmount(element) {
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const cacheIndex = cache.indexOf(element);
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if (cacheIndex === -1) {
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return;
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}
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// remove that element
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cache.splice(cacheIndex, 1);
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if (cache.length === 0) {
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tearDown();
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}
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},
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};
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}());
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/**
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* @param aframe {Object} The Aframe instance to register with
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* @param componentName {String} The component name to use. Default: 'click-drag'
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*/
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export default function aframeDraggableComponent(aframe, componentName = COMPONENT_NAME) {
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const THREE = aframe.THREE;
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/**
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* Draggable component for A-Frame.
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*/
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aframe.registerComponent(componentName, {
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schema: { },
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/**
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* Called once when component is attached. Generally for initial setup.
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*/
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init() {
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didMount(this, THREE, componentName);
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},
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/**
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* Called when component is attached and when component data changes.
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* Generally modifies the entity based on the data.
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*
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* @param oldData
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*/
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update() { },
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/**
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* Called when a component is removed (e.g., via removeAttribute).
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* Generally undoes all modifications to the entity.
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*/
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remove() {
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didUnmount();
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},
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/**
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* Called when entity pauses.
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* Use to stop or remove any dynamic or background behavior such as events.
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*/
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pause() {
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didUnmount();
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},
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/**
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* Called when entity resumes.
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* Use to continue or add any dynamic or background behavior such as events.
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*/
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play() {
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didMount(this, THREE, componentName);
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},
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});
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};
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