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体验新版 GitCode,发现更多精彩内容 >>
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f082e9a5
编写于
12月 11, 2019
作者:
M
Mr.doob
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build/three.js
build/three.js
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build/three.js
浏览文件 @
f082e9a5
...
...
@@ -22763,26 +22763,6 @@
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function Group() {
Object3D.call( this );
this.type = 'Group';
}
Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: Group,
isGroup: true
} );
/**
* @author mrdoob / http://mrdoob.com/
*/
...
...
@@ -22804,505 +22784,24 @@
} );
/**
* @author jsantell / https://www.jsantell.com/
* @author mrdoob / http://mrdoob.com/
*/
var cameraLPos = new Vector3();
var cameraRPos = new Vector3();
/**
* Assumes 2 cameras that are parallel and share an X-axis, and that
* the cameras' projection and world matrices have already been set.
* And that near and far planes are identical for both cameras.
* Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
*/
function setProjectionFromUnion( camera, cameraL, cameraR ) {
cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
var ipd = cameraLPos.distanceTo( cameraRPos );
var projL = cameraL.projectionMatrix.elements;
var projR = cameraR.projectionMatrix.elements;
// VR systems will have identical far and near planes, and
// most likely identical top and bottom frustum extents.
// Use the left camera for these values.
var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
var left = near * leftFov;
var right = near * rightFov;
// Calculate the new camera's position offset from the
// left camera. xOffset should be roughly half `ipd`.
var zOffset = ipd / ( - leftFov + rightFov );
var xOffset = zOffset * - leftFov;
// TODO: Better way to apply this offset?
cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
camera.translateX( xOffset );
camera.translateZ( zOffset );
camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
function Group() {
// Find the union of the frustum values of the cameras and scale
// the values so that the near plane's position does not change in world space,
// although must now be relative to the new union camera.
var near2 = near + zOffset;
var far2 = far + zOffset;
var left2 = left - xOffset;
var right2 = right + ( ipd - xOffset );
var top2 = topFov * far / far2 * near2;
var bottom2 = bottomFov * far / far2 * near2;
Object3D.call( this );
camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 )
;
this.type = 'Group'
;
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebVRManager( renderer ) {
var renderWidth, renderHeight;
var scope = this;
var device = null;
var frameData = null;
var controllers = [];
var standingMatrix = new Matrix4();
var standingMatrixInverse = new Matrix4();
var framebufferScaleFactor = 1.0;
var referenceSpaceType = 'local-floor';
if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
frameData = new window.VRFrameData();
window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
}
var matrixWorldInverse = new Matrix4();
var tempQuaternion = new Quaternion();
var tempPosition = new Vector3();
var tempCamera = new PerspectiveCamera();
var cameraL = new PerspectiveCamera();
cameraL.viewport = new Vector4();
cameraL.layers.enable( 1 );
var cameraR = new PerspectiveCamera();
cameraR.viewport = new Vector4();
cameraR.layers.enable( 2 );
var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
cameraVR.layers.enable( 1 );
cameraVR.layers.enable( 2 );
//
function isPresenting() {
return device !== null && device.isPresenting === true;
}
var currentSize = new Vector2(), currentPixelRatio;
function onVRDisplayPresentChange() {
if ( isPresenting() ) {
var eyeParameters = device.getEyeParameters( 'left' );
renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
currentPixelRatio = renderer.getPixelRatio();
renderer.getSize( currentSize );
renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
animation.start();
scope.dispatchEvent( { type: 'sessionstart' } );
} else {
if ( scope.enabled ) {
renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
}
animation.stop();
scope.dispatchEvent( { type: 'sessionend' } );
}
}
//
var triggers = [];
var grips = [];
function findGamepad( id ) {
var gamepads = navigator.getGamepads && navigator.getGamepads();
for ( var i = 0, l = gamepads.length; i < l; i ++ ) {
var gamepad = gamepads[ i ];
if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
gamepad.id.startsWith( 'HTC Vive Focus' ) ||
gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
var hand = gamepad.hand;
if ( id === 0 && ( hand === '' || hand === 'right' ) ) { return gamepad; }
if ( id === 1 && ( hand === 'left' ) ) { return gamepad; }
}
}
}
function updateControllers() {
for ( var i = 0; i < controllers.length; i ++ ) {
var controller = controllers[ i ];
var gamepad = findGamepad( i );
if ( gamepad !== undefined && gamepad.pose !== undefined ) {
if ( gamepad.pose === null ) { return; }
// Pose
var pose = gamepad.pose;
if ( pose.hasPosition === false ) { controller.position.set( 0.2, - 0.6, - 0.05 ); }
if ( pose.position !== null ) { controller.position.fromArray( pose.position ); }
if ( pose.orientation !== null ) { controller.quaternion.fromArray( pose.orientation ); }
controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
controller.matrix.premultiply( standingMatrix );
controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
controller.matrixWorldNeedsUpdate = true;
controller.visible = true;
// Trigger
var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
if ( triggers[ i ] === undefined ) { triggers[ i ] = false; }
if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
if ( triggers[ i ] === true ) {
controller.dispatchEvent( { type: 'selectstart' } );
} else {
controller.dispatchEvent( { type: 'selectend' } );
controller.dispatchEvent( { type: 'select' } );
}
}
// Grip
buttonId = 2;
if ( grips[ i ] === undefined ) { grips[ i ] = false; }
// Skip if the grip button doesn't exist on this controller
if ( gamepad.buttons[ buttonId ] !== undefined ) {
if ( grips[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
grips[ i ] = gamepad.buttons[ buttonId ].pressed;
if ( grips[ i ] === true ) {
controller.dispatchEvent( { type: 'squeezestart' } );
} else {
controller.dispatchEvent( { type: 'squeezeend' } );
controller.dispatchEvent( { type: 'squeeze' } );
}
}
}
} else {
controller.visible = false;
}
}
}
function updateViewportFromBounds( viewport, bounds ) {
if ( bounds !== null && bounds.length === 4 ) {
viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
}
}
//
this.enabled = false;
this.getController = function ( id ) {
var controller = controllers[ id ];
if ( controller === undefined ) {
controller = new Group();
controller.matrixAutoUpdate = false;
controller.visible = false;
controllers[ id ] = controller;
}
return controller;
};
this.getDevice = function () {
return device;
};
this.setDevice = function ( value ) {
if ( value !== undefined ) { device = value; }
animation.setContext( value );
};
this.setFramebufferScaleFactor = function ( value ) {
framebufferScaleFactor = value;
};
this.setReferenceSpaceType = function ( value ) {
referenceSpaceType = value;
};
this.getCamera = function ( camera ) {
var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
device.depthNear = camera.near;
device.depthFar = camera.far;
device.getFrameData( frameData );
//
if ( referenceSpaceType === 'local-floor' ) {
var stageParameters = device.stageParameters;
if ( stageParameters ) {
standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
} else {
standingMatrix.makeTranslation( 0, userHeight, 0 );
}
}
var pose = frameData.pose;
tempCamera.matrix.copy( standingMatrix );
tempCamera.matrix.decompose( tempCamera.position, tempCamera.quaternion, tempCamera.scale );
if ( pose.orientation !== null ) {
tempQuaternion.fromArray( pose.orientation );
tempCamera.quaternion.multiply( tempQuaternion );
}
if ( pose.position !== null ) {
tempQuaternion.setFromRotationMatrix( standingMatrix );
tempPosition.fromArray( pose.position );
tempPosition.applyQuaternion( tempQuaternion );
tempCamera.position.add( tempPosition );
}
tempCamera.updateMatrixWorld();
//
camera.matrixWorld.copy( tempCamera.matrixWorld );
var children = camera.children;
for ( var i = 0, l = children.length; i < l; i ++ ) {
children[ i ].updateMatrixWorld( true );
}
//
cameraL.near = camera.near;
cameraR.near = camera.near;
cameraL.far = camera.far;
cameraR.far = camera.far;
cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
// TODO (mrdoob) Double check this code
standingMatrixInverse.getInverse( standingMatrix );
if ( referenceSpaceType === 'local-floor' ) {
cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
}
var parent = camera.parent;
if ( parent !== null ) {
matrixWorldInverse.getInverse( parent.matrixWorld );
cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
}
// envMap and Mirror needs camera.matrixWorld
cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
setProjectionFromUnion( cameraVR, cameraL, cameraR );
//
var layers = device.getLayers();
if ( layers.length ) {
var layer = layers[ 0 ];
updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
}
updateControllers();
return cameraVR;
};
this.getStandingMatrix = function () {
return standingMatrix;
};
this.isPresenting = isPresenting;
// Animation Loop
var animation = new WebGLAnimation();
this.setAnimationLoop = function ( callback ) {
animation.setAnimationLoop( callback );
if ( isPresenting() ) { animation.start(); }
};
this.submitFrame = function () {
if ( isPresenting() ) { device.submitFrame(); }
};
this.dispose = function () {
if ( typeof window !== 'undefined' ) {
window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
}
};
// DEPRECATED
this.setFrameOfReferenceType = function () {
console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
};
constructor: Group,
}
isGroup: true
Object.assign( WebVRManager.prototype, EventDispatcher.prototype
);
}
);
/**
* @author mrdoob / http://mrdoob.com/
...
...
@@ -23478,6 +22977,66 @@
//
var cameraLPos = new Vector3();
var cameraRPos = new Vector3();
/**
* @author jsantell / https://www.jsantell.com/
*
* Assumes 2 cameras that are parallel and share an X-axis, and that
* the cameras' projection and world matrices have already been set.
* And that near and far planes are identical for both cameras.
* Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
*/
function setProjectionFromUnion( camera, cameraL, cameraR ) {
cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
var ipd = cameraLPos.distanceTo( cameraRPos );
var projL = cameraL.projectionMatrix.elements;
var projR = cameraR.projectionMatrix.elements;
// VR systems will have identical far and near planes, and
// most likely identical top and bottom frustum extents.
// Use the left camera for these values.
var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
var left = near * leftFov;
var right = near * rightFov;
// Calculate the new camera's position offset from the
// left camera. xOffset should be roughly half `ipd`.
var zOffset = ipd / ( - leftFov + rightFov );
var xOffset = zOffset * - leftFov;
// TODO: Better way to apply this offset?
cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
camera.translateX( xOffset );
camera.translateZ( zOffset );
camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
// Find the union of the frustum values of the cameras and scale
// the values so that the near plane's position does not change in world space,
// although must now be relative to the new union camera.
var near2 = near + zOffset;
var far2 = far + zOffset;
var left2 = left - xOffset;
var right2 = right + ( ipd - xOffset );
var top2 = topFov * far / far2 * near2;
var bottom2 = bottomFov * far / far2 * near2;
camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
}
function updateCamera( camera, parent ) {
if ( parent === null ) {
...
...
@@ -23903,7 +23462,7 @@
// xr
var xr =
( typeof navigator !== 'undefined' && 'xr' in navigator ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this
);
var xr =
new WebXRManager( _this, _gl
);
this.xr = xr;
...
...
@@ -49966,27 +49525,6 @@
//
Object.defineProperties( WebVRManager.prototype, {
standing: {
set: function ( /* value */ ) {
console.warn( 'THREE.WebVRManager: .standing has been removed.' );
}
},
userHeight: {
set: function ( /* value */ ) {
console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
}
}
} );
//
Object.defineProperties( Audio.prototype, {
load: {
build/three.min.js
浏览文件 @
f082e9a5
此差异已折叠。
点击以展开。
build/three.module.js
浏览文件 @
f082e9a5
...
...
@@ -22755,26 +22755,6 @@ function WebGLMultiview( renderer, gl ) {
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function Group() {
Object3D.call( this );
this.type = 'Group';
}
Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: Group,
isGroup: true
} );
/**
* @author mrdoob / http://mrdoob.com/
*/
...
...
@@ -22796,505 +22776,24 @@ ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototyp
} );
/**
* @author jsantell / https://www.jsantell.com/
* @author mrdoob / http://mrdoob.com/
*/
var cameraLPos = new Vector3();
var cameraRPos = new Vector3();
/**
* Assumes 2 cameras that are parallel and share an X-axis, and that
* the cameras' projection and world matrices have already been set.
* And that near and far planes are identical for both cameras.
* Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
*/
function setProjectionFromUnion( camera, cameraL, cameraR ) {
cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
var ipd = cameraLPos.distanceTo( cameraRPos );
var projL = cameraL.projectionMatrix.elements;
var projR = cameraR.projectionMatrix.elements;
// VR systems will have identical far and near planes, and
// most likely identical top and bottom frustum extents.
// Use the left camera for these values.
var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
var left = near * leftFov;
var right = near * rightFov;
// Calculate the new camera's position offset from the
// left camera. xOffset should be roughly half `ipd`.
var zOffset = ipd / ( - leftFov + rightFov );
var xOffset = zOffset * - leftFov;
// TODO: Better way to apply this offset?
cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
camera.translateX( xOffset );
camera.translateZ( zOffset );
camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
function Group() {
// Find the union of the frustum values of the cameras and scale
// the values so that the near plane's position does not change in world space,
// although must now be relative to the new union camera.
var near2 = near + zOffset;
var far2 = far + zOffset;
var left2 = left - xOffset;
var right2 = right + ( ipd - xOffset );
var top2 = topFov * far / far2 * near2;
var bottom2 = bottomFov * far / far2 * near2;
Object3D.call( this );
camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 )
;
this.type = 'Group'
;
}
/**
* @author mrdoob / http://mrdoob.com/
*/
function WebVRManager( renderer ) {
var renderWidth, renderHeight;
var scope = this;
var device = null;
var frameData = null;
var controllers = [];
var standingMatrix = new Matrix4();
var standingMatrixInverse = new Matrix4();
var framebufferScaleFactor = 1.0;
var referenceSpaceType = 'local-floor';
if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
frameData = new window.VRFrameData();
window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
}
var matrixWorldInverse = new Matrix4();
var tempQuaternion = new Quaternion();
var tempPosition = new Vector3();
var tempCamera = new PerspectiveCamera();
var cameraL = new PerspectiveCamera();
cameraL.viewport = new Vector4();
cameraL.layers.enable( 1 );
var cameraR = new PerspectiveCamera();
cameraR.viewport = new Vector4();
cameraR.layers.enable( 2 );
var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
cameraVR.layers.enable( 1 );
cameraVR.layers.enable( 2 );
//
function isPresenting() {
return device !== null && device.isPresenting === true;
}
var currentSize = new Vector2(), currentPixelRatio;
function onVRDisplayPresentChange() {
if ( isPresenting() ) {
var eyeParameters = device.getEyeParameters( 'left' );
renderWidth = 2 * eyeParameters.renderWidth * framebufferScaleFactor;
renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
currentPixelRatio = renderer.getPixelRatio();
renderer.getSize( currentSize );
renderer.setDrawingBufferSize( renderWidth, renderHeight, 1 );
cameraL.viewport.set( 0, 0, renderWidth / 2, renderHeight );
cameraR.viewport.set( renderWidth / 2, 0, renderWidth / 2, renderHeight );
animation.start();
scope.dispatchEvent( { type: 'sessionstart' } );
} else {
if ( scope.enabled ) {
renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
}
animation.stop();
scope.dispatchEvent( { type: 'sessionend' } );
}
}
//
var triggers = [];
var grips = [];
function findGamepad( id ) {
var gamepads = navigator.getGamepads && navigator.getGamepads();
for ( var i = 0, l = gamepads.length; i < l; i ++ ) {
var gamepad = gamepads[ i ];
if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
gamepad.id.startsWith( 'HTC Vive Focus' ) ||
gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
var hand = gamepad.hand;
if ( id === 0 && ( hand === '' || hand === 'right' ) ) return gamepad;
if ( id === 1 && ( hand === 'left' ) ) return gamepad;
}
}
}
function updateControllers() {
for ( var i = 0; i < controllers.length; i ++ ) {
var controller = controllers[ i ];
var gamepad = findGamepad( i );
if ( gamepad !== undefined && gamepad.pose !== undefined ) {
if ( gamepad.pose === null ) return;
// Pose
var pose = gamepad.pose;
if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
if ( pose.position !== null ) controller.position.fromArray( pose.position );
if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
controller.matrix.premultiply( standingMatrix );
controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
controller.matrixWorldNeedsUpdate = true;
controller.visible = true;
// Trigger
var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
if ( triggers[ i ] === undefined ) triggers[ i ] = false;
if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
if ( triggers[ i ] === true ) {
controller.dispatchEvent( { type: 'selectstart' } );
} else {
controller.dispatchEvent( { type: 'selectend' } );
controller.dispatchEvent( { type: 'select' } );
}
}
// Grip
buttonId = 2;
if ( grips[ i ] === undefined ) grips[ i ] = false;
// Skip if the grip button doesn't exist on this controller
if ( gamepad.buttons[ buttonId ] !== undefined ) {
if ( grips[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
grips[ i ] = gamepad.buttons[ buttonId ].pressed;
if ( grips[ i ] === true ) {
controller.dispatchEvent( { type: 'squeezestart' } );
} else {
controller.dispatchEvent( { type: 'squeezeend' } );
controller.dispatchEvent( { type: 'squeeze' } );
}
}
}
} else {
controller.visible = false;
}
}
}
function updateViewportFromBounds( viewport, bounds ) {
if ( bounds !== null && bounds.length === 4 ) {
viewport.set( bounds[ 0 ] * renderWidth, bounds[ 1 ] * renderHeight, bounds[ 2 ] * renderWidth, bounds[ 3 ] * renderHeight );
}
}
//
this.enabled = false;
this.getController = function ( id ) {
var controller = controllers[ id ];
if ( controller === undefined ) {
controller = new Group();
controller.matrixAutoUpdate = false;
controller.visible = false;
controllers[ id ] = controller;
}
return controller;
};
this.getDevice = function () {
return device;
};
this.setDevice = function ( value ) {
if ( value !== undefined ) device = value;
animation.setContext( value );
};
this.setFramebufferScaleFactor = function ( value ) {
framebufferScaleFactor = value;
};
this.setReferenceSpaceType = function ( value ) {
referenceSpaceType = value;
};
this.getCamera = function ( camera ) {
var userHeight = referenceSpaceType === 'local-floor' ? 1.6 : 0;
device.depthNear = camera.near;
device.depthFar = camera.far;
device.getFrameData( frameData );
//
if ( referenceSpaceType === 'local-floor' ) {
var stageParameters = device.stageParameters;
if ( stageParameters ) {
standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
} else {
standingMatrix.makeTranslation( 0, userHeight, 0 );
}
}
var pose = frameData.pose;
tempCamera.matrix.copy( standingMatrix );
tempCamera.matrix.decompose( tempCamera.position, tempCamera.quaternion, tempCamera.scale );
if ( pose.orientation !== null ) {
tempQuaternion.fromArray( pose.orientation );
tempCamera.quaternion.multiply( tempQuaternion );
}
if ( pose.position !== null ) {
tempQuaternion.setFromRotationMatrix( standingMatrix );
tempPosition.fromArray( pose.position );
tempPosition.applyQuaternion( tempQuaternion );
tempCamera.position.add( tempPosition );
}
tempCamera.updateMatrixWorld();
//
camera.matrixWorld.copy( tempCamera.matrixWorld );
var children = camera.children;
for ( var i = 0, l = children.length; i < l; i ++ ) {
children[ i ].updateMatrixWorld( true );
}
//
cameraL.near = camera.near;
cameraR.near = camera.near;
cameraL.far = camera.far;
cameraR.far = camera.far;
cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
// TODO (mrdoob) Double check this code
standingMatrixInverse.getInverse( standingMatrix );
if ( referenceSpaceType === 'local-floor' ) {
cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
}
var parent = camera.parent;
if ( parent !== null ) {
matrixWorldInverse.getInverse( parent.matrixWorld );
cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
}
// envMap and Mirror needs camera.matrixWorld
cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
setProjectionFromUnion( cameraVR, cameraL, cameraR );
//
var layers = device.getLayers();
if ( layers.length ) {
var layer = layers[ 0 ];
updateViewportFromBounds( cameraL.viewport, layer.leftBounds );
updateViewportFromBounds( cameraR.viewport, layer.rightBounds );
}
updateControllers();
return cameraVR;
};
this.getStandingMatrix = function () {
return standingMatrix;
};
this.isPresenting = isPresenting;
// Animation Loop
var animation = new WebGLAnimation();
this.setAnimationLoop = function ( callback ) {
animation.setAnimationLoop( callback );
if ( isPresenting() ) animation.start();
};
this.submitFrame = function () {
if ( isPresenting() ) device.submitFrame();
};
this.dispose = function () {
if ( typeof window !== 'undefined' ) {
window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
}
};
// DEPRECATED
this.setFrameOfReferenceType = function () {
console.warn( 'THREE.WebVRManager: setFrameOfReferenceType() has been deprecated.' );
Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
};
constructor: Group,
}
isGroup: true
Object.assign( WebVRManager.prototype, EventDispatcher.prototype
);
}
);
/**
* @author mrdoob / http://mrdoob.com/
...
...
@@ -23470,6 +22969,66 @@ function WebXRManager( renderer, gl ) {
//
var cameraLPos = new Vector3();
var cameraRPos = new Vector3();
/**
* @author jsantell / https://www.jsantell.com/
*
* Assumes 2 cameras that are parallel and share an X-axis, and that
* the cameras' projection and world matrices have already been set.
* And that near and far planes are identical for both cameras.
* Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
*/
function setProjectionFromUnion( camera, cameraL, cameraR ) {
cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
var ipd = cameraLPos.distanceTo( cameraRPos );
var projL = cameraL.projectionMatrix.elements;
var projR = cameraR.projectionMatrix.elements;
// VR systems will have identical far and near planes, and
// most likely identical top and bottom frustum extents.
// Use the left camera for these values.
var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
var left = near * leftFov;
var right = near * rightFov;
// Calculate the new camera's position offset from the
// left camera. xOffset should be roughly half `ipd`.
var zOffset = ipd / ( - leftFov + rightFov );
var xOffset = zOffset * - leftFov;
// TODO: Better way to apply this offset?
cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
camera.translateX( xOffset );
camera.translateZ( zOffset );
camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
// Find the union of the frustum values of the cameras and scale
// the values so that the near plane's position does not change in world space,
// although must now be relative to the new union camera.
var near2 = near + zOffset;
var far2 = far + zOffset;
var left2 = left - xOffset;
var right2 = right + ( ipd - xOffset );
var top2 = topFov * far / far2 * near2;
var bottom2 = bottomFov * far / far2 * near2;
camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
}
function updateCamera( camera, parent ) {
if ( parent === null ) {
...
...
@@ -23895,7 +23454,7 @@ function WebGLRenderer( parameters ) {
// xr
var xr =
( typeof navigator !== 'undefined' && 'xr' in navigator ) ? new WebXRManager( _this, _gl ) : new WebVRManager( _this
);
var xr =
new WebXRManager( _this, _gl
);
this.xr = xr;
...
...
@@ -49960,27 +49519,6 @@ Object.defineProperties( WebGLRenderTarget.prototype, {
//
Object.defineProperties( WebVRManager.prototype, {
standing: {
set: function ( /* value */ ) {
console.warn( 'THREE.WebVRManager: .standing has been removed.' );
}
},
userHeight: {
set: function ( /* value */ ) {
console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
}
}
} );
//
Object.defineProperties( Audio.prototype, {
load: {
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