提交 3f479a5b 编写于 作者: R rNix

Added example webvr_stereo_pano

上级 c6722d05
...@@ -227,7 +227,8 @@ var files = { ...@@ -227,7 +227,8 @@ var files = {
], ],
"webvr": [ "webvr": [
"webvr_cubes", "webvr_cubes",
"webvr_video" "webvr_video",
"webvr_stereo_pano"
], ],
"css3d": [ "css3d": [
"css3d_molecules", "css3d_molecules",
......
(function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(_dereq_,module,exports){
/*
* Copyright 2015 Google Inc. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/**
* The base class for all VR devices.
*/
function VRDevice() {
this.hardwareUnitId = 'webvr-polyfill hardwareUnitId';
this.deviceId = 'webvr-polyfill deviceId';
this.deviceName = 'webvr-polyfill deviceName';
}
/**
* The base class for all VR HMD devices.
*/
function HMDVRDevice() {
}
HMDVRDevice.prototype = new VRDevice();
/**
* The base class for all VR position sensor devices.
*/
function PositionSensorVRDevice() {
}
PositionSensorVRDevice.prototype = new VRDevice();
module.exports.VRDevice = VRDevice;
module.exports.HMDVRDevice = HMDVRDevice;
module.exports.PositionSensorVRDevice = PositionSensorVRDevice;
},{}],2:[function(_dereq_,module,exports){
/*
* Copyright 2015 Google Inc. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var HMDVRDevice = _dereq_('./base.js').HMDVRDevice;
// Constants from vrtoolkit: https://github.com/googlesamples/cardboard-java.
var DEFAULT_INTERPUPILLARY_DISTANCE = 0.06;
var DEFAULT_FIELD_OF_VIEW = 40;
var Eye = {
LEFT: 'left',
RIGHT: 'right'
};
/**
* The HMD itself, providing rendering parameters.
*/
function CardboardHMDVRDevice() {
// From com/google/vrtoolkit/cardboard/FieldOfView.java.
this.setMonocularFieldOfView_(DEFAULT_FIELD_OF_VIEW);
// Set display constants.
this.setInterpupillaryDistance(DEFAULT_INTERPUPILLARY_DISTANCE);
}
CardboardHMDVRDevice.prototype = new HMDVRDevice();
CardboardHMDVRDevice.prototype.getEyeParameters = function(whichEye) {
var eyeTranslation;
var fieldOfView;
var renderRect;
if (whichEye == Eye.LEFT) {
eyeTranslation = this.eyeTranslationLeft;
fieldOfView = this.fieldOfViewLeft;
renderRect = this.renderRectLeft;
} else if (whichEye == Eye.RIGHT) {
eyeTranslation = this.eyeTranslationRight;
fieldOfView = this.fieldOfViewRight;
renderRect = this.renderRectRight;
} else {
console.error('Invalid eye provided: %s', whichEye);
return null;
}
return {
recommendedFieldOfView: fieldOfView,
eyeTranslation: eyeTranslation,
renderRect: renderRect
};
};
/**
* Sets the field of view for both eyes. This is according to WebVR spec:
*
* @param {FieldOfView} opt_fovLeft Field of view of the left eye.
* @param {FieldOfView} opt_fovRight Field of view of the right eye.
* @param {Number} opt_zNear The near plane.
* @param {Number} opt_zFar The far plane.
*
* http://mozvr.github.io/webvr-spec/webvr.html#dom-hmdvrdevice-setfieldofviewleftfov-rightfov-znear-zfar
*/
CardboardHMDVRDevice.prototype.setFieldOfView =
function(opt_fovLeft, opt_fovRight, opt_zNear, opt_zFar) {
if (opt_fovLeft) {
this.fieldOfViewLeft = opt_fovLeft;
}
if (opt_fovRight) {
this.fieldOfViewRight = opt_fovRight;
}
if (opt_zNear) {
this.zNear = opt_zNear;
}
if (opt_zFar) {
this.zFar = opt_zFar;
}
};
/**
* Changes the interpupillary distance of the rendered scene. This is useful for
* changing Cardboard viewers.
*
* Possibly a useful addition to the WebVR spec?
*
* @param {Number} ipd Distance between eyes.
*/
CardboardHMDVRDevice.prototype.setInterpupillaryDistance = function(ipd) {
this.eyeTranslationLeft = {
x: ipd * -0.5,
y: 0,
z: 0
};
this.eyeTranslationRight = {
x: ipd * 0.5,
y: 0,
z: 0
};
};
/**
* Changes the render rect (ie. viewport) where each eye is rendered. Again,
* useful for changing Cardboard viewers.
*
* @param {Rect} opt_rectLeft Viewport for left eye.
* @param {Rect} opt_rectRight Viewport for right eye.
*/
CardboardHMDVRDevice.prototype.setRenderRect = function(opt_rectLeft, opt_rectRight) {
if (opt_rectLeft) {
this.renderRectLeft = opt_rectLeft;
}
if (opt_rectRight) {
this.renderRectRight = opt_rectRight;
}
};
/**
* Sets a symmetrical field of view for both eyes, with just one angle.
*
* @param {Number} angle Angle in degrees of left, right, top and bottom for
* both eyes.
*/
CardboardHMDVRDevice.prototype.setMonocularFieldOfView_ = function(angle) {
this.setFieldOfView(this.createSymmetricalFieldOfView_(angle),
this.createSymmetricalFieldOfView_(angle));
};
CardboardHMDVRDevice.prototype.createSymmetricalFieldOfView_ = function(angle) {
return {
upDegrees: angle,
downDegrees: angle,
leftDegrees: angle,
rightDegrees: angle
};
};
module.exports = CardboardHMDVRDevice;
},{"./base.js":1}],3:[function(_dereq_,module,exports){
/*
* Copyright 2015 Google Inc. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/**
* TODO: Fix up all "new THREE" instantiations to improve performance.
*/
var SensorSample = _dereq_('./sensor-sample.js');
var THREE = _dereq_('./three-math.js');
var Util = _dereq_('./util.js');
var DEBUG = false;
/**
* An implementation of a simple complementary filter, which fuses gyroscope and
* accelerometer data from the 'devicemotion' event.
*
* Accelerometer data is very noisy, but stable over the long term.
* Gyroscope data is smooth, but tends to drift over the long term.
*
* This fusion is relatively simple:
* 1. Get orientation estimates from accelerometer by applying a low-pass filter
* on that data.
* 2. Get orientation estimates from gyroscope by integrating over time.
* 3. Combine the two estimates, weighing (1) in the long term, but (2) for the
* short term.
*/
function ComplementaryFilter(kFilter) {
this.kFilter = kFilter;
// Raw sensor measurements.
this.currentAccelMeasurement = new SensorSample();
this.currentGyroMeasurement = new SensorSample();
this.previousGyroMeasurement = new SensorSample();
// Current filter orientation
this.filterQ = new THREE.Quaternion();
this.previousFilterQ = new THREE.Quaternion();
// Orientation based on the accelerometer.
this.accelQ = new THREE.Quaternion();
// Whether or not the orientation has been initialized.
this.isOrientationInitialized = false;
// Running estimate of gravity based on the current orientation.
this.estimatedGravity = new THREE.Vector3();
// Measured gravity based on accelerometer.
this.measuredGravity = new THREE.Vector3();
// Debug only quaternion of gyro-based orientation.
this.gyroIntegralQ = new THREE.Quaternion();
}
ComplementaryFilter.prototype.addAccelMeasurement = function(vector, timestampS) {
this.currentAccelMeasurement.set(vector, timestampS);
};
ComplementaryFilter.prototype.addGyroMeasurement = function(vector, timestampS) {
this.currentGyroMeasurement.set(vector, timestampS);
var deltaT = timestampS - this.previousGyroMeasurement.timestampS;
if (Util.isTimestampDeltaValid(deltaT)) {
this.run_();
}
this.previousGyroMeasurement.copy(this.currentGyroMeasurement);
};
ComplementaryFilter.prototype.run_ = function() {
if (!this.isOrientationInitialized) {
this.accelQ = this.accelToQuaternion_(this.currentAccelMeasurement.sample);
this.previousFilterQ.copy(this.accelQ);
this.isOrientationInitialized = true;
return;
}
var deltaT = this.currentGyroMeasurement.timestampS -
this.previousGyroMeasurement.timestampS;
// Convert gyro rotation vector to a quaternion delta.
var gyroDeltaQ = this.gyroToQuaternionDelta_(this.currentGyroMeasurement.sample, deltaT);
this.gyroIntegralQ.multiply(gyroDeltaQ);
// filter_1 = K * (filter_0 + gyro * dT) + (1 - K) * accel.
this.filterQ.copy(this.previousFilterQ);
this.filterQ.multiply(gyroDeltaQ);
// Calculate the delta between the current estimated gravity and the real
// gravity vector from accelerometer.
var invFilterQ = new THREE.Quaternion();
invFilterQ.copy(this.filterQ);
invFilterQ.inverse();
this.estimatedGravity.set(0, 0, -1);
this.estimatedGravity.applyQuaternion(invFilterQ);
this.estimatedGravity.normalize();
this.measuredGravity.copy(this.currentAccelMeasurement.sample);
this.measuredGravity.normalize();
// Compare estimated gravity with measured gravity, get the delta quaternion
// between the two.
var deltaQ = new THREE.Quaternion();
deltaQ.setFromUnitVectors(this.estimatedGravity, this.measuredGravity);
deltaQ.inverse();
if (DEBUG) {
console.log('Delta: %d deg, G_est: (%s, %s, %s), G_meas: (%s, %s, %s)',
THREE.Math.radToDeg(Util.getQuaternionAngle(deltaQ)),
(this.estimatedGravity.x).toFixed(1),
(this.estimatedGravity.y).toFixed(1),
(this.estimatedGravity.z).toFixed(1),
(this.measuredGravity.x).toFixed(1),
(this.measuredGravity.y).toFixed(1),
(this.measuredGravity.z).toFixed(1));
}
// Calculate the SLERP target: current orientation plus the measured-estimated
// quaternion delta.
var targetQ = new THREE.Quaternion();
targetQ.copy(this.filterQ);
targetQ.multiply(deltaQ);
// SLERP factor: 0 is pure gyro, 1 is pure accel.
this.filterQ.slerp(targetQ, 1 - this.kFilter);
this.previousFilterQ.copy(this.filterQ);
};
ComplementaryFilter.prototype.getOrientation = function() {
return this.filterQ;
};
ComplementaryFilter.prototype.accelToQuaternion_ = function(accel) {
var normAccel = new THREE.Vector3();
normAccel.copy(accel);
normAccel.normalize();
var quat = new THREE.Quaternion();
quat.setFromUnitVectors(new THREE.Vector3(0, 0, -1), normAccel);
quat.inverse();
return quat;
};
ComplementaryFilter.prototype.gyroToQuaternionDelta_ = function(gyro, dt) {
// Extract axis and angle from the gyroscope data.
var quat = new THREE.Quaternion();
var axis = new THREE.Vector3();
axis.copy(gyro);
axis.normalize();
quat.setFromAxisAngle(axis, gyro.length() * dt);
return quat;
};
module.exports = ComplementaryFilter;
},{"./sensor-sample.js":8,"./three-math.js":9,"./util.js":11}],4:[function(_dereq_,module,exports){
/*
* Copyright 2015 Google Inc. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var PositionSensorVRDevice = _dereq_('./base.js').PositionSensorVRDevice;
var ComplementaryFilter = _dereq_('./complementary-filter.js');
var PosePredictor = _dereq_('./pose-predictor.js');
var TouchPanner = _dereq_('./touch-panner.js');
var THREE = _dereq_('./three-math.js');
var Util = _dereq_('./util.js');
/**
* The positional sensor, implemented using DeviceMotion APIs.
*/
function FusionPositionSensorVRDevice() {
this.deviceId = 'webvr-polyfill:fused';
this.deviceName = 'VR Position Device (webvr-polyfill:fused)';
this.accelerometer = new THREE.Vector3();
this.gyroscope = new THREE.Vector3();
window.addEventListener('devicemotion', this.onDeviceMotionChange_.bind(this));
window.addEventListener('orientationchange', this.onScreenOrientationChange_.bind(this));
this.filter = new ComplementaryFilter(WebVRConfig.K_FILTER || 0.98);
this.posePredictor = new PosePredictor(WebVRConfig.PREDICTION_TIME_S || 0.040);
this.touchPanner = new TouchPanner();
this.filterToWorldQ = new THREE.Quaternion();
// Set the filter to world transform, depending on OS.
if (Util.isIOS()) {
this.filterToWorldQ.setFromAxisAngle(new THREE.Vector3(1, 0, 0), Math.PI/2);
} else {
this.filterToWorldQ.setFromAxisAngle(new THREE.Vector3(1, 0, 0), -Math.PI/2);
}
this.worldToScreenQ = new THREE.Quaternion();
this.setScreenTransform_();
// Keep track of a reset transform for resetSensor.
this.resetQ = new THREE.Quaternion();
this.isFirefoxAndroid = Util.isFirefoxAndroid();
this.isIOS = Util.isIOS();
}
FusionPositionSensorVRDevice.prototype = new PositionSensorVRDevice();
/**
* Returns {orientation: {x,y,z,w}, position: null}.
* Position is not supported since we can't do 6DOF.
*/
FusionPositionSensorVRDevice.prototype.getState = function() {
return {
hasOrientation: true,
orientation: this.getOrientation(),
hasPosition: false,
position: null
}
};
FusionPositionSensorVRDevice.prototype.getOrientation = function() {
// Convert from filter space to the the same system used by the
// deviceorientation event.
var orientation = this.filter.getOrientation();
// Predict orientation.
this.predictedQ = this.posePredictor.getPrediction(orientation, this.gyroscope, this.previousTimestampS);
// Convert to THREE coordinate system: -Z forward, Y up, X right.
var out = new THREE.Quaternion();
out.copy(this.filterToWorldQ);
out.multiply(this.resetQ);
if (!WebVRConfig.TOUCH_PANNER_DISABLED) {
out.multiply(this.touchPanner.getOrientation());
}
out.multiply(this.predictedQ);
out.multiply(this.worldToScreenQ);
// Handle the yaw-only case.
if (WebVRConfig.YAW_ONLY) {
// Make a quaternion that only turns around the Y-axis.
out.x = 0;
out.z = 0;
out.normalize();
}
return out;
};
FusionPositionSensorVRDevice.prototype.resetSensor = function() {
var euler = new THREE.Euler();
euler.setFromQuaternion(this.filter.getOrientation());
var yaw = euler.y;
console.log('resetSensor with yaw: %f', yaw);
this.resetQ.setFromAxisAngle(new THREE.Vector3(0, 0, 1), -yaw);
if (!WebVRConfig.TOUCH_PANNER_DISABLED) {
this.touchPanner.resetSensor();
}
};
FusionPositionSensorVRDevice.prototype.onDeviceMotionChange_ = function(deviceMotion) {
var accGravity = deviceMotion.accelerationIncludingGravity;
var rotRate = deviceMotion.rotationRate;
var timestampS = deviceMotion.timeStamp / 1000;
// Firefox Android timeStamp returns one thousandth of a millisecond.
if (this.isFirefoxAndroid) {
timestampS /= 1000;
}
var deltaS = timestampS - this.previousTimestampS;
if (deltaS <= Util.MIN_TIMESTEP || deltaS > Util.MAX_TIMESTEP) {
console.warn('Invalid timestamps detected. Time step between successive ' +
'gyroscope sensor samples is very small or not monotonic');
this.previousTimestampS = timestampS;
return;
}
this.accelerometer.set(-accGravity.x, -accGravity.y, -accGravity.z);
this.gyroscope.set(rotRate.alpha, rotRate.beta, rotRate.gamma);
// With iOS and Firefox Android, rotationRate is reported in degrees,
// so we first convert to radians.
if (this.isIOS || this.isFirefoxAndroid) {
this.gyroscope.multiplyScalar(Math.PI / 180);
}
this.filter.addAccelMeasurement(this.accelerometer, timestampS);
this.filter.addGyroMeasurement(this.gyroscope, timestampS);
this.previousTimestampS = timestampS;
};
FusionPositionSensorVRDevice.prototype.onScreenOrientationChange_ =
function(screenOrientation) {
this.setScreenTransform_();
};
FusionPositionSensorVRDevice.prototype.setScreenTransform_ = function() {
this.worldToScreenQ.set(0, 0, 0, 1);
switch (window.orientation) {
case 0:
break;
case 90:
this.worldToScreenQ.setFromAxisAngle(new THREE.Vector3(0, 0, 1), -Math.PI/2);
break;
case -90:
this.worldToScreenQ.setFromAxisAngle(new THREE.Vector3(0, 0, 1), Math.PI/2);
break;
case 180:
// TODO.
break;
}
};
module.exports = FusionPositionSensorVRDevice;
},{"./base.js":1,"./complementary-filter.js":3,"./pose-predictor.js":7,"./three-math.js":9,"./touch-panner.js":10,"./util.js":11}],5:[function(_dereq_,module,exports){
/*
* Copyright 2015 Google Inc. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var WebVRPolyfill = _dereq_('./webvr-polyfill.js');
// Initialize a WebVRConfig just in case.
window.WebVRConfig = window.WebVRConfig || {};
new WebVRPolyfill();
},{"./webvr-polyfill.js":12}],6:[function(_dereq_,module,exports){
/*
* Copyright 2015 Google Inc. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var PositionSensorVRDevice = _dereq_('./base.js').PositionSensorVRDevice;
var THREE = _dereq_('./three-math.js');
var Util = _dereq_('./util.js');
// How much to rotate per key stroke.
var KEY_SPEED = 0.15;
var KEY_ANIMATION_DURATION = 80;
// How much to rotate for mouse events.
var MOUSE_SPEED_X = 0.5;
var MOUSE_SPEED_Y = 0.3;
/**
* A virtual position sensor, implemented using keyboard and
* mouse APIs. This is designed as for desktops/laptops where no Device*
* events work.
*/
function MouseKeyboardPositionSensorVRDevice() {
this.deviceId = 'webvr-polyfill:mouse-keyboard';
this.deviceName = 'VR Position Device (webvr-polyfill:mouse-keyboard)';
// Attach to mouse and keyboard events.
window.addEventListener('keydown', this.onKeyDown_.bind(this));
window.addEventListener('mousemove', this.onMouseMove_.bind(this));
window.addEventListener('mousedown', this.onMouseDown_.bind(this));
window.addEventListener('mouseup', this.onMouseUp_.bind(this));
this.phi = 0;
this.theta = 0;
// Variables for keyboard-based rotation animation.
this.targetAngle = null;
// State variables for calculations.
this.euler = new THREE.Euler();
this.orientation = new THREE.Quaternion();
// Variables for mouse-based rotation.
this.rotateStart = new THREE.Vector2();
this.rotateEnd = new THREE.Vector2();
this.rotateDelta = new THREE.Vector2();
}
MouseKeyboardPositionSensorVRDevice.prototype = new PositionSensorVRDevice();
/**
* Returns {orientation: {x,y,z,w}, position: null}.
* Position is not supported for parity with other PositionSensors.
*/
MouseKeyboardPositionSensorVRDevice.prototype.getState = function() {
this.euler.set(this.phi, this.theta, 0, 'YXZ');
this.orientation.setFromEuler(this.euler);
return {
hasOrientation: true,
orientation: this.orientation,
hasPosition: false,
position: null
}
};
MouseKeyboardPositionSensorVRDevice.prototype.onKeyDown_ = function(e) {
// Track WASD and arrow keys.
if (e.keyCode == 38) { // Up key.
this.animatePhi_(this.phi + KEY_SPEED);
} else if (e.keyCode == 39) { // Right key.
this.animateTheta_(this.theta - KEY_SPEED);
} else if (e.keyCode == 40) { // Down key.
this.animatePhi_(this.phi - KEY_SPEED);
} else if (e.keyCode == 37) { // Left key.
this.animateTheta_(this.theta + KEY_SPEED);
}
};
MouseKeyboardPositionSensorVRDevice.prototype.animateTheta_ = function(targetAngle) {
this.animateKeyTransitions_('theta', targetAngle);
};
MouseKeyboardPositionSensorVRDevice.prototype.animatePhi_ = function(targetAngle) {
// Prevent looking too far up or down.
targetAngle = Util.clamp(targetAngle, -Math.PI/2, Math.PI/2);
this.animateKeyTransitions_('phi', targetAngle);
};
/**
* Start an animation to transition an angle from one value to another.
*/
MouseKeyboardPositionSensorVRDevice.prototype.animateKeyTransitions_ = function(angleName, targetAngle) {
// If an animation is currently running, cancel it.
if (this.angleAnimation) {
clearInterval(this.angleAnimation);
}
var startAngle = this[angleName];
var startTime = new Date();
// Set up an interval timer to perform the animation.
this.angleAnimation = setInterval(function() {
// Once we're finished the animation, we're done.
var elapsed = new Date() - startTime;
if (elapsed >= KEY_ANIMATION_DURATION) {
this[angleName] = targetAngle;
clearInterval(this.angleAnimation);
return;
}
// Linearly interpolate the angle some amount.
var percent = elapsed / KEY_ANIMATION_DURATION;
this[angleName] = startAngle + (targetAngle - startAngle) * percent;
}.bind(this), 1000/60);
};
MouseKeyboardPositionSensorVRDevice.prototype.onMouseDown_ = function(e) {
this.rotateStart.set(e.clientX, e.clientY);
this.isDragging = true;
};
// Very similar to https://gist.github.com/mrflix/8351020
MouseKeyboardPositionSensorVRDevice.prototype.onMouseMove_ = function(e) {
if (!this.isDragging && !this.isPointerLocked_()) {
return;
}
// Support pointer lock API.
if (this.isPointerLocked_()) {
var movementX = e.movementX || e.mozMovementX || 0;
var movementY = e.movementY || e.mozMovementY || 0;
this.rotateEnd.set(this.rotateStart.x - movementX, this.rotateStart.y - movementY);
} else {
this.rotateEnd.set(e.clientX, e.clientY);
}
// Calculate how much we moved in mouse space.
this.rotateDelta.subVectors(this.rotateEnd, this.rotateStart);
this.rotateStart.copy(this.rotateEnd);
// Keep track of the cumulative euler angles.
var element = document.body;
this.phi += 2 * Math.PI * this.rotateDelta.y / element.clientHeight * MOUSE_SPEED_Y;
this.theta += 2 * Math.PI * this.rotateDelta.x / element.clientWidth * MOUSE_SPEED_X;
// Prevent looking too far up or down.
this.phi = Util.clamp(this.phi, -Math.PI/2, Math.PI/2);
};
MouseKeyboardPositionSensorVRDevice.prototype.onMouseUp_ = function(e) {
this.isDragging = false;
};
MouseKeyboardPositionSensorVRDevice.prototype.isPointerLocked_ = function() {
var el = document.pointerLockElement || document.mozPointerLockElement ||
document.webkitPointerLockElement;
return el !== undefined;
};
MouseKeyboardPositionSensorVRDevice.prototype.resetSensor = function() {
console.error('Not implemented yet.');
};
module.exports = MouseKeyboardPositionSensorVRDevice;
},{"./base.js":1,"./three-math.js":9,"./util.js":11}],7:[function(_dereq_,module,exports){
/*
* Copyright 2015 Google Inc. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var THREE = _dereq_('./three-math.js');
var DEBUG = false;
/**
* Given an orientation and the gyroscope data, predicts the future orientation
* of the head. This makes rendering appear faster.
*
* Also see: http://msl.cs.uiuc.edu/~lavalle/papers/LavYerKatAnt14.pdf
*
* @param {Number} predictionTimeS time from head movement to the appearance of
* the corresponding image.
*/
function PosePredictor(predictionTimeS) {
this.predictionTimeS = predictionTimeS;
// The quaternion corresponding to the previous state.
this.previousQ = new THREE.Quaternion();
// Previous time a prediction occurred.
this.previousTimestampS = null;
// The delta quaternion that adjusts the current pose.
this.deltaQ = new THREE.Quaternion();
// The output quaternion.
this.outQ = new THREE.Quaternion();
}
PosePredictor.prototype.getPrediction = function(currentQ, gyro, timestampS) {
if (!this.previousTimestampS) {
this.previousQ.copy(currentQ);
this.previousTimestampS = timestampS;
return currentQ;
}
// Calculate axis and angle based on gyroscope rotation rate data.
var axis = new THREE.Vector3();
axis.copy(gyro);
axis.normalize();
var angularSpeed = gyro.length();
// If we're rotating slowly, don't do prediction.
if (angularSpeed < THREE.Math.degToRad(20)) {
if (DEBUG) {
console.log('Moving slowly, at %s deg/s: no prediction',
THREE.Math.radToDeg(angularSpeed).toFixed(1));
}
this.outQ.copy(currentQ);
this.previousQ.copy(currentQ);
return this.outQ;
}
// Get the predicted angle based on the time delta and latency.
var deltaT = timestampS - this.previousTimestampS;
var predictAngle = angularSpeed * this.predictionTimeS;
this.deltaQ.setFromAxisAngle(axis, predictAngle);
this.outQ.copy(this.previousQ);
this.outQ.multiply(this.deltaQ);
this.previousQ.copy(currentQ);
return this.outQ;
};
module.exports = PosePredictor;
},{"./three-math.js":9}],8:[function(_dereq_,module,exports){
function SensorSample(sample, timestampS) {
this.set(sample, timestampS);
};
SensorSample.prototype.set = function(sample, timestampS) {
this.sample = sample;
this.timestampS = timestampS;
};
SensorSample.prototype.copy = function(sensorSample) {
this.set(sensorSample.sample, sensorSample.timestampS);
};
module.exports = SensorSample;
},{}],9:[function(_dereq_,module,exports){
/*
* A subset of THREE.js, providing mostly quaternion and euler-related
* operations, manually lifted from
* https://github.com/mrdoob/three.js/tree/master/src/math, as of 9c30286b38df039fca389989ff06ea1c15d6bad1
*/
// Only use if the real THREE is not provided.
var THREE = window.THREE || {};
// If some piece of THREE is missing, fill it in here.
if (!THREE.Quaternion || !THREE.Vector3 || !THREE.Vector2 || !THREE.Euler || !THREE.Math) {
console.log('No THREE.js found.');
/*** START Quaternion ***/
/**
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
* @author WestLangley / http://github.com/WestLangley
* @author bhouston / http://exocortex.com
*/
THREE.Quaternion = function ( x, y, z, w ) {
this._x = x || 0;
this._y = y || 0;
this._z = z || 0;
this._w = ( w !== undefined ) ? w : 1;
};
THREE.Quaternion.prototype = {
constructor: THREE.Quaternion,
_x: 0,_y: 0, _z: 0, _w: 0,
get x () {
return this._x;
},
set x ( value ) {
this._x = value;
this.onChangeCallback();
},
get y () {
return this._y;
},
set y ( value ) {
this._y = value;
this.onChangeCallback();
},
get z () {
return this._z;
},
set z ( value ) {
this._z = value;
this.onChangeCallback();
},
get w () {
return this._w;
},
set w ( value ) {
this._w = value;
this.onChangeCallback();
},
set: function ( x, y, z, w ) {
this._x = x;
this._y = y;
this._z = z;
this._w = w;
this.onChangeCallback();
return this;
},
copy: function ( quaternion ) {
this._x = quaternion.x;
this._y = quaternion.y;
this._z = quaternion.z;
this._w = quaternion.w;
this.onChangeCallback();
return this;
},
setFromEuler: function ( euler, update ) {
if ( euler instanceof THREE.Euler === false ) {
throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
}
// http://www.mathworks.com/matlabcentral/fileexchange/
// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
// content/SpinCalc.m
var c1 = Math.cos( euler._x / 2 );
var c2 = Math.cos( euler._y / 2 );
var c3 = Math.cos( euler._z / 2 );
var s1 = Math.sin( euler._x / 2 );
var s2 = Math.sin( euler._y / 2 );
var s3 = Math.sin( euler._z / 2 );
if ( euler.order === 'XYZ' ) {
this._x = s1 * c2 * c3 + c1 * s2 * s3;
this._y = c1 * s2 * c3 - s1 * c2 * s3;
this._z = c1 * c2 * s3 + s1 * s2 * c3;
this._w = c1 * c2 * c3 - s1 * s2 * s3;
} else if ( euler.order === 'YXZ' ) {
this._x = s1 * c2 * c3 + c1 * s2 * s3;
this._y = c1 * s2 * c3 - s1 * c2 * s3;
this._z = c1 * c2 * s3 - s1 * s2 * c3;
this._w = c1 * c2 * c3 + s1 * s2 * s3;
} else if ( euler.order === 'ZXY' ) {
this._x = s1 * c2 * c3 - c1 * s2 * s3;
this._y = c1 * s2 * c3 + s1 * c2 * s3;
this._z = c1 * c2 * s3 + s1 * s2 * c3;
this._w = c1 * c2 * c3 - s1 * s2 * s3;
} else if ( euler.order === 'ZYX' ) {
this._x = s1 * c2 * c3 - c1 * s2 * s3;
this._y = c1 * s2 * c3 + s1 * c2 * s3;
this._z = c1 * c2 * s3 - s1 * s2 * c3;
this._w = c1 * c2 * c3 + s1 * s2 * s3;
} else if ( euler.order === 'YZX' ) {
this._x = s1 * c2 * c3 + c1 * s2 * s3;
this._y = c1 * s2 * c3 + s1 * c2 * s3;
this._z = c1 * c2 * s3 - s1 * s2 * c3;
this._w = c1 * c2 * c3 - s1 * s2 * s3;
} else if ( euler.order === 'XZY' ) {
this._x = s1 * c2 * c3 - c1 * s2 * s3;
this._y = c1 * s2 * c3 - s1 * c2 * s3;
this._z = c1 * c2 * s3 + s1 * s2 * c3;
this._w = c1 * c2 * c3 + s1 * s2 * s3;
}
if ( update !== false ) this.onChangeCallback();
return this;
},
setFromAxisAngle: function ( axis, angle ) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
// assumes axis is normalized
var halfAngle = angle / 2, s = Math.sin( halfAngle );
this._x = axis.x * s;
this._y = axis.y * s;
this._z = axis.z * s;
this._w = Math.cos( halfAngle );
this.onChangeCallback();
return this;
},
setFromRotationMatrix: function ( m ) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
var te = m.elements,
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
trace = m11 + m22 + m33,
s;
if ( trace > 0 ) {
s = 0.5 / Math.sqrt( trace + 1.0 );
this._w = 0.25 / s;
this._x = ( m32 - m23 ) * s;
this._y = ( m13 - m31 ) * s;
this._z = ( m21 - m12 ) * s;
} else if ( m11 > m22 && m11 > m33 ) {
s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
this._w = ( m32 - m23 ) / s;
this._x = 0.25 * s;
this._y = ( m12 + m21 ) / s;
this._z = ( m13 + m31 ) / s;
} else if ( m22 > m33 ) {
s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
this._w = ( m13 - m31 ) / s;
this._x = ( m12 + m21 ) / s;
this._y = 0.25 * s;
this._z = ( m23 + m32 ) / s;
} else {
s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
this._w = ( m21 - m12 ) / s;
this._x = ( m13 + m31 ) / s;
this._y = ( m23 + m32 ) / s;
this._z = 0.25 * s;
}
this.onChangeCallback();
return this;
},
setFromUnitVectors: function () {
// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
// assumes direction vectors vFrom and vTo are normalized
var v1, r;
var EPS = 0.000001;
return function ( vFrom, vTo ) {
if ( v1 === undefined ) v1 = new THREE.Vector3();
r = vFrom.dot( vTo ) + 1;
if ( r < EPS ) {
r = 0;
if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
v1.set( - vFrom.y, vFrom.x, 0 );
} else {
v1.set( 0, - vFrom.z, vFrom.y );
}
} else {
v1.crossVectors( vFrom, vTo );
}
this._x = v1.x;
this._y = v1.y;
this._z = v1.z;
this._w = r;
this.normalize();
return this;
}
}(),
inverse: function () {
this.conjugate().normalize();
return this;
},
conjugate: function () {
this._x *= - 1;
this._y *= - 1;
this._z *= - 1;
this.onChangeCallback();
return this;
},
dot: function ( v ) {
return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
},
lengthSq: function () {
return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
},
length: function () {
return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
},
normalize: function () {
var l = this.length();
if ( l === 0 ) {
this._x = 0;
this._y = 0;
this._z = 0;
this._w = 1;
} else {
l = 1 / l;
this._x = this._x * l;
this._y = this._y * l;
this._z = this._z * l;
this._w = this._w * l;
}
this.onChangeCallback();
return this;
},
multiply: function ( q, p ) {
if ( p !== undefined ) {
console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
return this.multiplyQuaternions( q, p );
}
return this.multiplyQuaternions( this, q );
},
multiplyQuaternions: function ( a, b ) {
// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
this.onChangeCallback();
return this;
},
multiplyVector3: function ( vector ) {
console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
return vector.applyQuaternion( this );
},
slerp: function ( qb, t ) {
if ( t === 0 ) return this;
if ( t === 1 ) return this.copy( qb );
var x = this._x, y = this._y, z = this._z, w = this._w;
// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
if ( cosHalfTheta < 0 ) {
this._w = - qb._w;
this._x = - qb._x;
this._y = - qb._y;
this._z = - qb._z;
cosHalfTheta = - cosHalfTheta;
} else {
this.copy( qb );
}
if ( cosHalfTheta >= 1.0 ) {
this._w = w;
this._x = x;
this._y = y;
this._z = z;
return this;
}
var halfTheta = Math.acos( cosHalfTheta );
var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
if ( Math.abs( sinHalfTheta ) < 0.001 ) {
this._w = 0.5 * ( w + this._w );
this._x = 0.5 * ( x + this._x );
this._y = 0.5 * ( y + this._y );
this._z = 0.5 * ( z + this._z );
return this;
}
var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
this._w = ( w * ratioA + this._w * ratioB );
this._x = ( x * ratioA + this._x * ratioB );
this._y = ( y * ratioA + this._y * ratioB );
this._z = ( z * ratioA + this._z * ratioB );
this.onChangeCallback();
return this;
},
equals: function ( quaternion ) {
return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
},
fromArray: function ( array, offset ) {
if ( offset === undefined ) offset = 0;
this._x = array[ offset ];
this._y = array[ offset + 1 ];
this._z = array[ offset + 2 ];
this._w = array[ offset + 3 ];
this.onChangeCallback();
return this;
},
toArray: function ( array, offset ) {
if ( array === undefined ) array = [];
if ( offset === undefined ) offset = 0;
array[ offset ] = this._x;
array[ offset + 1 ] = this._y;
array[ offset + 2 ] = this._z;
array[ offset + 3 ] = this._w;
return array;
},
onChange: function ( callback ) {
this.onChangeCallback = callback;
return this;
},
onChangeCallback: function () {},
clone: function () {
return new THREE.Quaternion( this._x, this._y, this._z, this._w );
}
};
THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
return qm.copy( qa ).slerp( qb, t );
}
/*** END Quaternion ***/
/*** START Vector2 ***/
/**
* @author mrdoob / http://mrdoob.com/
* @author philogb / http://blog.thejit.org/
* @author egraether / http://egraether.com/
* @author zz85 / http://www.lab4games.net/zz85/blog
*/
THREE.Vector2 = function ( x, y ) {
this.x = x || 0;
this.y = y || 0;
};
THREE.Vector2.prototype = {
constructor: THREE.Vector2,
set: function ( x, y ) {
this.x = x;
this.y = y;
return this;
},
setX: function ( x ) {
this.x = x;
return this;
},
setY: function ( y ) {
this.y = y;
return this;
},
setComponent: function ( index, value ) {
switch ( index ) {
case 0: this.x = value; break;
case 1: this.y = value; break;
default: throw new Error( 'index is out of range: ' + index );
}
},
getComponent: function ( index ) {
switch ( index ) {
case 0: return this.x;
case 1: return this.y;
default: throw new Error( 'index is out of range: ' + index );
}
},
copy: function ( v ) {
this.x = v.x;
this.y = v.y;
return this;
},
add: function ( v, w ) {
if ( w !== undefined ) {
console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
return this.addVectors( v, w );
}
this.x += v.x;
this.y += v.y;
return this;
},
addVectors: function ( a, b ) {
this.x = a.x + b.x;
this.y = a.y + b.y;
return this;
},
addScalar: function ( s ) {
this.x += s;
this.y += s;
return this;
},
sub: function ( v, w ) {
if ( w !== undefined ) {
console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
return this.subVectors( v, w );
}
this.x -= v.x;
this.y -= v.y;
return this;
},
subVectors: function ( a, b ) {
this.x = a.x - b.x;
this.y = a.y - b.y;
return this;
},
multiply: function ( v ) {
this.x *= v.x;
this.y *= v.y;
return this;
},
multiplyScalar: function ( s ) {
this.x *= s;
this.y *= s;
return this;
},
divide: function ( v ) {
this.x /= v.x;
this.y /= v.y;
return this;
},
divideScalar: function ( scalar ) {
if ( scalar !== 0 ) {
var invScalar = 1 / scalar;
this.x *= invScalar;
this.y *= invScalar;
} else {
this.x = 0;
this.y = 0;
}
return this;
},
min: function ( v ) {
if ( this.x > v.x ) {
this.x = v.x;
}
if ( this.y > v.y ) {
this.y = v.y;
}
return this;
},
max: function ( v ) {
if ( this.x < v.x ) {
this.x = v.x;
}
if ( this.y < v.y ) {
this.y = v.y;
}
return this;
},
clamp: function ( min, max ) {
// This function assumes min < max, if this assumption isn't true it will not operate correctly
if ( this.x < min.x ) {
this.x = min.x;
} else if ( this.x > max.x ) {
this.x = max.x;
}
if ( this.y < min.y ) {
this.y = min.y;
} else if ( this.y > max.y ) {
this.y = max.y;
}
return this;
},
clampScalar: ( function () {
var min, max;
return function ( minVal, maxVal ) {
if ( min === undefined ) {
min = new THREE.Vector2();
max = new THREE.Vector2();
}
min.set( minVal, minVal );
max.set( maxVal, maxVal );
return this.clamp( min, max );
};
} )(),
floor: function () {
this.x = Math.floor( this.x );
this.y = Math.floor( this.y );
return this;
},
ceil: function () {
this.x = Math.ceil( this.x );
this.y = Math.ceil( this.y );
return this;
},
round: function () {
this.x = Math.round( this.x );
this.y = Math.round( this.y );
return this;
},
roundToZero: function () {
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
return this;
},
negate: function () {
this.x = - this.x;
this.y = - this.y;
return this;
},
dot: function ( v ) {
return this.x * v.x + this.y * v.y;
},
lengthSq: function () {
return this.x * this.x + this.y * this.y;
},
length: function () {
return Math.sqrt( this.x * this.x + this.y * this.y );
},
normalize: function () {
return this.divideScalar( this.length() );
},
distanceTo: function ( v ) {
return Math.sqrt( this.distanceToSquared( v ) );
},
distanceToSquared: function ( v ) {
var dx = this.x - v.x, dy = this.y - v.y;
return dx * dx + dy * dy;
},
setLength: function ( l ) {
var oldLength = this.length();
if ( oldLength !== 0 && l !== oldLength ) {
this.multiplyScalar( l / oldLength );
}
return this;
},
lerp: function ( v, alpha ) {
this.x += ( v.x - this.x ) * alpha;
this.y += ( v.y - this.y ) * alpha;
return this;
},
equals: function ( v ) {
return ( ( v.x === this.x ) && ( v.y === this.y ) );
},
fromArray: function ( array, offset ) {
if ( offset === undefined ) offset = 0;
this.x = array[ offset ];
this.y = array[ offset + 1 ];
return this;
},
toArray: function ( array, offset ) {
if ( array === undefined ) array = [];
if ( offset === undefined ) offset = 0;
array[ offset ] = this.x;
array[ offset + 1 ] = this.y;
return array;
},
fromAttribute: function ( attribute, index, offset ) {
if ( offset === undefined ) offset = 0;
index = index * attribute.itemSize + offset;
this.x = attribute.array[ index ];
this.y = attribute.array[ index + 1 ];
return this;
},
clone: function () {
return new THREE.Vector2( this.x, this.y );
}
};
/*** END Vector2 ***/
/*** START Vector3 ***/
/**
* @author mrdoob / http://mrdoob.com/
* @author *kile / http://kile.stravaganza.org/
* @author philogb / http://blog.thejit.org/
* @author mikael emtinger / http://gomo.se/
* @author egraether / http://egraether.com/
* @author WestLangley / http://github.com/WestLangley
*/
THREE.Vector3 = function ( x, y, z ) {
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
};
THREE.Vector3.prototype = {
constructor: THREE.Vector3,
set: function ( x, y, z ) {
this.x = x;
this.y = y;
this.z = z;
return this;
},
setX: function ( x ) {
this.x = x;
return this;
},
setY: function ( y ) {
this.y = y;
return this;
},
setZ: function ( z ) {
this.z = z;
return this;
},
setComponent: function ( index, value ) {
switch ( index ) {
case 0: this.x = value; break;
case 1: this.y = value; break;
case 2: this.z = value; break;
default: throw new Error( 'index is out of range: ' + index );
}
},
getComponent: function ( index ) {
switch ( index ) {
case 0: return this.x;
case 1: return this.y;
case 2: return this.z;
default: throw new Error( 'index is out of range: ' + index );
}
},
copy: function ( v ) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
return this;
},
add: function ( v, w ) {
if ( w !== undefined ) {
console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
return this.addVectors( v, w );
}
this.x += v.x;
this.y += v.y;
this.z += v.z;
return this;
},
addScalar: function ( s ) {
this.x += s;
this.y += s;
this.z += s;
return this;
},
addVectors: function ( a, b ) {
this.x = a.x + b.x;
this.y = a.y + b.y;
this.z = a.z + b.z;
return this;
},
sub: function ( v, w ) {
if ( w !== undefined ) {
console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
return this.subVectors( v, w );
}
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
return this;
},
subVectors: function ( a, b ) {
this.x = a.x - b.x;
this.y = a.y - b.y;
this.z = a.z - b.z;
return this;
},
multiply: function ( v, w ) {
if ( w !== undefined ) {
console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
return this.multiplyVectors( v, w );
}
this.x *= v.x;
this.y *= v.y;
this.z *= v.z;
return this;
},
multiplyScalar: function ( scalar ) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
return this;
},
multiplyVectors: function ( a, b ) {
this.x = a.x * b.x;
this.y = a.y * b.y;
this.z = a.z * b.z;
return this;
},
applyEuler: function () {
var quaternion;
return function ( euler ) {
if ( euler instanceof THREE.Euler === false ) {
console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
}
if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
this.applyQuaternion( quaternion.setFromEuler( euler ) );
return this;
};
}(),
applyAxisAngle: function () {
var quaternion;
return function ( axis, angle ) {
if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
return this;
};
}(),
applyMatrix3: function ( m ) {
var x = this.x;
var y = this.y;
var z = this.z;
var e = m.elements;
this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
return this;
},
applyMatrix4: function ( m ) {
// input: THREE.Matrix4 affine matrix
var x = this.x, y = this.y, z = this.z;
var e = m.elements;
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
return this;
},
applyProjection: function ( m ) {
// input: THREE.Matrix4 projection matrix
var x = this.x, y = this.y, z = this.z;
var e = m.elements;
var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
return this;
},
applyQuaternion: function ( q ) {
var x = this.x;
var y = this.y;
var z = this.z;
var qx = q.x;
var qy = q.y;
var qz = q.z;
var qw = q.w;
// calculate quat * vector
var ix = qw * x + qy * z - qz * y;
var iy = qw * y + qz * x - qx * z;
var iz = qw * z + qx * y - qy * x;
var iw = - qx * x - qy * y - qz * z;
// calculate result * inverse quat
this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
return this;
},
project: function () {
var matrix;
return function ( camera ) {
if ( matrix === undefined ) matrix = new THREE.Matrix4();
matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
return this.applyProjection( matrix );
};
}(),
unproject: function () {
var matrix;
return function ( camera ) {
if ( matrix === undefined ) matrix = new THREE.Matrix4();
matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
return this.applyProjection( matrix );
};
}(),
transformDirection: function ( m ) {
// input: THREE.Matrix4 affine matrix
// vector interpreted as a direction
var x = this.x, y = this.y, z = this.z;
var e = m.elements;
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
this.normalize();
return this;
},
divide: function ( v ) {
this.x /= v.x;
this.y /= v.y;
this.z /= v.z;
return this;
},
divideScalar: function ( scalar ) {
if ( scalar !== 0 ) {
var invScalar = 1 / scalar;
this.x *= invScalar;
this.y *= invScalar;
this.z *= invScalar;
} else {
this.x = 0;
this.y = 0;
this.z = 0;
}
return this;
},
min: function ( v ) {
if ( this.x > v.x ) {
this.x = v.x;
}
if ( this.y > v.y ) {
this.y = v.y;
}
if ( this.z > v.z ) {
this.z = v.z;
}
return this;
},
max: function ( v ) {
if ( this.x < v.x ) {
this.x = v.x;
}
if ( this.y < v.y ) {
this.y = v.y;
}
if ( this.z < v.z ) {
this.z = v.z;
}
return this;
},
clamp: function ( min, max ) {
// This function assumes min < max, if this assumption isn't true it will not operate correctly
if ( this.x < min.x ) {
this.x = min.x;
} else if ( this.x > max.x ) {
this.x = max.x;
}
if ( this.y < min.y ) {
this.y = min.y;
} else if ( this.y > max.y ) {
this.y = max.y;
}
if ( this.z < min.z ) {
this.z = min.z;
} else if ( this.z > max.z ) {
this.z = max.z;
}
return this;
},
clampScalar: ( function () {
var min, max;
return function ( minVal, maxVal ) {
if ( min === undefined ) {
min = new THREE.Vector3();
max = new THREE.Vector3();
}
min.set( minVal, minVal, minVal );
max.set( maxVal, maxVal, maxVal );
return this.clamp( min, max );
};
} )(),
floor: function () {
this.x = Math.floor( this.x );
this.y = Math.floor( this.y );
this.z = Math.floor( this.z );
return this;
},
ceil: function () {
this.x = Math.ceil( this.x );
this.y = Math.ceil( this.y );
this.z = Math.ceil( this.z );
return this;
},
round: function () {
this.x = Math.round( this.x );
this.y = Math.round( this.y );
this.z = Math.round( this.z );
return this;
},
roundToZero: function () {
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
return this;
},
negate: function () {
this.x = - this.x;
this.y = - this.y;
this.z = - this.z;
return this;
},
dot: function ( v ) {
return this.x * v.x + this.y * v.y + this.z * v.z;
},
lengthSq: function () {
return this.x * this.x + this.y * this.y + this.z * this.z;
},
length: function () {
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
},
lengthManhattan: function () {
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
},
normalize: function () {
return this.divideScalar( this.length() );
},
setLength: function ( l ) {
var oldLength = this.length();
if ( oldLength !== 0 && l !== oldLength ) {
this.multiplyScalar( l / oldLength );
}
return this;
},
lerp: function ( v, alpha ) {
this.x += ( v.x - this.x ) * alpha;
this.y += ( v.y - this.y ) * alpha;
this.z += ( v.z - this.z ) * alpha;
return this;
},
cross: function ( v, w ) {
if ( w !== undefined ) {
console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
return this.crossVectors( v, w );
}
var x = this.x, y = this.y, z = this.z;
this.x = y * v.z - z * v.y;
this.y = z * v.x - x * v.z;
this.z = x * v.y - y * v.x;
return this;
},
crossVectors: function ( a, b ) {
var ax = a.x, ay = a.y, az = a.z;
var bx = b.x, by = b.y, bz = b.z;
this.x = ay * bz - az * by;
this.y = az * bx - ax * bz;
this.z = ax * by - ay * bx;
return this;
},
projectOnVector: function () {
var v1, dot;
return function ( vector ) {
if ( v1 === undefined ) v1 = new THREE.Vector3();
v1.copy( vector ).normalize();
dot = this.dot( v1 );
return this.copy( v1 ).multiplyScalar( dot );
};
}(),
projectOnPlane: function () {
var v1;
return function ( planeNormal ) {
if ( v1 === undefined ) v1 = new THREE.Vector3();
v1.copy( this ).projectOnVector( planeNormal );
return this.sub( v1 );
}
}(),
reflect: function () {
// reflect incident vector off plane orthogonal to normal
// normal is assumed to have unit length
var v1;
return function ( normal ) {
if ( v1 === undefined ) v1 = new THREE.Vector3();
return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
}
}(),
angleTo: function ( v ) {
var theta = this.dot( v ) / ( this.length() * v.length() );
// clamp, to handle numerical problems
return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
},
distanceTo: function ( v ) {
return Math.sqrt( this.distanceToSquared( v ) );
},
distanceToSquared: function ( v ) {
var dx = this.x - v.x;
var dy = this.y - v.y;
var dz = this.z - v.z;
return dx * dx + dy * dy + dz * dz;
},
setEulerFromRotationMatrix: function ( m, order ) {
console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
},
setEulerFromQuaternion: function ( q, order ) {
console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
},
getPositionFromMatrix: function ( m ) {
console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
return this.setFromMatrixPosition( m );
},
getScaleFromMatrix: function ( m ) {
console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
return this.setFromMatrixScale( m );
},
getColumnFromMatrix: function ( index, matrix ) {
console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
return this.setFromMatrixColumn( index, matrix );
},
setFromMatrixPosition: function ( m ) {
this.x = m.elements[ 12 ];
this.y = m.elements[ 13 ];
this.z = m.elements[ 14 ];
return this;
},
setFromMatrixScale: function ( m ) {
var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
this.x = sx;
this.y = sy;
this.z = sz;
return this;
},
setFromMatrixColumn: function ( index, matrix ) {
var offset = index * 4;
var me = matrix.elements;
this.x = me[ offset ];
this.y = me[ offset + 1 ];
this.z = me[ offset + 2 ];
return this;
},
equals: function ( v ) {
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
},
fromArray: function ( array, offset ) {
if ( offset === undefined ) offset = 0;
this.x = array[ offset ];
this.y = array[ offset + 1 ];
this.z = array[ offset + 2 ];
return this;
},
toArray: function ( array, offset ) {
if ( array === undefined ) array = [];
if ( offset === undefined ) offset = 0;
array[ offset ] = this.x;
array[ offset + 1 ] = this.y;
array[ offset + 2 ] = this.z;
return array;
},
fromAttribute: function ( attribute, index, offset ) {
if ( offset === undefined ) offset = 0;
index = index * attribute.itemSize + offset;
this.x = attribute.array[ index ];
this.y = attribute.array[ index + 1 ];
this.z = attribute.array[ index + 2 ];
return this;
},
clone: function () {
return new THREE.Vector3( this.x, this.y, this.z );
}
};
/*** END Vector3 ***/
/*** START Euler ***/
/**
* @author mrdoob / http://mrdoob.com/
* @author WestLangley / http://github.com/WestLangley
* @author bhouston / http://exocortex.com
*/
THREE.Euler = function ( x, y, z, order ) {
this._x = x || 0;
this._y = y || 0;
this._z = z || 0;
this._order = order || THREE.Euler.DefaultOrder;
};
THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
THREE.Euler.DefaultOrder = 'XYZ';
THREE.Euler.prototype = {
constructor: THREE.Euler,
_x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
get x () {
return this._x;
},
set x ( value ) {
this._x = value;
this.onChangeCallback();
},
get y () {
return this._y;
},
set y ( value ) {
this._y = value;
this.onChangeCallback();
},
get z () {
return this._z;
},
set z ( value ) {
this._z = value;
this.onChangeCallback();
},
get order () {
return this._order;
},
set order ( value ) {
this._order = value;
this.onChangeCallback();
},
set: function ( x, y, z, order ) {
this._x = x;
this._y = y;
this._z = z;
this._order = order || this._order;
this.onChangeCallback();
return this;
},
copy: function ( euler ) {
this._x = euler._x;
this._y = euler._y;
this._z = euler._z;
this._order = euler._order;
this.onChangeCallback();
return this;
},
setFromRotationMatrix: function ( m, order, update ) {
var clamp = THREE.Math.clamp;
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
var te = m.elements;
var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
order = order || this._order;
if ( order === 'XYZ' ) {
this._y = Math.asin( clamp( m13, - 1, 1 ) );
if ( Math.abs( m13 ) < 0.99999 ) {
this._x = Math.atan2( - m23, m33 );
this._z = Math.atan2( - m12, m11 );
} else {
this._x = Math.atan2( m32, m22 );
this._z = 0;
}
} else if ( order === 'YXZ' ) {
this._x = Math.asin( - clamp( m23, - 1, 1 ) );
if ( Math.abs( m23 ) < 0.99999 ) {
this._y = Math.atan2( m13, m33 );
this._z = Math.atan2( m21, m22 );
} else {
this._y = Math.atan2( - m31, m11 );
this._z = 0;
}
} else if ( order === 'ZXY' ) {
this._x = Math.asin( clamp( m32, - 1, 1 ) );
if ( Math.abs( m32 ) < 0.99999 ) {
this._y = Math.atan2( - m31, m33 );
this._z = Math.atan2( - m12, m22 );
} else {
this._y = 0;
this._z = Math.atan2( m21, m11 );
}
} else if ( order === 'ZYX' ) {
this._y = Math.asin( - clamp( m31, - 1, 1 ) );
if ( Math.abs( m31 ) < 0.99999 ) {
this._x = Math.atan2( m32, m33 );
this._z = Math.atan2( m21, m11 );
} else {
this._x = 0;
this._z = Math.atan2( - m12, m22 );
}
} else if ( order === 'YZX' ) {
this._z = Math.asin( clamp( m21, - 1, 1 ) );
if ( Math.abs( m21 ) < 0.99999 ) {
this._x = Math.atan2( - m23, m22 );
this._y = Math.atan2( - m31, m11 );
} else {
this._x = 0;
this._y = Math.atan2( m13, m33 );
}
} else if ( order === 'XZY' ) {
this._z = Math.asin( - clamp( m12, - 1, 1 ) );
if ( Math.abs( m12 ) < 0.99999 ) {
this._x = Math.atan2( m32, m22 );
this._y = Math.atan2( m13, m11 );
} else {
this._x = Math.atan2( - m23, m33 );
this._y = 0;
}
} else {
console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
}
this._order = order;
if ( update !== false ) this.onChangeCallback();
return this;
},
setFromQuaternion: function () {
var matrix;
return function ( q, order, update ) {
if ( matrix === undefined ) matrix = new THREE.Matrix4();
matrix.makeRotationFromQuaternion( q );
this.setFromRotationMatrix( matrix, order, update );
return this;
};
}(),
setFromVector3: function ( v, order ) {
return this.set( v.x, v.y, v.z, order || this._order );
},
reorder: function () {
// WARNING: this discards revolution information -bhouston
var q = new THREE.Quaternion();
return function ( newOrder ) {
q.setFromEuler( this );
this.setFromQuaternion( q, newOrder );
};
}(),
equals: function ( euler ) {
return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
},
fromArray: function ( array ) {
this._x = array[ 0 ];
this._y = array[ 1 ];
this._z = array[ 2 ];
if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
this.onChangeCallback();
return this;
},
toArray: function () {
return [ this._x, this._y, this._z, this._order ];
},
toVector3: function ( optionalResult ) {
if ( optionalResult ) {
return optionalResult.set( this._x, this._y, this._z );
} else {
return new THREE.Vector3( this._x, this._y, this._z );
}
},
onChange: function ( callback ) {
this.onChangeCallback = callback;
return this;
},
onChangeCallback: function () {},
clone: function () {
return new THREE.Euler( this._x, this._y, this._z, this._order );
}
};
/*** END Euler ***/
/*** START Math ***/
/**
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
*/
THREE.Math = {
generateUUID: function () {
// http://www.broofa.com/Tools/Math.uuid.htm
var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
var uuid = new Array( 36 );
var rnd = 0, r;
return function () {
for ( var i = 0; i < 36; i ++ ) {
if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
uuid[ i ] = '-';
} else if ( i == 14 ) {
uuid[ i ] = '4';
} else {
if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
r = rnd & 0xf;
rnd = rnd >> 4;
uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ];
}
}
return uuid.join( '' );
};
}(),
// Clamp value to range <a, b>
clamp: function ( x, a, b ) {
return ( x < a ) ? a : ( ( x > b ) ? b : x );
},
// Clamp value to range <a, inf)
clampBottom: function ( x, a ) {
return x < a ? a : x;
},
// Linear mapping from range <a1, a2> to range <b1, b2>
mapLinear: function ( x, a1, a2, b1, b2 ) {
return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
},
// http://en.wikipedia.org/wiki/Smoothstep
smoothstep: function ( x, min, max ) {
if ( x <= min ) return 0;
if ( x >= max ) return 1;
x = ( x - min ) / ( max - min );
return x * x * ( 3 - 2 * x );
},
smootherstep: function ( x, min, max ) {
if ( x <= min ) return 0;
if ( x >= max ) return 1;
x = ( x - min ) / ( max - min );
return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
},
// Random float from <0, 1> with 16 bits of randomness
// (standard Math.random() creates repetitive patterns when applied over larger space)
random16: function () {
return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
},
// Random integer from <low, high> interval
randInt: function ( low, high ) {
return Math.floor( this.randFloat( low, high ) );
},
// Random float from <low, high> interval
randFloat: function ( low, high ) {
return low + Math.random() * ( high - low );
},
// Random float from <-range/2, range/2> interval
randFloatSpread: function ( range ) {
return range * ( 0.5 - Math.random() );
},
degToRad: function () {
var degreeToRadiansFactor = Math.PI / 180;
return function ( degrees ) {
return degrees * degreeToRadiansFactor;
};
}(),
radToDeg: function () {
var radianToDegreesFactor = 180 / Math.PI;
return function ( radians ) {
return radians * radianToDegreesFactor;
};
}(),
isPowerOfTwo: function ( value ) {
return ( value & ( value - 1 ) ) === 0 && value !== 0;
},
nextPowerOfTwo: function ( value ) {
value --;
value |= value >> 1;
value |= value >> 2;
value |= value >> 4;
value |= value >> 8;
value |= value >> 16;
value ++;
return value;
}
};
/*** END Math ***/
}
module.exports = THREE;
},{}],10:[function(_dereq_,module,exports){
/*
* Copyright 2015 Google Inc. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var THREE = _dereq_('./three-math.js');
var Util = _dereq_('./util.js');
var ROTATE_SPEED = 0.5;
/**
* Provides a quaternion responsible for pre-panning the scene before further
* transformations due to device sensors.
*/
function TouchPanner() {
window.addEventListener('touchstart', this.onTouchStart_.bind(this));
window.addEventListener('touchmove', this.onTouchMove_.bind(this));
window.addEventListener('touchend', this.onTouchEnd_.bind(this));
this.isTouching = false;
this.rotateStart = new THREE.Vector2();
this.rotateEnd = new THREE.Vector2();
this.rotateDelta = new THREE.Vector2();
this.theta = 0;
this.orientation = new THREE.Quaternion();
}
TouchPanner.prototype.getOrientation = function() {
this.orientation.setFromEuler(new THREE.Euler(0, 0, this.theta));
return this.orientation;
};
TouchPanner.prototype.resetSensor = function() {
this.theta = 0;
};
TouchPanner.prototype.onTouchStart_ = function(e) {
// Only respond if there is exactly one touch.
if (e.touches.length != 1) {
return;
}
this.rotateStart.set(e.touches[0].pageX, e.touches[0].pageY);
this.isTouching = true;
};
TouchPanner.prototype.onTouchMove_ = function(e) {
if (!this.isTouching) {
return;
}
this.rotateEnd.set(e.touches[0].pageX, e.touches[0].pageY);
this.rotateDelta.subVectors(this.rotateEnd, this.rotateStart);
this.rotateStart.copy(this.rotateEnd);
// On iOS, direction is inverted.
if (Util.isIOS()) {
this.rotateDelta.x *= -1;
}
var element = document.body;
this.theta += 2 * Math.PI * this.rotateDelta.x / element.clientWidth * ROTATE_SPEED;
};
TouchPanner.prototype.onTouchEnd_ = function(e) {
this.isTouching = false;
};
module.exports = TouchPanner;
},{"./three-math.js":9,"./util.js":11}],11:[function(_dereq_,module,exports){
/*
* Copyright 2015 Google Inc. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var Util = window.Util || {};
Util.MIN_TIMESTEP = 0.001;
Util.MAX_TIMESTEP = 1;
Util.clamp = function(value, min, max) {
return Math.min(Math.max(min, value), max);
};
Util.isIOS = function() {
return /iPad|iPhone|iPod/.test(navigator.platform);
};
Util.isFirefoxAndroid = function() {
return navigator.userAgent.indexOf('Firefox') !== -1 && navigator.userAgent.indexOf('Android') !== -1;
}
// Helper method to validate the time steps of sensor timestamps.
Util.isTimestampDeltaValid = function(timestampDeltaS) {
if (isNaN(timestampDeltaS)) {
return false;
}
if (timestampDeltaS <= Util.MIN_TIMESTEP) {
return false;
}
if (timestampDeltaS > Util.MAX_TIMESTEP) {
return false;
}
return true;
}
module.exports = Util;
},{}],12:[function(_dereq_,module,exports){
/*
* Copyright 2015 Google Inc. All Rights Reserved.
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
var CardboardHMDVRDevice = _dereq_('./cardboard-hmd-vr-device.js');
//var OrientationPositionSensorVRDevice = require('./orientation-position-sensor-vr-device.js');
var FusionPositionSensorVRDevice = _dereq_('./fusion-position-sensor-vr-device.js');
var MouseKeyboardPositionSensorVRDevice = _dereq_('./mouse-keyboard-position-sensor-vr-device.js');
// Uncomment to add positional tracking via webcam.
//var WebcamPositionSensorVRDevice = require('./webcam-position-sensor-vr-device.js');
var HMDVRDevice = _dereq_('./base.js').HMDVRDevice;
var PositionSensorVRDevice = _dereq_('./base.js').PositionSensorVRDevice;
function WebVRPolyfill() {
this.devices = [];
if (!this.isWebVRAvailable()) {
this.enablePolyfill();
}
}
WebVRPolyfill.prototype.isWebVRAvailable = function() {
return ('getVRDevices' in navigator) || ('mozGetVRDevices' in navigator);
};
WebVRPolyfill.prototype.enablePolyfill = function() {
// Initialize our virtual VR devices.
if (this.isCardboardCompatible()) {
this.devices.push(new CardboardHMDVRDevice());
}
// Polyfill using the right position sensor.
if (this.isMobile()) {
//this.devices.push(new OrientationPositionSensorVRDevice());
this.devices.push(new FusionPositionSensorVRDevice());
} else {
if (!WebVRConfig.MOUSE_KEYBOARD_CONTROLS_DISABLED) {
this.devices.push(new MouseKeyboardPositionSensorVRDevice());
}
// Uncomment to add positional tracking via webcam.
//this.devices.push(new WebcamPositionSensorVRDevice());
}
// Provide navigator.getVRDevices.
navigator.getVRDevices = this.getVRDevices.bind(this);
// Provide the CardboardHMDVRDevice and PositionSensorVRDevice objects.
window.HMDVRDevice = HMDVRDevice;
window.PositionSensorVRDevice = PositionSensorVRDevice;
};
WebVRPolyfill.prototype.getVRDevices = function() {
var devices = this.devices;
return new Promise(function(resolve, reject) {
try {
resolve(devices);
} catch (e) {
reject(e);
}
});
};
/**
* Determine if a device is mobile.
*/
WebVRPolyfill.prototype.isMobile = function() {
return /Android/i.test(navigator.userAgent) ||
/iPhone|iPad|iPod/i.test(navigator.userAgent);
};
WebVRPolyfill.prototype.isCardboardCompatible = function() {
// For now, support all iOS and Android devices.
// Also enable the WebVRConfig.FORCE_VR flag for debugging.
return this.isMobile() || WebVRConfig.FORCE_ENABLE_VR;
};
module.exports = WebVRPolyfill;
},{"./base.js":1,"./cardboard-hmd-vr-device.js":2,"./fusion-position-sensor-vr-device.js":4,"./mouse-keyboard-position-sensor-vr-device.js":6}]},{},[5]);
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - stereo pano demo</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<meta name="viewmode" content="projection=stereo">
<style>
html, body {
background-color: #000;
margin: 0;
padding: 0;
overflow: hidden;
}
#vrMode {
position: absolute;
top: 0;
left: 0;
margin: 10px;
padding: 10px;
border: 0;
background: #000;
color: #fff;
font-size: 1rem;
}
</style>
<script>
WebVRConfig = {
// Forces availability of VR mode.
FORCE_ENABLE_VR: true, // Default: false.
// Complementary filter coefficient. 0 for accelerometer, 1 for gyro.
//K_FILTER: 0.98, // Default: 0.98.
// How far into the future to predict during fast motion.
//PREDICTION_TIME_S: 0, // Default: 0.050s.
// Flag to disable touch panner. In case you have your own touch controls
//TOUCH_PANNER_DISABLED: true, // Default: false.
// Enable yaw panning only, disabling roll and pitch. This can be useful
// for panoramas with nothing interesting above or below.
//YAW_ONLY: true, // Default: false.
// To disable keyboard and mouse controls. If you implement your own.
//MOUSE_KEYBOARD_CONTROLS_DISABLED: true // Default: false
}
</script>
</head>
<body>
<button id="vrMode">VR MODE</button>
<script src="../build/three.min.js"></script>
<script src="js/libs/webvr-polyfill.js"></script>
<script src="js/controls/VRControls.js"></script>
<script src="js/effects/VREffect.js"></script>
<script>
var camera;
var vrControls;
var effect;
var renderer;
var scene;
var vrMode = false;
function init() {
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio ? window.devicePixelRatio : 1 );
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 90, window.innerWidth / window.innerHeight, 1, 10000 );
camera.layers.enable(1);
effect = new THREE.VREffect( renderer );
vrControls = new THREE.VRControls( camera );
var textures = getTexturesFromAtlasFile( "textures/cube/sun_temple_stripe_stereo.jpg", 12 );
var materials = [];
for ( var i = 0; i < 6; i ++ ) {
materials.push( new THREE.MeshBasicMaterial( { map: textures[i] } ) );
}
var skyBox = new THREE.Mesh( new THREE.CubeGeometry( 1024, 1024, 1024 ), new THREE.MeshFaceMaterial( materials ) );
skyBox.applyMatrix( new THREE.Matrix4().makeScale( 1, 1, -1 ) );
skyBox.layers.set( 1 );
scene.add( skyBox );
var materialsR = [];
for ( var i = 6; i < 12; i ++ ) {
materialsR.push( new THREE.MeshBasicMaterial( { map: textures[i] } ) );
}
var skyBoxR = new THREE.Mesh( new THREE.CubeGeometry( 1024, 1024, 1024 ), new THREE.MeshFaceMaterial( materialsR ) );
skyBoxR.applyMatrix( new THREE.Matrix4().makeScale( 1, 1, -1 ) );
skyBoxR.layers.set( 2 );
scene.add( skyBoxR );
animate();
onWindowResize();
}
function getTexturesFromAtlasFile( atlasImgUrl, tilesNum ) {
var textures = [];
for ( var i=0; i < tilesNum; i++ ) {
textures[i] = new THREE.Texture();
}
var imageObj = new Image();
imageObj.onload = function() {
var canvas, context;
var tileWidth = imageObj.height;
for ( var i = 0; i < textures.length; i++ ) {
canvas = document.createElement( 'canvas' );
context = canvas.getContext( '2d' );
canvas.height = tileWidth;
canvas.width = tileWidth;
context.drawImage( imageObj, tileWidth * i, 0, tileWidth, tileWidth, 0, 0, tileWidth, tileWidth );
textures[i].image = canvas
textures[i].needsUpdate = true;
}
};
imageObj.src = atlasImgUrl;
return textures;
}
function requestFullscreen() {
effect.setFullScreen( true );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
if (vrMode) {
effect.setSize(window.innerWidth, window.innerHeight);
} else {
renderer.setSize(window.innerWidth, window.innerHeight);
}
}
function onFullscreenChange(e) {
var fsElement = document.fullscreenElement ||
document.mozFullScreenElement ||
document.webkitFullscreenElement;
if ( !fsElement ) {
vrMode = false;
} else {
window.screen.orientation.lock( 'landscape' );
}
}
function animate() {
if ( vrMode ) {
effect.render( scene, camera );
} else {
renderer.setViewport( 0, 0, window.innerWidth, window.innerHeight );
renderer.render( scene, camera );
}
vrControls.update();
requestAnimationFrame( animate );
}
document.querySelector( '#vrMode' ).addEventListener( 'click', function() {
vrMode = vrMode ? false : true;
requestFullscreen();
onWindowResize();
} );
document.addEventListener( 'fullscreenchange', onFullscreenChange );
document.addEventListener( 'mozfullscreenchange', onFullscreenChange );
window.addEventListener( 'resize', onWindowResize, false );
init();
</script>
</body>
</html>
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - stereo pano demo</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<meta name="viewmode" content="projection=stereo">
<style>
html, body {
background-color: #000;
margin: 0px;
padding: 0px;
overflow: hidden;
}
#VrMode {
position: absolute;
top: 0;
left: 0;
margin: 10px;
background: black;
border: 0;
color: #fff;
padding: 10px;
font-size: 1rem;
}
</style>
<script>
WebVRConfig = {
// Forces availability of VR mode.
FORCE_ENABLE_VR: true, // Default: false.
// Complementary filter coefficient. 0 for accelerometer, 1 for gyro.
//K_FILTER: 0.98, // Default: 0.98.
// How far into the future to predict during fast motion.
//PREDICTION_TIME_S: 0, // Default: 0.050s.
// Flag to disable touch panner. In case you have your own touch controls
//TOUCH_PANNER_DISABLED: true, // Default: false.
// Enable yaw panning only, disabling roll and pitch. This can be useful
// for panoramas with nothing interesting above or below.
//YAW_ONLY: true, // Default: false.
// To disable keyboard and mouse controls. If you implement your own.
//MOUSE_KEYBOARD_CONTROLS_DISABLED: true // Default: false
}
</script>
</head>
<body>
<button id="VrMode">VR MODE</button>
<script src="../build/three.min.js"></script>
<script src="js/libs/webvr-polyfill.js"></script>
<script src="js/controls/VRControls.js"></script>
<script src="js/effects/VREffect.js"></script>
<script>
var camera;
var vrControls;
var effect;
var renderer;
var scene;
var TwitchStream = false;
function init() {
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio ? window.devicePixelRatio : 1 );
document.body.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 90, window.innerWidth / window.innerHeight, 1, 10000 );
camera.layers.enable(1);
effect = new THREE.VREffect( renderer );
vrControls = new THREE.VRControls( camera );
var textures = getTexturesFromAtlasFile( "textures/cube/sun_temple_stripe_stereo.jpg", 12 );
var materials = [];
for ( var i = 0; i < 6; i ++ ) {
materials.push( new THREE.MeshBasicMaterial( { map: textures[i] } ) );
}
var skyBox = new THREE.Mesh( new THREE.CubeGeometry( 1024, 1024, 1024 ), new THREE.MeshFaceMaterial( materials ) );
skyBox.applyMatrix( new THREE.Matrix4().makeScale( 1, 1, -1 ) );
skyBox.layers.set( 1 );
scene.add( skyBox );
var materialsR = [];
for ( var i = 6; i < 12; i ++ ) {
materialsR.push( new THREE.MeshBasicMaterial( { map: textures[i] } ) );
}
var skyBoxR = new THREE.Mesh( new THREE.CubeGeometry( 1024, 1024, 1024 ), new THREE.MeshFaceMaterial( materialsR ) );
skyBoxR.applyMatrix( new THREE.Matrix4().makeScale( 1, 1, -1 ) );
skyBoxR.layers.set( 2 );
scene.add( skyBoxR );
animate();
onWindowResize();
}
function getTexturesFromAtlasFile( atlasImgUrl, tilesNum ) {
var textures = [];
for ( var i=0; i < tilesNum; i++ ) {
textures[i] = new THREE.Texture();
}
var imageObj = new Image();
imageObj.onload = function() {
var canvas, context;
var tileWidth = imageObj.height;
for ( var i = 0; i < textures.length; i++ ) {
canvas = document.createElement( 'canvas' );
context = canvas.getContext( '2d' );
canvas.height = tileWidth;
canvas.width = tileWidth;
context.drawImage( imageObj, tileWidth * i, 0, tileWidth, tileWidth, 0, 0, tileWidth, tileWidth );
textures[i].image = canvas
textures[i].needsUpdate = true;
}
};
imageObj.src = atlasImgUrl;
return textures;
}
function requestFullscreen() {
effect.setFullScreen( true );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
if (TwitchStream) {
effect.setSize(window.innerWidth, window.innerHeight);
} else {
renderer.setSize(window.innerWidth, window.innerHeight);
}
}
function onFullscreenChange(e) {
var fsElement = document.fullscreenElement ||
document.mozFullScreenElement ||
document.webkitFullscreenElement;
if ( !fsElement ) {
TwitchStream = false;
} else {
window.screen.orientation.lock( 'landscape' );
}
}
function animate() {
if ( TwitchStream ) {
effect.render( scene, camera );
} else {
renderer.setViewport( 0, 0, window.innerWidth, window.innerHeight );
renderer.render( scene, camera );
}
vrControls.update();
requestAnimationFrame( animate );
}
document.querySelector( '#VrMode' ).addEventListener( 'click', function() {
TwitchStream = TwitchStream ? false : true;
requestFullscreen();
onWindowResize();
} );
document.addEventListener( 'fullscreenchange', onFullscreenChange );
document.addEventListener( 'mozfullscreenchange', onFullscreenChange );
window.addEventListener( 'resize', onWindowResize, false );
init();
</script>
</body>
</html>
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册