monument-app.js 18 KB

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  1. if (typeof AFRAME === 'undefined') {
  2. throw new Error('Component attempted to register before AFRAME was available.');
  3. }
  4. AFRAME.registerComponent('linepath', {
  5. schema: {
  6. color: { default: '#000' },
  7. width: { default: 0.01 },
  8. path: {
  9. default: [
  10. { x: -0.5, y: 0, z: 0 },
  11. { x: 0.5, y: 0, z: 0 }
  12. ]
  13. // Deserialize path in the form of comma-separated vec3s: `0 0 0, 1 1 1, 2 0 3`.
  14. // parse: function (value) {
  15. // return value.split(',').map(coordinates.parse);
  16. // },
  17. // Serialize array of vec3s in case someone does setAttribute('line', 'path', [...]).
  18. // stringify: function (data) {
  19. // return data.map(coordinates.stringify).join(',');
  20. // }
  21. }
  22. },
  23. update: function () {
  24. var material = new MeshLineMaterial({
  25. color: new THREE.Color(this.data.color), //this.data.color
  26. lineWidth: this.data.width
  27. });
  28. var geometry = new THREE.Geometry();
  29. this.data.path.forEach(function (vec3) {
  30. geometry.vertices.push(
  31. new THREE.Vector3(vec3.x, vec3.y, vec3.z)
  32. );
  33. });
  34. let line = new MeshLine();
  35. line.setGeometry( geometry );
  36. //new THREE.Line(geometry, material)
  37. this.el.setObject3D('mesh', new THREE.Mesh( line.geometry, material ));
  38. },
  39. remove: function () {
  40. this.el.removeObject3D('mesh');
  41. }
  42. });
  43. AFRAME.registerComponent('gizmo', {
  44. schema: {
  45. mode: { default: 'translate' }
  46. },
  47. update: function (old) {
  48. let modes = ['translate', 'rotate', 'scale'];
  49. if (!this.gizmo) {
  50. let newMode = modes.filter(el => {
  51. return el == this.data.mode
  52. })
  53. if (newMode.length !== 0) {
  54. this.mode = this.data.mode
  55. this.transformControls.setMode(this.mode)
  56. }
  57. }
  58. },
  59. init: function () {
  60. let self = this
  61. this.mode = this.data.mode
  62. let activeCamera = document.querySelector('#avatarControl').getObject3D('camera');
  63. let renderer = this.el.sceneEl.renderer;
  64. this.transformControls = new THREE.TransformControls(activeCamera, renderer.domElement);
  65. this.transformControls.attach( this.el.object3D);
  66. this.el.sceneEl.setObject3D('control-'+this.el.id, this.transformControls);
  67. this.transformControls.addEventListener('change', function (evt) {
  68. // console.log('changed');
  69. var object = self.transformControls.object;
  70. if (object === undefined) {
  71. return;
  72. }
  73. var transformMode = self.transformControls.getMode();
  74. switch (transformMode) {
  75. case 'translate':
  76. vwf_view.kernel.setProperty(object.el.id, 'position',
  77. [object.position.x, object.position.y, object.position.z] )
  78. break;
  79. case 'rotate':
  80. vwf_view.kernel.setProperty(object.el.id, 'rotation',
  81. [THREE.Math.radToDeg(object.rotation.x), THREE.Math.radToDeg(object.rotation.y), THREE.Math.radToDeg(object.rotation.z)] )
  82. break;
  83. case 'scale':
  84. vwf_view.kernel.setProperty(object.el.id, 'scale',
  85. [object.scale.x, object.scale.y, object.scale.z] )
  86. break;
  87. }
  88. //vwf_view.kernel.fireEvent(evt.detail.target.id, "clickEvent")
  89. });
  90. },
  91. remove: function () {
  92. this.transformControls.detach();
  93. this.el.sceneEl.removeObject3D('control-'+this.el.id);
  94. },
  95. tick: function (t) {
  96. this.transformControls.update();
  97. }
  98. });
  99. AFRAME.registerComponent('cursor-listener', {
  100. init: function () {
  101. this.el.addEventListener('click', function (evt) {
  102. console.log('I was clicked at: ', evt.detail.intersection.point);
  103. let cursorID = 'cursor-avatar-'+ vwf_view.kernel.moniker();
  104. if (evt.detail.cursorEl.id.includes(vwf_view.kernel.moniker())) {
  105. vwf_view.kernel.fireEvent(evt.detail.target.id, "clickEvent")
  106. }
  107. //vwf_view.kernel.fireEvent(evt.detail.target.id, "clickEvent")
  108. });
  109. }
  110. });
  111. AFRAME.registerComponent('raycaster-listener', {
  112. init: function () {
  113. let self = this;
  114. this.intersected = false;
  115. this.casters = {}
  116. this.el.addEventListener('raycaster-intersected', function (evt) {
  117. if (evt.detail.el.nodeName == 'A-CURSOR') {
  118. //console.log('CURSOR was intersected at: ', evt.detail.intersection.point);
  119. } else {
  120. if (self.intersected) {
  121. } else {
  122. console.log('I was intersected at: ', evt.detail.intersection.point);
  123. vwf_view.kernel.fireEvent(evt.detail.target.id, "intersectEvent")
  124. }
  125. self.casters[evt.detail.el.id] = evt.detail.el;
  126. self.intersected = true;
  127. }
  128. });
  129. this.el.addEventListener('raycaster-intersected-cleared', function (evt) {
  130. if (evt.detail.el.nodeName == 'A-CURSOR') {
  131. //console.log('CURSOR was intersected at: ', evt.detail.intersection.point);
  132. } else {
  133. if (self.intersected) {
  134. console.log('Clear intersection');
  135. if (Object.entries(self.casters).length == 1 && (self.casters[evt.detail.el.id] !== undefined))
  136. {
  137. vwf_view.kernel.fireEvent(evt.detail.target.id, "clearIntersectEvent")
  138. }
  139. delete self.casters[evt.detail.el.id]
  140. } else {}
  141. self.intersected = false;
  142. }
  143. });
  144. }
  145. });
  146. AFRAME.registerComponent('envmap', {
  147. /**
  148. * Creates a new THREE.ShaderMaterial using the two shaders defined
  149. * in vertex.glsl and fragment.glsl.
  150. */
  151. init: function () {
  152. const data = this.data;
  153. //this.applyToMesh();
  154. this.el.addEventListener('model-loaded', () => this.applyToMesh());
  155. },
  156. /**
  157. * Update the ShaderMaterial when component data changes.
  158. */
  159. update: function () {
  160. },
  161. getEnvMap: function () {
  162. var path = './assets/textures/skybox2/';
  163. var format = '.jpg';
  164. var urls = [
  165. path + 'px' + format, path + 'nx' + format,
  166. path + 'py' + format, path + 'ny' + format,
  167. path + 'pz' + format, path + 'nz' + format
  168. ];
  169. envMap = new THREE.CubeTextureLoader().load(urls);
  170. envMap.format = THREE.RGBFormat;
  171. return envMap;
  172. },
  173. /**
  174. * Apply the material to the current entity.
  175. */
  176. applyToMesh: function () {
  177. const mesh = this.el.getObject3D('mesh');
  178. //var scene = mesh;
  179. var envMap = this.getEnvMap();
  180. mesh.traverse(function (node) {
  181. if (node.material) {
  182. node.material.side = THREE.BackSide;
  183. node.material.needsUpdate = true;
  184. //side = THREE.DoubleSide; break;
  185. }
  186. });
  187. mesh.traverse(function (node) {
  188. if (node.material && (node.material.isMeshStandardMaterial ||
  189. (node.material.isShaderMaterial && node.material.envMap !== undefined))) {
  190. node.material.envMap = envMap;
  191. node.material.needsUpdate = true;
  192. }
  193. });
  194. // const mesh = this.el.getObject3D('mesh');
  195. // if (mesh) {
  196. // mesh.material = this.material;
  197. // }
  198. },
  199. /**
  200. * On each frame, update the 'time' uniform in the shaders.
  201. */
  202. tick: function (t) {
  203. }
  204. })
  205. AFRAME.registerComponent('avatarbvh0', {
  206. /**
  207. * Creates a new THREE.ShaderMaterial using the two shaders defined
  208. * in vertex.glsl and fragment.glsl.
  209. */
  210. init: function () {
  211. let skeletonHelper;
  212. let self = this;
  213. this.clock = new THREE.Clock();
  214. let loader = new THREE.BVHLoader();
  215. loader.load("./assets/walk.bvh", function (result) {
  216. skeletonHelper = new THREE.SkeletonHelper(result.skeleton.bones[0]);
  217. skeletonHelper.skeleton = result.skeleton; // allow animation mixer to bind to SkeletonHelper directly
  218. //var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  219. skeletonHelper.material.depthTest = true;
  220. skeletonHelper.material.lineWidth = 10.0;
  221. skeletonHelper.material.depthWrite = true;
  222. skeletonHelper.material.transparent = false;
  223. skeletonHelper.material.flatShading = true;
  224. var boneContainer = new THREE.Group();
  225. boneContainer.add(result.skeleton.bones[0]);
  226. self.el.setObject3D('skeletonHelper', skeletonHelper);
  227. self.el.setObject3D('mesh', boneContainer);
  228. //scene.add( skeletonHelper );
  229. // scene.add( boneContainer );
  230. // play animation
  231. self.mixer = new THREE.AnimationMixer(skeletonHelper);
  232. self.mixer.clipAction(result.clip).setEffectiveWeight(1.0).play();
  233. });
  234. },
  235. /**
  236. * Update the ShaderMaterial when component data changes.
  237. */
  238. update: function () {
  239. },
  240. tick: function (t) {
  241. var delta = this.clock.getDelta();
  242. if (this.mixer) this.mixer.update(delta);
  243. }
  244. })
  245. AFRAME.registerComponent('avatarbvh', {
  246. init: function () {
  247. let helper;
  248. let self = this;
  249. this.clock = new THREE.Clock();
  250. console.log(this.el.object3D);
  251. this.el.addEventListener('model-loaded', function (evt) {
  252. const model = evt.detail.model
  253. console.log(model);
  254. // let loader = new THREE.BVHLoader();
  255. // loader.load("./assets/walk.bvh", function (bvh) {
  256. // console.log(model);
  257. // self.mixer = new THREE.AnimationMixer(model.children[0].children[0]);
  258. // self.mixer.clipAction(bvh.clip).setEffectiveWeight(1.0).play();
  259. // })
  260. //console.log(evt);
  261. self.mixer = new THREE.AnimationMixer(model);
  262. self.mixer.clipAction(model.animations[0]).setEffectiveWeight(1.0).play();
  263. })
  264. let loader = new THREE.BVHLoader();
  265. loader.load("./assets/walk.bvh", function (bvh) {
  266. const mesh = self.el.object3D;
  267. //mesh.material.skinning = true;
  268. // mesh.updateMatrixWorld();
  269. // mesh.skeleton.calculateInverses();
  270. // mesh.normalizeSkinWeights ()
  271. // See example from THREE.Skeleton for the armSkeleton
  272. // var rootBone = bvh.skeleton.bones[0]
  273. // mesh.add( rootBone );
  274. // mesh.bind( bvh.skeleton );
  275. // skeletonHelper = new THREE.SkeletonHelper(mesh);
  276. // self.mixer = new THREE.AnimationMixer(mesh );
  277. // self.mixer.clipAction(bvh.clip).setEffectiveWeight(1.0).play();
  278. })
  279. },
  280. update: function () {
  281. },
  282. tick: function (t) {
  283. var delta = this.clock.getDelta();
  284. // update skeletal animcation
  285. if (this.mixer){
  286. this.mixer.update(delta)
  287. }
  288. }
  289. })
  290. AFRAME.registerComponent('avatarbvh_best', {
  291. /**
  292. * Creates a new THREE.ShaderMaterial using the two shaders defined
  293. * in vertex.glsl and fragment.glsl.
  294. */
  295. createBones: function (object, jsonBones) {
  296. /* adapted from the THREE.SkinnedMesh constructor */
  297. // create bone instances from json bone data
  298. const bones = jsonBones.map(gbone => {
  299. bone = new THREE.Bone()
  300. bone.name = gbone.name
  301. bone.position.fromArray(gbone.pos)
  302. bone.quaternion.fromArray(gbone.rotq)
  303. if (gbone.scl !== undefined) bone.scale.fromArray(gbone.scl)
  304. return bone
  305. })
  306. // add bone instances to the root object
  307. jsonBones.forEach((gbone, index) => {
  308. if (gbone.parent !== -1 && gbone.parent !== null && bones[gbone.parent] !== undefined) {
  309. bones[gbone.parent].add(bones[index])
  310. } else {
  311. // object.add(bones[index])
  312. }
  313. })
  314. return bones
  315. },
  316. createSkinnedMesh: function (mesh, skeleton) {
  317. // create SkinnedMesh from static mesh geometry and swap it in the scene graph
  318. const skinnedMesh = new THREE.SkinnedMesh(mesh.geometry, mesh.material)
  319. skinnedMesh.castShadow = true
  320. skinnedMesh.receiveShadow = true
  321. // bind to skeleton
  322. skinnedMesh.bind(skeleton)
  323. // swap mesh for skinned mesh
  324. //mesh.parent.add(skinnedMesh)
  325. // mesh.parent.remove(mesh)
  326. return skinnedMesh
  327. },
  328. init: function () {
  329. let helper;
  330. let self = this;
  331. this.clock = new THREE.Clock();
  332. let loader = new THREE.BVHLoader();
  333. loader.load("./assets/walk.bvh", function (bvh) {
  334. // skeletonHelper = new THREE.SkeletonHelper(result.skeleton.bones[0]);
  335. // skeletonHelper.skeleton = result.skeleton; // allow animation mixer to bind to SkeletonHelper directly
  336. self.bvhData = bvh;
  337. new THREE.GLTFLoader().load("./assets/av2/avatar.gltf", result => {
  338. let scene = result
  339. const mesh = new THREE.SkinnedMesh(
  340. result,
  341. new THREE.MeshPhongMaterial()
  342. );
  343. mesh.material.skinning = true;
  344. //group.add( mesh );
  345. mesh.updateMatrixWorld();
  346. mesh.skeleton.calculateInverses();
  347. mesh.normalizeSkinWeights ()
  348. // See example from THREE.Skeleton for the armSkeleton
  349. var rootBone = self.bvhData.skeleton.bones[0]
  350. mesh.add( rootBone );
  351. // Bind the skeleton to the mesh
  352. mesh.bind( self.bvhData.skeleton );
  353. skeletonHelper = new THREE.SkeletonHelper(mesh);
  354. //skeletonHelper.skeleton = self.bvhData.skeleton;
  355. //var boneContainer = new THREE.Group();
  356. // boneContainer.add(mesh);
  357. // mesh.bind(self.bvhData.skeleton, mesh.matrixWorld)
  358. // const bones = self.createBones(result, result.bones)
  359. // mesh.updateMatrixWorld()
  360. // let skeleton = new THREE.Skeleton(bones, undefined, true)
  361. // mesh.bind(skeleton, mesh.matrixWorld)
  362. // let body = self.createSkinnedMesh(mesh, skeleton)
  363. // skeletonHelper = new THREE.SkeletonHelper(body);
  364. self.el.setObject3D('mesh', mesh)
  365. //self.el.setObject3D('mesh',boneContainer)
  366. self.mixer = new THREE.AnimationMixer(mesh );
  367. self.mixer.clipAction(self.bvhData.clip).setEffectiveWeight(1.0).play();
  368. //self.mixer.clipAction( mesh.geometry.animations[ 0 ] ).play();
  369. // const mesh = new THREE.SkinnedMesh(
  370. // result,
  371. // new THREE.MeshPhongMaterial()
  372. // );
  373. // mesh.material.skinning = true;
  374. // self.el.setObject3D('mesh', mesh)
  375. // self.mixer = new THREE.AnimationMixer( mesh );
  376. // self.mixer.clipAction( mesh.geometry.animations[ 0 ] ).play();
  377. // find armature root object.
  378. // This is a group instance with a userData.bones property
  379. // containing bones in the same format as would normally be
  380. // found on a SkinnedMesh Geometry instance
  381. //let root = scene.getObjectByName('Human')
  382. // manually create bones and parent them to the root object
  383. // NOTE: This is normally done in the SkinnedMesh constructor
  384. // const bones = self.createBones(root, root.userData.bones)
  385. // const bones = bvh.skeleton.bones[0]
  386. // Important! must update world matrices before creating skeleton instance
  387. //result.updateMatrixWorld()
  388. // create skeleton
  389. // let skeleton = new THREE.Skeleton(bones, undefined, true)
  390. // const skinnedMesh = new THREE.SkinnedMesh(result, null)
  391. // skinnedMesh.bind(skeleton, mesh.matrixWorld)
  392. // create SkinnedMesh from static mesh geometry
  393. // let body = self.createSkinnedMesh(root.getObjectByName('Body'), skeleton)
  394. //let body = self.createSkinnedMesh(result, skeleton)
  395. //let clothes = self.createSkinnedMesh(root.getObjectByName('Clothes'), skeleton)
  396. // create skeleton helper
  397. // self.helper = new THREE.SkeletonHelper(root)
  398. // scene.add(self.helper)
  399. // self.el.setObject3D('mesh', scene)
  400. // self.el.setObject3D('mesh', clothes)
  401. //self.el.setObject3D('skeletonHelper', self.helper)
  402. // scene.add( helper )
  403. // skeletal animation
  404. // self.mixer = new THREE.AnimationMixer(root);
  405. //self.mixer.clipAction(scene.animations[0]).play()
  406. // self.mixer.clipAction(bvh.clip).setEffectiveWeight(1.0).play();
  407. // let action = self.mixer.clipAction( scene.animations[ 0 ] ).play();
  408. //action.enabled = true;
  409. // self.mixer = new THREE.AnimationMixer(self.helper);
  410. // self.mixer.clipAction(scene.animations[0]).play();
  411. // start
  412. //animate()
  413. })
  414. })
  415. },
  416. /**
  417. * Update the ShaderMaterial when component data changes.
  418. */
  419. update: function () {
  420. },
  421. tick: function (t) {
  422. var delta = this.clock.getDelta();
  423. // update skeletal animcation
  424. if (this.mixer){
  425. this.mixer.update(delta)
  426. // update skeleton helper
  427. //this.helper.update()
  428. }
  429. }
  430. })