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Add Mirror to bitecs #5919
Add Mirror to bitecs #5919
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import { addComponent } from "bitecs"; | ||
import { PlaneGeometry } from "three"; | ||
import { Reflector } from "three/examples/jsm/objects/Reflector"; | ||
import { addObject3DComponent } from "../utils/jsx-entity"; | ||
import { Mirror } from "../bit-components"; | ||
import { HubsWorld } from "../app"; | ||
import { Layers } from "../camera-layers"; | ||
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const DEFAULT_MIRROR_GEOMETRY = new PlaneGeometry(); | ||
// We may need to revisit the default texture size | ||
// because the full window resolution may be too huge. | ||
const DEFAULT_TEXTURE_WIDTH = window.innerWidth * window.devicePixelRatio; | ||
const DEFAULT_TEXTURE_HEIGHT = window.innerHeight * window.devicePixelRatio; | ||
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export type MirrorParams = { | ||
color?: string; | ||
}; | ||
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const DEFAULTS = { | ||
color: '#7f7f7f' | ||
}; | ||
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export function inflateMirror(world: HubsWorld, eid: number, params: MirrorParams) { | ||
params = Object.assign({}, DEFAULTS, params); | ||
const geometry = DEFAULT_MIRROR_GEOMETRY; | ||
const reflector = new Reflector(geometry, { | ||
color: params.color, | ||
textureWidth: DEFAULT_TEXTURE_WIDTH, | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This is not new and we don't necessarily need to fix this right now, but I quite dislike that we make this so high resolution... Not sure what a more sane value would be. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Yes, probably lower resolution will be better. Added a comment for now. |
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textureHeight: DEFAULT_TEXTURE_HEIGHT | ||
}); | ||
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// HACK the first time we render this, add the appropriate camera layers | ||
// to the virtual camera. There is no other way to easily access camera | ||
// used for Reflector. We may remove with Three.js r149 or newer because | ||
// Reflector will expose camera. | ||
const originalOnBeforeRender = reflector.onBeforeRender; | ||
reflector.onBeforeRender = function (renderer, scene, camera, geometry, material, group) { | ||
const originalRender = renderer.render; | ||
renderer.render = function (scene, camera) { | ||
camera.layers.enable(Layers.CAMERA_LAYER_THIRD_PERSON_ONLY); | ||
camera.layers.enable(Layers.CAMERA_LAYER_VIDEO_TEXTURE_TARGET); | ||
reflector.onBeforeRender = originalOnBeforeRender; | ||
originalRender.call(renderer, scene, camera); | ||
}; | ||
originalOnBeforeRender(renderer, scene, camera, geometry, material, group); | ||
renderer.render = originalRender; | ||
}; | ||
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addObject3DComponent(world, eid, reflector); | ||
addComponent(world, Mirror, eid); | ||
return eid; | ||
} | ||
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There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Duplicated code with https://github.com/mozilla/hubs/blob/master/src/components/mirror.js I thought it would be ok because not so many codes and src/components/mirror.js may be removed when the new framework will land. If we want to avoid duplicated code we can add a new file and let There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I think its ok, since the plan is to remove the old code once we remove the |
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In the old code,
this.el.object3DMap?.mesh?.geometry
is used if defined.https://github.com/mozilla/hubs/blob/40bbcc41c6b5c2eac2982b0a8bf2bbebd44db195/src/components/mirror.js#L24
In the new framework, is there a chance that
geometry
is already defined when inflating, too?There was a problem hiding this comment.
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Since mirror is currently only exposed in Spoke, and Spoke doesn't do this, I don't think we need to support that right now.
Just to think through what it would look like if we wanted to support this later): It would be slightly tricky since in infiltrators you can not access the Object3D for the entity you are inflating on (since inflators may be what creates the Object3D) so we would need to instead write a system that swaps the existing mesh with a Reflector using the same Geometry.