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index.js
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index.js
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/* global AFRAME, THREE */
if (typeof AFRAME === 'undefined') {
throw new Error('Component attempted to register before AFRAME was available.');
}
/**
* enviroGetSettings() - console function for printing out the current environment settings
*/
function enviroGetSettings () {
document.querySelector('[environment]').components['environment'].logPreset();
}
AFRAME.registerComponent('environment', {
schema: {
active: {default: false},
preset: {default: 'default', oneOf: ['none', 'default', 'contact', 'egypt', 'checkerboard', 'forest', 'goaland', 'yavapai', 'goldmine', 'arches', 'threetowers', 'poison', 'tron', 'japan', 'dream', 'volcano', 'starry', 'osiris']},
seed: {type: 'int', default: 1, min: 0, max: 1000},
skyType: {default: 'color', oneOf:['none', 'color', 'gradient', 'atmosphere']},
skyColor: {type: 'color'},
horizonColor: {type: 'color'},
lighting: {default: 'distant', oneOf: ['none', 'distant', 'point']},
shadow: {default: false},
shadowSize: { default: 10},
lightPosition: {type:'vec3', default: {x: 0, y: 1, z: -0.2}},
fog: {type:'float', default: 0, min: 0, max: 1},
flatShading: {default: false},
playArea: {type: 'float', default: 1, min: 0.5, max: 10},
ground: {default: 'hills', oneOf:['none', 'flat', 'hills', 'canyon', 'spikes', 'noise']},
groundYScale: {type: 'float', default: 3, min: 0, max: 50},
groundTexture: {default: 'none', oneOf:['none', 'checkerboard', 'squares', 'walkernoise']},
groundColor: {type: 'color', default: '#553e35'},
groundColor2: {type: 'color', default: '#694439'},
dressing: {default: 'none', oneOf:['none', 'cubes', 'pyramids', 'cylinders', 'hexagons', 'stones', 'trees', 'mushrooms', 'towers', 'apparatus', 'arches', 'torii']},
dressingAmount: {type: 'int', default: 10, min: 0, max: 1000},
dressingColor: {type: 'color', default: '#795449'},
dressingScale: {type: 'float', default: 5, min: 0, max: 100},
dressingVariance: {type: 'vec3', default: {x: 1, y: 1, z: 1}},
dressingUniformScale: {default: true},
dressingOnPlayArea: {type: 'float', default: 0, min: 0, max: 1},
grid: {default:'none', oneOf:['none', '1x1', '2x2', 'crosses', 'dots', 'xlines', 'ylines']},
gridColor: {type: 'color', default: '#ccc'}
},
multiple: false,
presets: {
'none' : {},
'default' : {active: true, seed: 1, skyType: 'atmosphere', skyColor: '#88c', horizonColor: '#ddd', lighting: 'distant', lightPosition: { x: -0.11, y: 1, z: 0.33}, fog: 0.78, flatShading: false, playArea: 1, ground: 'hills', groundYScale: 3, groundTexture: 'checkerboard', groundColor: '#454545', groundColor2: '#5d5d5d', dressing: 'none', dressingAmount: 10, dressingColor: '#795449', dressingScale: 1, dressingVariance: { x: 0, y: 0, z: 0}, dressingUniformScale: true, dressingOnPlayArea: 0, grid: 'none', gridColor: '#ccc', shadow: false},
'contact': {active: true, seed: 14, skyType: 'gradient', skyColor: '#478d54', horizonColor: '#b696cb', lighting: 'distant', lightPosition: { x: 0, y: 2.01, z: -1}, fog: 0.8, flatShading: false, playArea: 1, ground: 'spikes', groundYScale: 4.91, groundTexture: 'none', groundColor: '#2e455f', groundColor2: '#694439', dressing: 'apparatus', dressingAmount: 7, dressingColor: '#657067', dressingScale: 20, dressingVariance: { x: 20, y: 20, z: 20}, dressingUniformScale: true, dressingOnPlayArea: 0, grid: '1x1', gridColor: '#478d54', shadow: false},
'egypt': {active: true, seed: 26, skyType: 'gradient', skyColor: '#1b7660', horizonColor: '#e4b676', lighting: 'distant', lightPosition: { x: 0, y: 1.65, z: -1}, fog: 0.75, flatShading: false, playArea: 1, ground: 'hills', groundYScale: 5, groundTexture: 'walkernoise', groundColor: '#664735', groundColor2: '#6c4b39', dressing: 'pyramids', dressingAmount: 10, dressingColor: '#7c5c45', dressingScale: 5, dressingVariance: { x: 20, y: 20, z: 20}, dressingUniformScale: true, dressingOnPlayArea: 0, grid: 'spots', gridColor: '#e4b676', shadow: false},
'checkerboard': {active: true, seed: 1, skyType: 'gradient', skyColor: '#0d0d0d', horizonColor: '#404040', lighting: 'distant', lightPosition: { x: 0, y: 1, z: -0.2}, fog: 0.81, flatShading: true, playArea: 1, ground: 'hills', groundYScale: 4.81, groundTexture: 'checkerboard', groundColor: '#252525', groundColor2: '#111111', dressing: 'cubes', dressingAmount: 10, dressingColor: '#9f9f9f', dressingScale: 1.51, dressingVariance: { x: 5, y: 20, z: 5}, dressingUniformScale: true, dressingOnPlayArea: 0, grid: 'dots', gridColor: '#ccc', shadow: false},
'forest': {active: true, seed: 8, skyType: 'gradient', skyColor: '#24b59f', horizonColor: '#eff9b7', lighting: 'distant', lightPosition: { x: -1.2, y: 0.88, z: -0.55}, fog: 0.8, flatShading: false, playArea: 1, ground: 'noise', groundYScale: 4.18, groundTexture: 'squares', groundColor: '#937a24', groundColor2: '#987d2e', dressing: 'trees', dressingAmount: 500, dressingColor: '#888b1d', dressingScale: 1, dressingVariance: { x: 10, y: 10, z: 10}, dressingUniformScale: true, dressingOnPlayArea: 0, grid: 'none', gridColor: '#c5a543', shadow: false},
'goaland': {active: true, seed: 17, skyType: 'gradient', skyColor: '#14645f', horizonColor: '#a3dab8', lighting: 'point', lightPosition: { x: 0.1, y: 4, z: 0.56}, fog: 0.73, flatShading: false, playArea: 1, ground: 'noise', groundYScale: 0.81, groundTexture: 'none', groundColor: '#ae3241', groundColor2: '#db4453', dressing: 'mushrooms', dressingAmount: 150, dressingColor: '#a9313d', dressingScale: 5, dressingVariance: { x: 5, y: 10, z: 5}, dressingUniformScale: true, dressingOnPlayArea: 0, grid: 'dots', gridColor: '#239893', shadow: false},
'yavapai': {active: true, seed: 11, skyType: 'gradient', skyColor: '#239849', horizonColor: '#cfe0af', lighting: 'distant', lightPosition: { x: 0.5, y: 1, z: 0}, fog: 0.8, flatShading: true, playArea: 1, ground: 'canyon', groundYScale: 9.76, groundTexture: 'walkernoise', groundColor: '#C66344', groundColor2: '#c96b4b', dressing: 'stones', dressingAmount: 500, dressingColor: '#C66344', dressingScale: 0.06, dressingVariance: { x: 0.2, y: 0.1, z: 0.2}, dressingUniformScale: true, dressingOnPlayArea: 1, grid: 'none', gridColor: '#239893', shadow: false},
'goldmine': {active: true, seed: 53, skyType: 'gradient', skyColor: '#1e1c1a', horizonColor: '#8c7964', lighting: 'point', lightPosition: { x: -0.09, y: 3, z: 0.33}, fog: 0.43, flatShading: true, playArea: 1.08, ground: 'canyon', groundYScale: 50, groundTexture: 'none', groundColor: '#353535', groundColor2: '#454545', dressing: 'hexagons', dressingAmount: 300, dressingColor: '#fe921b', dressingScale: 0.5, dressingVariance: { x: 2, y: 8, z: 2}, dressingUniformScale: true, dressingOnPlayArea: 0.03, grid: 'none', gridColor: '#ccc', shadow: false},
'threetowers': {active: true, seed: 5, skyType: 'gradient', skyColor: '#23a06b', horizonColor: '#f5e170', lighting: 'distant', lightPosition: { x: 0.5, y: 1, z: 0}, fog: 0.8, flatShading: false, playArea: 1, ground: 'spikes', groundYScale: 4.26, groundTexture: 'walkernoise', groundColor: '#273a49', groundColor2: '#2b464f', dressing: 'towers', dressingAmount: 3, dressingColor: '#5f6d94', dressingScale: 50, dressingVariance: { x: 10, y: 100, z: 10}, dressingUniformScale: true, dressingOnPlayArea: 0, grid: 'none', gridColor: '#239893', shadow: false},
'poison': {active: true, seed: 92, skyType: 'gradient', skyColor: '#1ea84a', horizonColor: '#177132', lighting: 'distant', lightPosition: { x: 0.5, y: 1, z: 0}, fog: 0.8, flatShading: false, playArea: 1, ground: 'canyon', groundYScale: 9.76, groundTexture: 'none', groundColor: '#851f31', groundColor2: '#912235', dressing: 'hexagons', dressingAmount: 20, dressingColor: '#c7415b', dressingScale: 20, dressingVariance: { x: 20, y: 200, z: 20}, dressingUniformScale: false, dressingOnPlayArea: 0, grid: 'crosses', gridColor: '#1ea84a', shadow: false},
'arches': {active: true, seed: 19, skyType: 'atmosphere', skyColor: '#8cbdc8', horizonColor: '#ddd', lighting: 'distant', lightPosition: { x: -0.11, y: 0.16, z: 0.33}, fog: 0.67, flatShading: true, playArea: 1, ground: 'canyon', groundYScale: 10, groundTexture: 'walkernoise', groundColor: '#a87d6f', groundColor2: '#795449', dressing: 'arches', dressingAmount: 6, dressingColor: '#795449', dressingScale: 26, dressingVariance: { x: 20, y: 40, z: 20}, dressingUniformScale: true, dressingOnPlayArea: 0.04, grid: 'none', gridColor: '#ccc', shadow: false},
'tron': {active: true, seed: 14, skyType: 'gradient', skyColor: '#091b39', horizonColor: '#284a9e', lighting: 'distant', lightPosition: { x: -0.72, y: 0.62, z: 0.4}, fog: 0.8, flatShading: false, playArea: 1, ground: 'spikes', groundYScale: 4.91, groundTexture: 'none', groundColor: '#061123', groundColor2: '#694439', dressing: 'towers', dressingAmount: 5, dressingColor: '#fb000e', dressingScale: 15, dressingVariance: { x: 20, y: 20, z: 20}, dressingUniformScale: true, dressingOnPlayArea: 0, grid: '1x1', gridColor: '#fb000e', shadow: false},
'japan': {active: true, seed: 14, skyType: 'gradient', skyColor: '#7e5db5', horizonColor: '#b4adda', lighting: 'distant', lightPosition: { x: 1.33, y: 1, z: 0.24}, fog: 0.9, flatShading: false, playArea: 1, ground: 'hills', groundYScale: 25, groundTexture: 'walkernoise', groundColor: '#7e5db5', groundColor2: '#cabdf5', dressing: 'torii', dressingAmount: 4, dressingColor: '#bc5e7c', dressingScale: 15, dressingVariance: { x: 0, y: 0, z: 0}, dressingUniformScale: true, dressingOnPlayArea: 0, grid: 'spots', gridColor: '#e4b676', shadow: false},
'dream': {active: true, seed: 17, skyType: 'gradient', skyColor: '#87faf4', horizonColor: '#b34093', lighting: 'distant', lightPosition: { x: -0.72, y: 0.53, z: 0.97}, fog: 0.8, flatShading: false, playArea: 1, ground: 'hills', groundYScale: 20, groundTexture: 'checkerboard', groundColor: '#b34093', groundColor2: '#c050a2', dressing: 'mushrooms', dressingAmount: 300, dressingColor: '#3cf7ed', dressingScale: 0.2, dressingVariance: { x: 0.2, y: 0.2, z: 0.2}, dressingUniformScale: true, dressingOnPlayArea: 1, grid: 'none', gridColor: '#239893', shadow: false},
'volcano': {active: true, seed: 92, skyType: 'gradient', skyColor: '#4a070f', horizonColor: '#f62300', lighting: 'point', lightPosition: { x: 0.5, y: 2.25, z: 0}, fog: 0.87, flatShading: false, playArea: 1, ground: 'canyon', groundYScale: 9.76, groundTexture: 'walkernoise', groundColor: '#fb0803', groundColor2: '#510000', dressing: 'arches', dressingAmount: 15, dressingColor: '#fb0803', dressingScale: 3, dressingVariance: { x: 10, y: 100, z: 10}, dressingUniformScale: false, dressingOnPlayArea: 0.2, grid: 'none', gridColor: '#fa0e00', shadow: false},
'starry': {active: true, seed: 1, skyType: 'atmosphere', skyColor: '#88c', horizonColor: '#ddd', lighting: 'distant', lightPosition: { x: 0, y: -0.01, z: -0.46}, fog: 0.7, flatShading: false, playArea: 1, ground: 'hills', groundYScale: 3, groundTexture: 'none', groundColor: '#553e35', groundColor2: '#694439', dressing: 'none', dressingAmount: 100, dressingColor: '#795449', dressingScale: 5, dressingVariance: { x: 1, y: 1, z: 1}, dressingUniformScale: true, grid: '1x1', dressingOnPlayArea: 0, gridColor: '#39d2f2', shadow: false},
'osiris': {active: true, seed: 46, skyType: 'atmosphere', skyColor: '#88c', horizonColor: '#ddd', lighting: 'distant', lightPosition: { x: 0, y: 0.02, z: -0.46}, fog: 0, flatShading: false, playArea: 1, ground: 'hills', groundYScale: 3, groundTexture: 'none', groundColor: '#9e7b47', groundColor2: '#9e7b47', dressing: 'pyramids', dressingAmount: 7, dressingColor: '#9e7b47', dressingScale: 5, dressingVariance: { x: 30, y: 30, z: 30}, dressingUniformScale: true, grid: 'dots', dressingOnPlayArea: 0, gridColor: '#daa452', shadow: false},
'moon': {active: true, seed: 11, skyType: 'gradient', skyColor: '#000000', horizonColor: '#000000', lighting: 'distant', lightPosition: { x: 0.5, y: 1, z: 0}, fog: 0.8, flatShading: true, playArea: 1, ground: 'canyon', groundYScale: 9.76, groundTexture: 'walkernoise', groundColor: '#D1D1D1', groundColor2: '#494949', dressing: 'stones', dressingAmount: 500, dressingColor: '#494949', dressingScale: 0.06, dressingVariance: { x: 0.2, y: 0.1, z: 0.2}, dressingUniformScale: true, dressingOnPlayArea: 1, grid: 'none', gridColor: '#239893', shadow: false}
},
init: function () {
this.environmentData = {};
// stage ground diameter (and sky radius)
this.STAGE_SIZE = 200;
// data for dressing meshes
this.assets = {
'arches': [
{
type: 'mesh',
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'towers': [
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'mushrooms': [
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// scale down dressing meshes (coordinates were saved in integers for better compression)
for (var i in this.assets){
for (var j = 0; j < this.assets[i].length; j++) {
var asset = this.assets[i][j];
if (asset.type != 'mesh') continue;
for (var v = 0, len = asset.vertices.length; v < len; v++) {
asset.vertices[v] /= 1000.0;
}
}
}
// save current scene fog
this.userFog = this.el.sceneEl.getAttribute('fog');
// create sky
this.sky = document.createElement('a-sky');
this.sky.setAttribute('radius', this.STAGE_SIZE);
this.sky.setAttribute('theta-length', 110);
this.sky.classList.add('environment');
// stars are created when needed
this.stars = null;
// create ground
this.groundMaterial = null;
this.ground = document.createElement('a-entity');
this.ground.setAttribute('rotation', '-90 0 0');
this.ground.classList.add('environmentGround');
this.ground.classList.add('environment');
this.groundCanvas = null;
this.groundTexture = null;
this.groundMaterial = null;
this.groundGeometry = null;
this.dressing = document.createElement('a-entity');
this.dressing.classList.add('environmentDressing');
this.dressing.classList.add('environment');
this.gridCanvas = null;
this.gridTexture = null;
// create lights (one ambient hemisphere light, and one directional for the sun)
this.hemilight = document.createElement('a-entity');
this.hemilight.classList.add('environment');
this.hemilight.setAttribute('position', '0 50 0');
this.hemilight.setAttribute('light', {
type: 'hemisphere',
color: '#CEE4F0',
intensity: 0.4
});
this.sunlight = document.createElement('a-entity');
this.sunlight.classList.add('environment');
this.sunlight.setAttribute('position', this.data.lightPosition);
this.sunlight.setAttribute('light', {intensity: 0.6});
// add everything to the scene
this.el.appendChild(this.hemilight);
this.el.appendChild(this.sunlight);
this.el.appendChild(this.ground);
this.el.appendChild(this.dressing);
this.el.appendChild(this.sky);
},
// returns a fog color from a specific sky type and sun height
getFogColor: function (skyType, sunHeight) {
var fogColor;
if (skyType == 'color' || skyType == 'none'){
fogColor = new THREE.Color(this.environmentData.skyColor);
}
else if (skyType == 'gradient'){
fogColor = new THREE.Color(this.environmentData.horizonColor);
}
else if (skyType == 'atmosphere')
{
var fogRatios = [ 1, 0.5, 0.22, 0.1, 0.05, 0];
var fogColors = ['#C0CDCF', '#81ADC5', '#525e62', '#2a2d2d', '#141616', '#000'];
if (sunHeight <= 0) return '#000';
sunHeight = Math.min(1, sunHeight);
for (var i = 0; i < fogRatios.length; i++){
if (sunHeight > fogRatios[i]){
var c1 = new THREE.Color(fogColors[i - 1]);
var c2 = new THREE.Color(fogColors[i]);
var a = (sunHeight - fogRatios[i]) / (fogRatios[i - 1] - fogRatios[i]);
c2.lerp(c1, a);
fogColor = c2;
break;
}
}
}
// dim down the color
fogColor.multiplyScalar(0.9);
// mix it a bit with ground color
fogColor.lerp(new THREE.Color(this.data.groundColor), 0.3);
return '#' + fogColor.getHexString();
},
update: function (oldDataNonPreset) {
var oldData;
if (!this.data.preset) {
oldData = oldDataNonPreset;
this.environmentData = this.data;
} else {
oldData = AFRAME.utils.clone(this.environmentData);
this.environmentData = {};
Object.assign(this.environmentData, this.data);
Object.assign(this.environmentData, this.presets[this.data.preset]);
Object.assign(this.environmentData, this.el.components.environment.attrValue);
console.log(this.environmentData);
}
var skyType = this.environmentData.skyType;
var sunPos = new THREE.Vector3(this.environmentData.lightPosition.x, this.environmentData.lightPosition.y, this.environmentData.lightPosition.z);
sunPos.normalize();
// update light colors and intensities
if (this.sunlight) {
this.sunlight.setAttribute('position', this.environmentData.lightPosition);
if (skyType != 'atmosphere') {
// dim down the sky color for the light
var skycol = new THREE.Color(this.environmentData.skyColor);
skycol.r = (skycol.r + 1.0) / 2.0;
skycol.g = (skycol.g + 1.0) / 2.0;
skycol.b = (skycol.b + 1.0) / 2.0;
this.hemilight.setAttribute('light', {'color': '#' + skycol.getHexString()});
this.sunlight.setAttribute('light', {'intensity': 0.6});
this.hemilight.setAttribute('light', {'intensity': 0.6});
}
else {
this.sunlight.setAttribute('light', {'intensity': 0.1 + sunPos.y * 0.5});
this.hemilight.setAttribute('light', {'intensity': 0.1 + sunPos.y * 0.5});
}
this.sunlight.setAttribute('light', {
castShadow: this.environmentData.shadow,
shadowCameraLeft: -this.environmentData.shadowSize,
shadowCameraBottom: -this.environmentData.shadowSize,
shadowCameraRight: this.environmentData.shadowSize,
shadowCameraTop: this.environmentData.shadowSize
});
}
// update sky colors
if (skyType !== oldData.skyType ||
this.environmentData.skyColor != oldData.skyColor ||
this.environmentData.horizonColor != oldData.horizonColor) {
var mat = {};
mat.shader = {'none': 'flat', 'color': 'flat', 'gradient': 'gradientshader', 'atmosphere': 'skyshader'}[skyType];
if (this.stars) {
this.stars.setAttribute('visible', skyType == 'atmosphere');
}
if (skyType == 'color') {
mat.color = this.environmentData.skyColor;
mat.fog = false;
}
else if (skyType == 'gradient') {
mat.topColor = this.environmentData.skyColor;
mat.bottomColor = this.environmentData.horizonColor;
}
this.sky.setAttribute('material', mat);
}
// set atmosphere sun position and stars
if (skyType == 'atmosphere') {
this.sky.setAttribute('material', {'sunPosition': sunPos});
this.setStars((1 - Math.max(0, (sunPos.y + 0.08) * 8)) * 2000 );
}
// set fog color
if (this.environmentData.fog > 0) {
this.el.sceneEl.setAttribute('fog', {
color: this.getFogColor(skyType, sunPos.y),
far: (1.01 - this.environmentData.fog) * this.STAGE_SIZE * 2
});
}
else {
this.el.sceneEl.removeAttribute('fog');
}
// scene lights
this.sunlight.setAttribute('light', {type: this.environmentData.lighting == 'point' ? 'point' : 'directional'});
this.sunlight.setAttribute('visible', this.environmentData.lighting !== 'none');
this.hemilight.setAttribute('visible', this.environmentData.lighting !== 'none');
// check if ground geometry needs to be calculated
var updateGroundGeometry =
!this.groundGeometry ||
this.environmentData.seed != oldData.seed ||
this.environmentData.ground != oldData.ground ||
this.environmentData.playArea != oldData.playArea ||
this.environmentData.flatShading != oldData.flatShading;
// check if any parameter of the ground was changed, and update it
if (updateGroundGeometry ||
this.environmentData.groundColor != oldData.groundColor ||
this.environmentData.groundColor2 != oldData.groundColor2 ||
this.environmentData.groundYScale != oldData.groundYScale ||
this.environmentData.groundTexture != oldData.groundTexture ||
this.environmentData.gridColor != oldData.gridColor ||
this.environmentData.grid != oldData.grid
)
{
this.updateGround(updateGroundGeometry);
// set bounce light color to ground color
if (this.hemilight) this.hemilight.setAttribute('light', {'groundColor': this.environmentData.groundColor});
}
// update dressing
if (this.environmentData.seed != oldData.seed ||
this.environmentData.dressingOnPlayArea != oldData.dressingOnPlayArea ||
this.environmentData.dressing != oldData.dressing ||
this.environmentData.flatShading != oldData.flatShading ||
this.environmentData.dressingAmount != oldData.dressingAmount ||
this.environmentData.dressingScale != oldData.dressingScale ||
this.environmentData.dressingColor != oldData.dressingColor ||
this.environmentData.dressingVariance.x != oldData.dressingVariance.x ||
this.environmentData.dressingVariance.y != oldData.dressingVariance.y ||
this.environmentData.dressingVariance.z != oldData.dressingVariance.z ||
this.environmentData.dressingUniformScale != oldData.dressingUniformScale
) {
this.updateDressing();
}
this.sky.setAttribute('visible', skyType !== 'none');
this.el.setAttribute('visible', this.environmentData.active);
if (!this.environmentData.active) {
if (this.userFog) {
this.el.sceneEl.setAttribute('fog', this.userFog);
}
else {
this.el.sceneEl.removeAttribute('fog');
}
}
// dump current component settings to console
this.dumpParametersDiff();
},
// logs current parameters to console, for saving to a preset
logPreset: function () {
var str = '{';
for (var i in this.schema){
if (i == 'preset') continue;
str += i + ': ';
var type = this.schema[i].type;
if (type == 'vec3') {
str += '{ x: ' + this.environmentData[i].x + ', y: ' + this.environmentData[i].y + ', z: ' + this.environmentData[i].z + '}';
}
else if (type == 'string' || type == 'color') {
str += '"' + this.environmentData[i] + '"';
}
else {
str += this.environmentData[i];
}
str += ', ';
}
str += '}';
console.log(str);
},
// dumps current component settings to console.
dumpParametersDiff: function () {
// trim number to 3 decimals
function dec3 (v) {
return Math.floor(v * 1000) / 1000;
}
var params = [];
var usingPreset = this.data.preset != 'none' ? this.presets[this.data.preset] : false;
if (usingPreset) {
params.push('preset: ' + this.data.preset);
}
for (var i in this.schema) {
if (i == 'preset' || (usingPreset && usingPreset[i] === undefined)) {
continue;
}
var def = usingPreset ? usingPreset[i] : this.schema[i].default;
var data = this.environmentData[i];
var type = this.schema[i].type;
if (type == 'vec3') {
var coords = def;
if (typeof(def) == 'string') {
def = def.split(' ');
coords = {x: def[0], y: def[1], z: def[2]};
}
if (dec3(coords.x) != dec3(data.x) || dec3(coords.y) != dec3(data.y) || dec3(coords.z) != dec3(data.z)) {
params.push(i + ': ' + dec3(data.x) + ' ' + dec3(data.y) + ' ' + dec3(data.z));
}
}
else {
if (def != data) {
if (this.schema[i].type == 'number') {
data = dec3(data);
}
params.push(i + ': ' + data);
}
}
}
console.log('%c' + params.join('; '), 'color: #f48;font-weight:bold');
},
// Custom Math.random() with seed. Given this.environmentData.seed and x, it always returns the same "random" number
random: function (x) {
return parseFloat('0.' + Math.sin(this.environmentData.seed * 9999 * x).toString().substr(7));
},
// updates ground attributes, and geometry if required
updateGround: function (updateGeometry) {
var resolution = 64; // number of divisions of the ground mesh
if (updateGeometry) {
var visibleground = this.environmentData.ground != 'none';
this.ground.setAttribute('visible', visibleground);
if (!visibleground) {
return;
}
if (!this.groundGeometry) {
this.groundGeometry = new THREE.PlaneGeometry(this.STAGE_SIZE + 2, this.STAGE_SIZE + 2, resolution - 1, resolution - 1);
}
var perlin = new PerlinNoise(this.environmentData.seed);
var verts = this.groundGeometry.attributes.position.array;
var numVerts = verts.length;
var frequency = 10;
var inc = frequency / resolution;
var x = 0;
var y = 0;
for (var i = 2; i < numVerts; i+=3) {
if (this.environmentData.ground == 'flat') {
verts[i] = 0;
continue;
}
var h;
switch (this.environmentData.ground) {
case 'hills': {
h = Math.max(0, perlin.noise(x, y, 0));
break;
}
case 'canyon': {
h = 0.2 + perlin.noise(x, y, 0) * 0.8;
h = Math.min(1, Math.pow(h, 2) * 10);
break;
}
case 'spikes': {
h = this.random(i) < 0.02 ? this.random(i + 1) : 0;
break;
}
case 'noise': {
h = this.random(i) < 0.35 ? this.random(i + 1) : 0;
break;
}
}
h += this.random(i + 2) * 0.1; // add some randomness
// flat ground in the center
var xx = x * 2 / frequency - 1;
var yy = y * 2 / frequency - 1;
var pa = this.environmentData.playArea;
xx = Math.max(0, Math.min(1, (Math.abs(xx) - (pa - 0.9)) * (1 / pa) ));
yy = Math.max(0, Math.min(1, (Math.abs(yy) - (pa - 0.9)) * (1 / pa) ));
h *= xx > yy ? xx : yy;
if (h < 0.01) h = 0; // stick to the floor
// set height
verts[i] = h;
// calculate next x,y ground coordinates
x += inc;
if (x >= 10) {
x = 0;
y += inc;
}
}
this.groundGeometry.computeVertexNormals();
this.groundGeometry.attributes.position.needsUpdate = true;
this.groundGeometry.attributes.normal.needsUpdate = true;
}
// apply Y scale. There's no need to recalculate the geometry for this. Just change scale
this.ground.setAttribute('scale', {z: this.environmentData.groundYScale});
// update ground, playarea and grid textures.
var groundResolution = 2048;
var texMeters = 20; // ground texture of 20 x 20 meters
var texRepeat = this.STAGE_SIZE / texMeters;
if (!this.groundCanvas || this.groundCanvas.width != groundResolution) {
this.gridCanvas = document.createElement('canvas');
this.gridCanvas.width = groundResolution;
this.gridCanvas.height = groundResolution;
this.gridTexture = new THREE.Texture(this.gridCanvas);
this.gridTexture.wrapS = THREE.RepeatWrapping;
this.gridTexture.wrapT = THREE.RepeatWrapping;
this.gridTexture.repeat.set(texRepeat, texRepeat);
this.groundCanvas = document.createElement('canvas');
this.groundCanvas.width = groundResolution;
this.groundCanvas.height = groundResolution;
this.groundTexture = new THREE.Texture(this.groundCanvas);
this.groundTexture.wrapS = THREE.RepeatWrapping;
this.groundTexture.wrapT = THREE.RepeatWrapping;
this.groundTexture.repeat.set(texRepeat, texRepeat);
// ground material diffuse map is the regular ground texture and the grid texture
// is used in the emissive map. This way, the grid is always equally visible, even at night.
this.groundMaterialProps = {
map: this.groundTexture,
emissive: new THREE.Color(0xFFFFFF),
emissiveMap: this.gridTexture
};
// use .shading for A-Frame < 0.7.0 and .flatShading for A-Frame >= 0.7.0
if (new THREE.Material().hasOwnProperty('shading')) {
this.groundMaterialProps.shading = this.environmentData.flatShading ? THREE.FlatShading : THREE.SmoothShading;
} else {
this.groundMaterialProps.flatShading = this.environmentData.flatShading;
}
this.groundMaterial = new THREE.MeshLambertMaterial(this.groundMaterialProps);
}
var groundctx = this.groundCanvas.getContext('2d');
var gridctx = this.gridCanvas.getContext('2d');
this.drawTexture(groundctx, groundResolution, texMeters);
gridctx.fillStyle = '#000000';
gridctx.fillRect(0, 0, groundResolution, groundResolution);
this.drawGrid(gridctx, groundResolution, texMeters);
this.groundTexture.needsUpdate = true;
this.gridTexture.needsUpdate = true;
if (updateGeometry) {
var mesh = new THREE.Mesh(this.groundGeometry, this.groundMaterial);
this.ground.setObject3D('mesh', mesh);
}
else {
this.ground.getObject3D('mesh').material = this.groundMaterial;
}
this.ground.setAttribute('shadow', {
cast: false,
receive: this.environmentData.shadow
});
},
// draw grid to a canvas context
drawGrid: function (ctx, size, texMeters) {
if (this.environmentData.grid == 'none') return;
// one grid feature each 2 meters
var num = Math.floor(texMeters / 2);
var step = size / (texMeters / 2); // 2 meters == <step> pixels
var i, j, ii;
ctx.fillStyle = this.environmentData.gridColor;
switch (this.environmentData.grid) {
case '1x1':
case '2x2': {
if (this.environmentData.grid == '1x1') {
num = num * 2;
step = size / texMeters;
}
for (i = 0; i < num; i++) {
ii = Math.floor(i * step);
ctx.fillRect(0, ii, size, 1);
ctx.fillRect(ii, 0, 1, size);
}
break;
}
case 'crosses': {
var l = Math.floor(step / 20);
for (i = 0; i < num + 1; i++) {
ii = Math.floor(i * step);
for (j = 0; j < num + 1; j++) {
var jj = Math.floor(-l + j * step);
ctx.fillRect(jj, ii, l * 2, 1);
ctx.fillRect(ii, jj, 1, l * 2);
}
}
break;
}
case 'dots': {
for (i = 0; i < num + 1; i++) {
for (j = 0; j < num + 1; j++) {
ctx.beginPath(); ctx.arc(Math.floor(j * step), Math.floor(i * step), 4, 0, Math.PI * 2); ctx.fill();
}
}
break;
}
case 'xlines': {
for (i = 0; i < num; i++) {
ctx.fillRect(Math.floor(i * step), 0, 1, size);
}
break;
}
case 'ylines': {
for (i = 0; i < num; i++) {
ctx.fillRect(0, Math.floor(i * step), size, 1);
}
break;
}
}
},
// draw ground texture to a canvas context
drawTexture: function(ctx, size, texMeters) {
// fill all with ground Color
ctx.fillStyle = this.environmentData.groundColor;
ctx.fillRect(0, 0, size, size);
var i, col, col1, col2, im, imdata, numpixels;
if (this.environmentData.groundTexture == 'none') return;
switch(this.environmentData.groundTexture) {
case 'checkerboard': {
ctx.fillStyle = this.environmentData.groundColor2;
var num = Math.floor(texMeters / 2);
var step = size / (texMeters / 2); // 2 meters == <step> pixels
for (i = 0; i < num + 1; i += 2) {
for (var j = 0; j < num + 1; j ++) {
ctx.fillRect(Math.floor((i + j % 2) * step), Math.floor(j * step), Math.floor(step), Math.floor(step));
}
}
break;
}
case 'squares': {
var numSquares = 16;
var squareSize = size / numSquares;
col1 = new THREE.Color(this.environmentData.groundColor);
col2 = new THREE.Color(this.environmentData.groundColor2);
for (i = 0; i < numSquares * numSquares; i++) {
col = this.random(i + 3) > 0.5 ? col1.clone() : col2.clone();
col.addScalar(this.random(i + 3) * 0.1 - 0.05);
ctx.fillStyle = '#' + col.getHexString();
ctx.fillRect((i % numSquares) * squareSize, Math.floor(i / numSquares) * squareSize, squareSize, squareSize);
}
break;
}
case 'noise': {
// TODO: fix
imdata = ctx.getImageData(0, 0, size, size);
im = imdata.data;
col1 = new THREE.Color(this.environmentData.groundColor);
col2 = new THREE.Color(this.environmentData.groundColor2);
var diff = new THREE.Color(col2.r - col1.r, col2.g - col1.g, col2.b - col1.b);
var perlin = new PerlinNoise();
for (i = 0, j = 0, numpixels = im.length; i < numpixels; i += 4, j++){
//console.log( (j % size) / size, j / size)
var rnd = perlin.noise((j % size) / size * 3, j / size / size * 3, 0);
im[i + 0] = Math.floor((col1.r + diff.r * rnd) * 255);
im[i + 1] = Math.floor((col1.g + diff.g * rnd) * 255);
im[i + 2] = Math.floor((col1.b + diff.b * rnd) * 255);
}
ctx.putImageData(imdata, 0, 0);
break;
}
case 'walkernoise': {
var s = Math.floor(size / 2);
var tex = document.createElement('canvas');
tex.width = s;
tex.height = s;
var texctx = tex.getContext('2d');
texctx.fillStyle = this.environmentData.groundColor;
texctx.fillRect(0, 0, s, s);
imdata = texctx.getImageData(0, 0, s, s);
im = imdata.data;
col1 = new THREE.Color(this.environmentData.groundColor);
col2 = new THREE.Color(this.environmentData.groundColor2);
var walkers = [];
var numwalkers = 1000;
for (i = 0; i < numwalkers; i++) {
col = col1.clone().lerp(col2, Math.random());
walkers.push({
x: Math.random() * s,
y: Math.random() * s,
r: Math.floor(col.r * 255),
g: Math.floor(col.g * 255),
b: Math.floor(col.b * 255)
});
}
var iterations = 5000;
for (var it = 0; it< iterations; it++){
for (i = 0; i < numwalkers; i++) {
var walker = walkers[i];
var pos = Math.floor((walker.y * s + walker.x)) * 4;
im[pos + 0] = walker.r;
im[pos + 1] = walker.g;
im[pos + 2] = walker.b;
walker.x += Math.floor(Math.random() * 3) - 1;
walker.y += Math.floor(Math.random() * 3) - 1;
if (walker.x >= s) walker.x = walker.x - s;
if (walker.y >= s) walker.y = walker.y - s;
if (walker.x < 0) walker.x = s + walker.x;
if (walker.y < 0) walker.y = s + walker.y;
}
}
texctx.putImageData(imdata, 0, 0);
ctx.drawImage(tex, 0, 0, size, size);
break;
}
}
},
// returns an array of THREE.Geometry for set dressing
getAssetGeometry: function(data) {
if (!data) return null;
var geoset = [];
var self = this;
function applyNoise(geo, noise) {
var n = new THREE.Vector3();
var verts = geo.attributes.position.array;
var numVerts = verts.length;
for (var i = 0; i < numVerts; i+=3) {
verts[i] = (self.random(i) - 0.5) * noise;
verts[i+1] = (self.random(i + numVerts) - 0.5) * noise;
verts[i+2] = (self.random(i + numVerts * 2) - 0.5) * noise;
}
geo.attributes.position.needsUpdate = true;
}
var i, geo, verts;
for (var j = 0; j < data.length; j++) {
if (data[j].type == 'lathe') {
var maxy = -99999;
var points = [];
verts = data[j].vertices;
for (i = 0; i < verts.length; i += 2) {
points.push(new THREE.Vector2(verts[i], verts[i + 1]));
if (verts[i + 1] > maxy) {
maxy = verts[i + 1];
}
}
geo = new THREE.LatheGeometry(points, data[j]['segments'] || 8);
geo.applyMatrix4(new THREE.Matrix4().makeRotationFromEuler(new THREE.Euler(-Math.PI, 0, 0)));
geo.applyMatrix4(new THREE.Matrix4().makeTranslation(0, maxy, 0));
//if (data[j]['noise']) applyNoise(geo, data[j].noise);
geo = geo.toNonIndexed();
geoset.push(geo);
}
else if (data[j].type == 'extrude') {
var shape = new THREE.Shape();
verts = data[j].vertices;
for (i = 0; i < verts.length; i+= 2) {
if (i == 0) shape.moveTo(verts[i], verts[i + 1]);
else shape.lineTo(verts[i], verts[i + 1]);
}
geo = new THREE.ExtrudeGeometry(shape, {amount: 1, bevelEnabled: false});
geo.applyMatrix(new THREE.Matrix4().makeRotationFromEuler(new THREE.Euler(-Math.PI / 2, 0, 0)));
if (data[j]['noise']) applyNoise(geo, data[j].noise);
geoset.push(geo);
}
else if (data[j].type == 'mesh') {
geo = new THREE.BufferGeometry();
verts = data[j].vertices;
var faces = data[j].faces;
var positions = new Float32Array(verts);
geo.setIndex(faces);
geo.setAttribute('position', new THREE.BufferAttribute(positions, 3));
if (data[j]['mirror']) {
var mirroredGeo = geo.clone();
mirroredGeo.applyMatrix4(new THREE.Matrix4().makeRotationFromEuler(new THREE.Euler(0, Math.PI, 0)));
geo = THREE.BufferGeometryUtils.mergeBufferGeometries([geo, mirroredGeo]);
}
if (data[j]['noise']) applyNoise(geo, data[j].noise);
geo = geo.toNonIndexed();
geo.computeVertexNormals();
geoset.push(geo);
}
}
return geoset;
},
// updates set dressing
updateDressing: function () {
var dressing = new THREE.Object3D();
var geometries = [];
this.dressing.setAttribute('visible', this.environmentData.dressing != 'none');
if (this.environmentData.dressing == 'none') {
return;
}
// get array of geometries
var geoset;
switch (this.environmentData.dressing){
case 'cubes': {
geoset = [new THREE.BoxGeometry(1, 1, 1)];
geoset[0].applyMatrix(new THREE.Matrix4().makeTranslation(0, 0.5, 0));
break;
}
case 'pyramids': {
geoset = [new THREE.ConeGeometry(1, 1, 4, 1, true)];
geoset[0].applyMatrix(new THREE.Matrix4().makeTranslation(0, 0.5, 0));
break;
}
case 'cylinders': {
geoset = [new THREE.CylinderGeometry(0.5, 0.5, 1, 8, 1, true)];
geoset[0].applyMatrix(new THREE.Matrix4().makeTranslation(0, 0.5, 0));
break;
}
default: {
geoset = this.getAssetGeometry(this.assets[this.environmentData.dressing]);
if (!geoset) return;
break;
}
}
for (var i = 0, r = 88343; i < this.environmentData.dressingAmount; i++, r++) {
var clone = geoset[Math.floor(this.random(33 + i) * geoset.length)].clone;
var geo = geoset[Math.floor(this.random(33 + i) * geoset.length)].clone();
/*
// change vertex colors
var color = new THREE.Color(0xFFFFFF).multiplyScalar(1 - this.random(66 + i) * 0.3);
for (var f = 0, fl = geo.faces.length; f < fl; f++) {
var face = geo.faces[f];
for (var v = 0; v < 3; v++) {
p = geo.vertices[face[faceindex[v]]]; // get vertex position
var floorao = p.y / 4 + 0.75;
face.vertexColors[v] = new THREE.Color(color.r * floorao, color.g * floorao, color.b * floorao);
}
}
*/
// set random position, rotation and scale
var ds = this.environmentData.dressingScale;
var dv = new THREE.Vector3(this.environmentData.dressingVariance.x, this.environmentData.dressingVariance.y, this.environmentData.dressingVariance.z);
var distance;
var onPlayArea = this.random(r) < this.environmentData.dressingOnPlayArea;
if (onPlayArea) {
distance = this.random(r + 1) * 15;
}
else {
distance = 10 + Math.max(dv.x, dv.z) + 10 * this.random(r + 1) + this.random(r + 2) * this.STAGE_SIZE / 3;
}
var direction = this.random(r + 3) * Math.PI * 2;
var matrix = new THREE.Matrix4();
var scale = this.random(r + 4);
var uniformScale = this.environmentData.dressingUniformScale;
matrix.compose(
// position
new THREE.Vector3(
Math.cos(direction) * distance,
0,
Math.sin(direction) * distance
),
// rotation
new THREE.Quaternion().setFromAxisAngle(
new THREE.Vector3(0, 1, 0),
(this.random(r + 5) - 0.5) * dv.length() * Math.PI * 2
),
// scale
new THREE.Vector3(
ds + (uniformScale ? scale : this.random(r + 6)) * dv.x,
ds + (uniformScale ? scale : this.random(r + 7)) * dv.y,
ds + (uniformScale ? scale : this.random(r + 8)) * dv.z
)
);
geo.applyMatrix4(matrix);
geometries.push(geo);
}
// convert geometry to buffergeometry
var bufgeo = THREE.BufferGeometryUtils.mergeBufferGeometries(geometries);
bufgeo.attributes.position.needsUpdate = true;
// setup Materialial
var material = new THREE.MeshLambertMaterial({
color: new THREE.Color(this.environmentData.dressingColor)
});
// create mesh
var mesh = new THREE.Mesh(bufgeo, material);
dressing.add(mesh);
// add to scene
this.dressing.setObject3D('mesh', dressing);
},
// initializes the BufferGeometry for the stars
createStars: function() {
var numStars = 2000;
var geometry = new THREE.BufferGeometry();
var positions = new Float32Array( numStars * 3 );
var radius = this.STAGE_SIZE - 1;
var v = new THREE.Vector3();
for (var i = 0; i < positions.length; i += 3) {
v.set(this.random(i + 23) - 0.5, this.random(i + 24), this.random(i + 25) - 0.5);
v.normalize();
v.multiplyScalar(radius);
positions[i ] = v.x;
positions[i+1] = v.y;
positions[i+2] = v.z;
}
geometry.setAttribute('position', new THREE.BufferAttribute(positions, 3));
geometry.setDrawRange(0, 0); // don't draw any yet
var material = new THREE.PointsMaterial({size: 0.01, color: 0xCCCCCC, fog: false});
this.stars.setObject3D('mesh', new THREE.Points(geometry, material));
},
// Sets the number of stars visible. Calls createStars() to initialize if needed.
setStars: function (numStars) {
if (!this.stars){
this.stars = document.createElement('a-entity');
this.stars.id= 'stars';
this.createStars();
this.el.appendChild(this.stars);
}
numStars = Math.floor(Math.min(2000, Math.max(0, numStars)));
this.stars.getObject3D('mesh').geometry.setDrawRange(0, numStars);
}
});
// atmosphere sky shader. From https://github.com/aframevr/aframe/blob/master/examples/test/shaders/shaders/sky.js
AFRAME.registerShader('skyshader', {
schema: {
luminance: { type: 'number', default: 1, min: 0, max: 2, is: 'uniform' },
turbidity: { type: 'number', default: 2, min: 0, max: 20, is: 'uniform' },
reileigh: { type: 'number', default: 1, min: 0, max: 4, is: 'uniform' },
mieCoefficient: { type: 'number', default: 0.005, min: 0, max: 0.1, is: 'uniform' },
mieDirectionalG: { type: 'number', default: 0.8, min: 0, max: 1, is: 'uniform' },
sunPosition: { type: 'vec3', default: {x: 0, y: 0, z: -1}, is: 'uniform' },
color: {type: 'color', default: '#fff'} //placeholder to remove warning
},
vertexShader: [