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a-scene.js
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a-scene.js
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/* global Promise, screen */
var initMetaTags = require('./metaTags').inject;
var initWakelock = require('./wakelock');
var re = require('../a-register-element');
var scenes = require('./scenes');
var systems = require('../system').systems;
var THREE = require('../../lib/three');
var TWEEN = require('tween.js');
var utils = require('../../utils/');
// Require after.
var AEntity = require('../a-entity');
var ANode = require('../a-node');
var initPostMessageAPI = require('./postMessage');
var bind = utils.bind;
var isIOS = utils.device.isIOS();
var isMobile = utils.device.isMobile();
var registerElement = re.registerElement;
var warn = utils.debug('core:a-scene:warn');
/**
* Scene element, holds all entities.
*
* @member {number} animationFrameID
* @member {array} behaviors - Component instances that have registered themselves to be
updated on every tick.
* @member {object} camera - three.js Camera object.
* @member {object} canvas
* @member {bool} isScene - Differentiates as scene entity as opposed to other entites.
* @member {bool} isMobile - Whether browser is mobile (via UA detection).
* @member {object} object3D - Root three.js Scene object.
* @member {object} renderer
* @member {bool} renderStarted
* @member (object) effect - three.js VREffect
* @member {object} systems - Registered instantiated systems.
* @member {number} time
*/
module.exports = registerElement('a-scene', {
prototype: Object.create(AEntity.prototype, {
defaultComponents: {
value: {
'canvas': '',
'inspector': '',
'keyboard-shortcuts': '',
'screenshot': '',
'vr-mode-ui': '',
'auto-enter-vr': ''
}
},
createdCallback: {
value: function () {
this.isIOS = isIOS;
this.isMobile = isMobile;
this.isScene = true;
this.object3D = new THREE.Scene();
this.render = bind(this.render, this);
this.systems = {};
this.time = 0;
this.init();
}
},
init: {
value: function () {
this.behaviors = [];
this.hasLoaded = false;
this.isPlaying = false;
this.originalHTML = this.innerHTML;
this.addEventListener('render-target-loaded', function () {
this.setupRenderer();
this.resize();
});
this.addFullScreenStyles();
initPostMessageAPI(this);
},
writable: true
},
addFullScreenStyles: {
value: function () {
var htmlEl = document.documentElement;
htmlEl.classList.add('a-html');
document.body.classList.add('a-body');
this.classList.add('fullscreen');
}
},
removeFullScreenStyles: {
value: function () {
var htmlEl = document.documentElement;
htmlEl.classList.remove('a-html');
document.body.classList.remove('a-body');
this.classList.remove('fullscreen');
}
},
attachedCallback: {
value: function () {
var resize = bind(this.resize, this);
initMetaTags(this);
initWakelock(this);
this.initSystems();
window.addEventListener('load', resize);
window.addEventListener('resize', resize);
this.play();
// Add to scene index.
scenes.push(this);
},
writable: window.debug
},
initSystems: {
value: function () {
Object.keys(systems).forEach(bind(this.initSystem, this));
}
},
initSystem: {
value: function (name) {
var system;
if (this.systems[name]) { return; }
system = this.systems[name] = new systems[name](this);
system.init();
}
},
/**
* Shuts down scene on detach.
*/
detachedCallback: {
value: function () {
var sceneIndex;
window.cancelAnimationFrame(this.animationFrameID);
this.animationFrameID = null;
// Remove from scene index.
sceneIndex = scenes.indexOf(this);
scenes.splice(sceneIndex, 1);
}
},
/**
* @param {object} behavior - Generally a component. Must implement a .update() method to
* be called on every tick.
*/
addBehavior: {
value: function (behavior) {
var behaviors = this.behaviors;
if (behaviors.indexOf(behavior) !== -1) { return; }
behaviors.push(behavior);
}
},
/**
* For tests.
*/
checkHeadsetConnected: {
value: utils.device.checkHeadsetConnected,
writable: window.debug
},
/**
* Call `requestPresent` if WebVR or WebVR polyfill.
* Call `requestFullscreen` on desktop.
* Handle events, states, fullscreen styles.
*
* @returns {Promise}
*/
enterVR: {
value: function (event) {
var self = this;
// Don't enter VR if already in VR.
if (this.is('vr-mode')) { return Promise.resolve('Already in VR.'); }
if (this.checkHeadsetConnected() || this.isMobile) {
return this.effect.requestPresent().then(enterVRSuccess, enterVRFailure);
}
enterVRSuccess();
return Promise.resolve();
function enterVRSuccess () {
self.addState('vr-mode');
self.emit('enter-vr', event);
// Lock to landscape orientation on mobile.
if (self.isMobile && screen.orientation && screen.orientation.lock) {
screen.orientation.lock('landscape');
}
self.addFullScreenStyles();
// On mobile, the polyfill handles fullscreen.
// TODO: 07/16 Chromium builds break when `requestFullscreen`ing on a canvas
// that we are also `requestPresent`ing. Until then, don't fullscreen if headset
// connected.
if (!self.isMobile && !self.checkHeadsetConnected()) {
requestFullscreen(self.canvas);
}
self.resize();
}
function enterVRFailure (err) {
if (err && err.message) {
throw new Error('Failed to enter VR mode (`requestPresent`): ' + err.message);
} else {
throw new Error('Failed to enter VR mode (`requestPresent`).');
}
}
}
},
/**
* Call `exitPresent` if WebVR or WebVR polyfill.
* Handle events, states, fullscreen styles.
*
* @returns {Promise}
*/
exitVR: {
value: function () {
var self = this;
// Don't exit VR if not in VR.
if (!this.is('vr-mode')) { return Promise.resolve('Not in VR.'); }
exitFullscreen();
if (this.checkHeadsetConnected() || this.isMobile) {
return this.effect.exitPresent().then(exitVRSuccess, exitVRFailure);
}
exitVRSuccess();
return Promise.resolve();
function exitVRSuccess () {
self.removeState('vr-mode');
// Lock to landscape orientation on mobile.
if (self.isMobile && screen.orientation && screen.orientation.unlock) {
screen.orientation.unlock();
}
// Exiting VR in embedded mode, no longer need fullscreen styles.
if (self.hasAttribute('embedded')) { self.removeFullScreenStyles(); }
self.resize();
if (self.isIOS) { utils.forceCanvasResizeSafariMobile(this.canvas); }
self.emit('exit-vr', {target: self});
}
function exitVRFailure (err) {
if (err && err.message) {
throw new Error('Failed to exit VR mode (`exitPresent`): ' + err.message);
} else {
throw new Error('Failed to exit VR mode (`exitPresent`).');
}
}
}
},
/**
* Wraps Entity.getAttribute to take into account for systems.
* If system exists, then return system data rather than possible component data.
*/
getAttribute: {
value: function (attr) {
var system = this.systems[attr];
if (system) { return system.data; }
return AEntity.prototype.getAttribute.call(this, attr);
}
},
/**
* `getAttribute` used to be `getDOMAttribute` and `getComputedAttribute` used to be
* what `getAttribute` is now. Now legacy code.
*/
getComputedAttribute: {
value: function (attr) {
warn('`getComputedAttribute` is deprecated. Use `getAttribute` instead.');
this.getAttribute(attr);
}
},
/**
* Wraps Entity.getDOMAttribute to take into account for systems.
* If system exists, then return system data rather than possible component data.
*/
getDOMAttribute: {
value: function (attr) {
var system = this.systems[attr];
if (system) { return system.data; }
return AEntity.prototype.getDOMAttribute.call(this, attr);
}
},
/**
* Wraps Entity.setAttribute to take into account for systems.
* If system exists, then skip component initialization checks and do a normal
* setAttribute.
*/
setAttribute: {
value: function (attr, value, componentPropValue) {
var system = this.systems[attr];
if (system) {
ANode.prototype.setAttribute.call(this, attr, value);
return;
}
AEntity.prototype.setAttribute.call(this, attr, value, componentPropValue);
}
},
/**
* @param {object} behavior - Generally a component. Has registered itself to behaviors.
*/
removeBehavior: {
value: function (behavior) {
var behaviors = this.behaviors;
var index = behaviors.indexOf(behavior);
if (index === -1) { return; }
behaviors.splice(index, 1);
}
},
resize: {
value: function () {
var camera = this.camera;
var canvas = this.canvas;
var embedded = this.getAttribute('embedded') && !this.is('vr-mode');
var size;
// Possible camera or canvas not injected yet.
// ON MOBILE the webvr-polyfill relies on the fullscreen API to enter
// VR mode. The canvas is resized by VREffect following the values returned
// by getEyeParameters. We don't want to overwrite the size with the
// windows width and height.
if (!camera || !canvas || this.is('vr-mode') && isMobile) { return; }
// Update camera.
size = getCanvasSize(canvas, embedded);
camera.aspect = size.width / size.height;
camera.updateProjectionMatrix();
// Notify renderer of size change.
this.renderer.setSize(size.width, size.height);
},
writable: window.debug
},
setupRenderer: {
value: function () {
var canvas = this.canvas;
// Set at startup. To enable/disable antialias
// at runttime we would have to recreate the whole context
var antialias = this.getAttribute('antialias') === 'true';
var renderer = this.renderer = new THREE.WebGLRenderer({
canvas: canvas,
antialias: antialias || window.hasNativeWebVRImplementation,
alpha: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.sortObjects = false;
this.effect = new THREE.VREffect(renderer);
},
writable: window.debug
},
/**
* Handler attached to elements to help scene know when to kick off.
* Scene waits for all entities to load.
*/
play: {
value: function () {
var self = this;
if (this.renderStarted) {
AEntity.prototype.play.call(this);
return;
}
this.addEventListener('loaded', function () {
AEntity.prototype.play.call(this); // .play() *before* render.
// Wait for camera if necessary before rendering.
if (this.camera) {
startRender(this);
return;
}
this.addEventListener('camera-set-active', function () { startRender(this); });
function startRender (sceneEl) {
if (sceneEl.renderStarted) { return; }
sceneEl.resize();
// Kick off render loop.
if (sceneEl.renderer) {
if (window.performance) {
window.performance.mark('render-started');
}
sceneEl.render(0);
sceneEl.renderStarted = true;
sceneEl.emit('renderstart');
}
}
});
// setTimeout to wait for all nodes to attach and run their callbacks.
setTimeout(function () {
AEntity.prototype.load.call(self);
});
}
},
/**
* Reload the scene to the original DOM content.
*
* @param {bool} doPause - Whether to reload the scene with all dynamic behavior paused.
*/
reload: {
value: function (doPause) {
var self = this;
if (doPause) { this.pause(); }
this.innerHTML = this.originalHTML;
this.init();
ANode.prototype.load.call(this, play);
function play () {
if (!self.isPlaying) { return; }
AEntity.prototype.play.call(self);
}
}
},
/**
* Wrap `updateComponent` to not initialize the component if the component has a system
* (aframevr/aframe#2365).
*/
updateComponent: {
value: function (componentName) {
if (componentName in systems) { return; }
AEntity.prototype.updateComponent.apply(this, arguments);
}
},
/**
* Behavior-updater meant to be called from scene render.
* Abstracted to a different function to facilitate unit testing (`scene.tick()`) without
* needing to render.
*/
tick: {
value: function (time, timeDelta) {
var systems = this.systems;
// Animations.
TWEEN.update(time);
// Components.
this.behaviors.forEach(function (component) {
if (!component.el.isPlaying) { return; }
component.tick(time, timeDelta);
});
// Systems.
Object.keys(systems).forEach(function (key) {
if (!systems[key].tick) { return; }
systems[key].tick(time, timeDelta);
});
}
},
/**
* The render loop.
*
* Updates animations.
* Updates behaviors.
* Renders with request animation frame.
*/
render: {
value: function (time) {
var effect = this.effect;
var timeDelta = time - this.time;
if (this.isPlaying) { this.tick(time, timeDelta); }
this.animationFrameID = effect.requestAnimationFrame(this.render);
effect.render(this.object3D, this.camera);
this.time = time;
},
writable: true
}
})
});
/**
* Return the canvas size where the scene will be rendered
* It will be always the window size except when the scene
* is embedded. The parent size will be returned in that case
*
* @param {object} canvasEl - the canvas element
* @param {boolean} embedded - Is the scene embedded?
*/
function getCanvasSize (canvasEl, embedded) {
if (embedded) {
return {
height: canvasEl.parentElement.offsetHeight,
width: canvasEl.parentElement.offsetWidth
};
}
return {
height: window.innerHeight,
width: window.innerWidth
};
}
function requestFullscreen (canvas) {
var requestFullscreen =
canvas.requestFullscreen ||
canvas.webkitRequestFullscreen ||
canvas.mozRequestFullScreen || // The capitalized `S` is not a typo.
canvas.msRequestFullscreen;
requestFullscreen.apply(canvas);
}
function exitFullscreen () {
if (document.exitFullscreen) {
document.exitFullscreen();
} else if (document.mozCancelFullScreen) {
document.mozCancelFullScreen();
} else if (document.webkitExitFullscreen) {
document.webkitExitFullscreen();
}
}