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function krpanoplugin()
{
let local = this;
let krpano = null;
let device = null;
let plugin = null;
local.registerplugin = function(krpanointerface, pluginpath, pluginobject)
{
krpano = krpanointerface;
device = krpano.device;
plugin = pluginobject;
if (krpano.version < "1.19")
{
krpano.trace(3,"ThreeJS plugin - too old krpano version (min. 1.19)");
return;
}
if (!device.webgl)
{
// show warning
krpano.trace(2,"ThreeJS plugin - WebGL required");
return;
}
krpano.debugmode = true;
krpano.trace(0, "ThreeJS krpano plugin");
// load the requiered three.js scripts
load_scripts(["three.min.js","gltf.js"], start);
}
function resolve_url_path(url)
{
if (url.charAt(0) != "/" && url.indexOf("://") < 0)
{
// adjust relative url path
url = krpano.parsepath("%CURRENTXML%/" + url);
}
return url;
}
function load_scripts(urls, callback)
{
if (urls.length > 0)
{
let url = resolve_url_path( urls.splice(0,1)[0] );
let script = document.createElement("script");
script.src = url;
script.addEventListener("load", function(){ load_scripts(urls,callback); });
script.addEventListener("error", function(){ krpano.trace(3,"loading file '"+url+"' failed!"); });
document.getElementsByTagName("head")[0].appendChild(script);
}
else
{
// done
callback();
}
}
// helper
const M_RAD = Math.PI / 180.0;
// ThreeJS/krpano objects
let renderer = null;
let scene = null;
let camera = null;
let stereocamera = null;
let camera_hittest_raycaster = null;
let krpano_panoview = null;
let krpano_panoview_euler = null;
let krpano_projection = new Float32Array(16); // krpano projection matrix
let krpano_depthbuffer_scale = 1.0001; // depthbuffer scaling (use ThreeJS defaults: znear=0.1, zfar=2000)
let krpano_depthbuffer_offset = -0.2;
function start()
{
// create the ThreeJS WebGL renderer, but use the WebGL context from krpano
renderer = new THREE.WebGLRenderer({canvas:krpano.webGL.canvas, context:krpano.webGL.context});
renderer.autoClear = false;
renderer.setPixelRatio(1); // krpano handles the pixel ratio scaling
// restore the krpano WebGL settings (for correct krpano rendering)
restore_krpano_WebGL_state();
// use the krpano onviewchanged event as render-frame callback (this event will be directly called after the krpano pano rendering)
krpano.set("events[__threejs__].keep", true);
krpano.set("events[__threejs__].onviewchange", adjust_krpano_rendering); // correct krpano view settings before the rendering
krpano.set("events[__threejs__].onviewchanged", render_frame);
// enable continuous rendering (that means render every frame, not just when the view has changed)
krpano.view.continuousupdates = true;
// register mouse and touch events
// basic ThreeJS objects
scene = new THREE.Scene();
camera = new THREE.Camera();
stereocamera = new THREE.Camera();
camera_hittest_raycaster = new THREE.Raycaster();
krpano_panoview_euler = new THREE.Euler();
// build the ThreeJS scene (start adding custom code there)
build_scene();
// restore the krpano WebGL settings (for correct krpano rendering)
restore_krpano_WebGL_state();
}
function restore_krpano_WebGL_state()
{
let gl = krpano.webGL.context;
gl.disable(gl.DEPTH_TEST);
gl.cullFace(gl.FRONT);
gl.frontFace(gl.CCW);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.activeTexture(gl.TEXTURE0);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
gl.pixelStorei(gl.UNPACK_ALIGNMENT, 4);
// restore the current krpano WebGL program
krpano.webGL.restoreProgram();
}
function restore_ThreeJS_WebGL_state()
{
let gl = krpano.webGL.context;
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
gl.clearDepth(1);
gl.clear(gl.DEPTH_BUFFER_BIT);
renderer.state.reset();
}
function krpano_projection_matrix(sw,sh, zoom, xoff,yoff)
{
let m = krpano_projection;
let pr = device.pixelratio;
sw = pr / (sw*0.5);
sh = pr / (sh*0.5);
m[0] = zoom*sw; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = -zoom*sh; m[6] = 0; m[7] = 0;
m[8] = xoff; m[9] = -yoff*sh; m[10] = krpano_depthbuffer_scale; m[11] = 1;
m[12] = 0; m[13] = 0; m[14] = krpano_depthbuffer_offset; m[15] = 1;
}
function update_camera_matrix(camera)
{
let m = krpano_projection;
camera.projectionMatrix.set(m[0],m[4],m[8],m[12], m[1],m[5],m[9],m[13], m[2],m[6],m[10],m[14], m[3],m[7],m[11],m[15]);
}
function adjust_krpano_rendering()
{
if (krpano.view.fisheye != 0.0)
{
// disable the fisheye distortion, ThreeJS objects can't be rendered with it
krpano.view.fisheye = 0.0;
}
}
function render_frame()
{
let gl = krpano.webGL.context;
let vr = krpano.webVR && krpano.webVR.enabled ? krpano.webVR : null;
let sw = gl.drawingBufferWidth;
let sh = gl.drawingBufferHeight;
// setup WebGL for ThreeJS
restore_ThreeJS_WebGL_state();
// set the camera/view rotation
krpano_panoview = krpano.view.getState(krpano_panoview); // the 'krpano_panoview' object will be created and cached inside getState()
krpano_panoview_euler.set(-krpano_panoview.v * M_RAD, (krpano_panoview.h-90) * M_RAD, krpano_panoview.r * M_RAD, "YXZ");
camera.quaternion.setFromEuler(krpano_panoview_euler);
camera.updateMatrixWorld(true);
// set the camera/view projection
krpano_projection_matrix(sw,sh, krpano_panoview.z, 0, krpano_panoview.yf);
update_camera_matrix(camera);
// render the scene
if (krpano.display.stereo == false)
{
// normal rendering
renderer.setViewport(10,10, sw,sh);
renderer.render(scene, camera);
}
else
{
// stereo / VR rendering
sw *= 0.5; // use half screen width
let stereo_scale = 0.05;
let stereo_offset = Number(krpano.display.stereooverlap);
// use a different camera for stereo rendering to keep the normal one for hit-testing
stereocamera.quaternion.copy(camera.quaternion);
stereocamera.updateMatrixWorld(true);
// render left eye
let eye_offset = -0.03;
krpano_projection_matrix(sw,sh, krpano_panoview.z, stereo_offset, krpano_panoview.yf);
if (vr)
{
eye_offset = vr.eyetranslt(1); // get the eye offset (from the WebVR API)
vr.prjmatrix(1, krpano_projection); // replace the projection matrix (with the one from WebVR)
krpano_projection[10] = krpano_depthbuffer_scale; // adjust the depthbuffer scaling
krpano_projection[14] = krpano_depthbuffer_offset;
}
// add the eye offset
krpano_projection[12] = krpano_projection[0] * -eye_offset * stereo_scale;
update_camera_matrix(stereocamera);
renderer.setViewport(0,0, sw,sh);
renderer.render(scene, stereocamera);
// render right eye
eye_offset = +0.03;
krpano_projection[8] = -stereo_offset; // mod the projection matrix (only change the stereo offset)
if (vr)
{
eye_offset = vr.eyetranslt(2); // get the eye offset (from the WebVR API)
vr.prjmatrix(2, krpano_projection); // replace the projection matrix (with the one from WebVR)
krpano_projection[10] = krpano_depthbuffer_scale; // adjust the depthbuffer scaling
krpano_projection[14] = krpano_depthbuffer_offset;
}
// add the eye offset
krpano_projection[12] = krpano_projection[0] * -eye_offset * stereo_scale;
update_camera_matrix(stereocamera);
renderer.setViewport(sw,0, sw,sh);
renderer.render(scene, stereocamera);
}
// important - restore the krpano WebGL state for correct krpano rendering
restore_krpano_WebGL_state();
}
// -----------------------------------------------------------------------
// ThreeJS User Content - START HERE
// add a krpano hotspot like handling for the 3d objects
function assign_object_properties(obj, name, properties)
{
// set defaults (krpano hotspot like properties)
if (properties === undefined) properties = {};
if (properties.name === undefined) properties.name = name;
if (properties.ath === undefined) properties.ath = 0;
if (properties.atv === undefined) properties.atv = 0;
if (properties.depth === undefined) properties.depth = 1000;
if (properties.scale === undefined) properties.scale = 1;
if (properties.rx === undefined) properties.rx = 0;
if (properties.ry === undefined) properties.ry = 0;
if (properties.rz === undefined) properties.rz = 0;
if (properties.rorder === undefined) properties.rorder = "YXZ";
if (properties.enabled === undefined) properties.enabled = true;
if (properties.capture === undefined) properties.capture = true;
if (properties.onover === undefined) properties.onover = null;
if (properties.onout === undefined) properties.onout = null;
if (properties.ondown === undefined) properties.ondown = null;
if (properties.onup === undefined) properties.onup = null;
if (properties.onclick === undefined) properties.onclick = null;
properties.pressed = false;
properties.hovering = false;
obj.properties = properties;
obj.frustumCulled = false;
update_object_properties(obj);
}
function update_object_properties(obj)
{
let p = obj.properties;
let px = p.depth * Math.cos(p.atv * M_RAD)*Math.cos((180-p.ath) * M_RAD);
let py = p.depth * Math.sin(p.atv * M_RAD);
let pz = p.depth * Math.cos(p.atv * M_RAD)*Math.sin((180-p.ath) * M_RAD);
obj.position.set(px,py,pz);
obj.rotation.set(p.rx*M_RAD, p.ry*M_RAD, p.rz*M_RAD, p.rorder);
obj.scale.set(p.scale, p.scale, p.scale);
obj.updateMatrix();
}
function load_object_glb(url,properties,donecall)
{
url = resolve_url_path(url);
let loader = new THREE.GLTFLoader();
loader.load(url, (gltf) => {
const sceneload = gltf.scene
assign_object_properties(sceneload,url,properties)
scene.add(sceneload);
if (donecall)
{
donecall(sceneload);
}
})
}
let mesh = null
function build_scene()
{
// create a mesh
mesh = new THREE.Mesh(new THREE.BoxGeometry(), new THREE.MeshBasicMaterial({map:THREE.ImageUtils.loadTexture(resolve_url_path("box.jpg"))}));
assign_object_properties(mesh, "meshbox", {ath:160, atv:-3,scale: 0.001, depth:200000});
scene.add( mesh );
// load 3d objects
load_object_glb("sp3.glb",{ath:+130, atv:+15, depth:8, scale:1, rx:180, ry:40 ,rz:0})
load_object_glb("sp8.glb",{ath:+30, atv:+15, depth:8, scale:1, rx:180, ry:110 ,rz:0})
load_object_glb("sp8.glb",{ath:-110, atv:+15, depth:80, scale:1, rx:180, ry:110 ,rz:0})
load_object_glb("sp8.glb",{ath:-10, atv:+15, depth:80, scale:1, rx:180, ry:110 ,rz:0})
load_object_glb("sp8.glb",{ath:-40, atv:-20, depth:80, scale:1, rx:180, ry:110 ,rz:0})
load_object_glb("sp8.glb",{ath:-40, atv:-40, depth:80, scale:1, rx:180, ry:110 ,rz:0})
scene.add( new THREE.AmbientLight(0xFFFFFF) );
let directionalLight = new THREE.DirectionalLight(0xFFFFFF);
directionalLight.position.x = 5;
directionalLight.position.y = -1;
directionalLight.position.z = 0;
directionalLight.position.normalize();
scene.add( directionalLight );
}
}
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