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/* global AFRAME, THREE, NAF, CurrentWorld */
// Picking things up and drawing in the air with them, like the pens in
// VRChat. A world offers `tools` (see world.js), each lying along its own +x.
// In VR, squeeze grip near one and it goes into your hand by its grip; let go
// and it floats where you left it. Pull the trigger while holding it to draw
// from its tip. With an empty hand, touch a line and pull the trigger to erase
// it. On desktop, F picks up (or lets go of) the one you're looking at, holding
// the mouse button draws, and Backspace erases your last line. In a shared room
// everyone sees who holds what and every line, and newcomers are caught up.
// A world can also offer `touchables` (the temple's Veil): reach an empty hand
// to one, a label above your hand says what the trigger will do, and the
// trigger does it.
(function () {
const GRAB_REACH = 0.1; // hand to tool (m)
const LOOK_REACH = 2.2; // desktop: head to tool
const LOOK_AIM = 0.35; // desktop: how far off your line of sight it can be
const ERASE_REACH = 0.05; // hand to line
const TOUCH_REACH = 0.2; // hand to a touchable
const STEP = 0.003; // a new point every 3 mm of tip travel
const RADIUS = 0.004;
const SIDES = 6;
const MAX_POINTS = 1024; // per line; a longer stroke carries on in a new line
const MAX_LINES = 300;
const MAX_TOTAL = 100000; // points in all lines; the oldest lines go first
const POSE_MS = 66; // how often a held tool's pose is sent
const INK_MS = 100; // how often new points are sent
const SYNC_POINTS = 3000; // points per catch-up message
const SMOOTH = 0.05; // seconds to ease toward someone else's pose
// In the WebXR grip space a held object runs along -Z out of the fist and
// the palm faces ±X, so the tool's +x goes to -Z and its flat faces the palm.
const HOLD = new THREE.Quaternion().setFromRotationMatrix(new THREE.Matrix4().makeBasis(
new THREE.Vector3(0, 0, -1), new THREE.Vector3(-1, 0, 0), new THREE.Vector3(0, 1, 0)));
// On desktop it's held low and to the right, its tip toward the middle of your view.
const DESK_POS = new THREE.Vector3(0.16, -0.2, -0.3);
const DESK_QUAT = new THREE.Quaternion().setFromEuler(new THREE.Euler(0.35, 0.35, 0, 'YXZ')).multiply(HOLD);
const v1 = new THREE.Vector3();
const v2 = new THREE.Vector3();
const v3 = new THREE.Vector3();
const side = new THREE.Vector3();
const up = new THREE.Vector3();
const q1 = new THREE.Quaternion();
const online = () => typeof NAF !== 'undefined' && NAF.connection && NAF.connection.isConnected();
const finite = (a, n) => Array.isArray(a) && a.length === n && a.every((x) => Number.isFinite(x) && Math.abs(x) < 1000);
const validId = (id) => typeof id === 'string' && id.length > 0 && id.length <= 40;
const validColor = (c) => typeof c === 'string' && /^#[0-9a-f]{6}$/i.test(c);
const round = (x) => Math.round(x * 1e4) / 1e4;
// Distance from p to the segment a–b.
function toSegment(p, a, b) {
v3.subVectors(b, a);
const t = THREE.MathUtils.clamp(v3.dot(v1.subVectors(p, a)) / v3.lengthSq(), 0, 1);
return p.distanceTo(v1.copy(a).addScaledVector(v3, t));
}
// Every line has the same triangles, so they share one index.
let sharedIndex = null;
function lineIndex() {
if (sharedIndex) return sharedIndex;
const index = new Uint16Array((MAX_POINTS - 1) * SIDES * 6);
let k = 0;
for (let seg = 0; seg < MAX_POINTS - 1; seg++) {
for (let s = 0; s < SIDES; s++) {
const a = seg * SIDES + s;
const b = seg * SIDES + ((s + 1) % SIDES);
index.set([a, b, a + SIDES, b, b + SIDES, a + SIDES], k);
k += 6;
}
}
sharedIndex = new THREE.BufferAttribute(index, 1);
return sharedIndex;
}
const materials = new Map();
function inkMaterial(color) {
if (!materials.has(color)) {
materials.set(color, new THREE.MeshBasicMaterial({ color, toneMapped: false, fog: false, side: THREE.DoubleSide }));
}
return materials.get(color);
}
// One stroke: a thin tube that grows a ring at a time.
class Line {
constructor(id, color) {
this.id = id;
this.color = color;
this.points = []; // x, y, z, …
this.count = 0;
this.normal = new THREE.Vector3();
this.tangent = new THREE.Vector3();
const geometry = new THREE.BufferGeometry();
this.position = new THREE.BufferAttribute(new Float32Array(MAX_POINTS * SIDES * 3), 3);
this.position.setUsage(THREE.DynamicDrawUsage);
geometry.setAttribute('position', this.position);
geometry.setIndex(lineIndex());
geometry.setDrawRange(0, 0);
this.mesh = new THREE.Mesh(geometry, inkMaterial(color));
this.mesh.frustumCulled = false;
}
get full() {
return this.count >= MAX_POINTS;
}
last(out) {
const p = this.points;
return out.set(p[p.length - 3], p[p.length - 2], p[p.length - 1]);
}
push(x, y, z) {
if (this.full) return;
const i = this.count;
this.points.push(x, y, z);
this.count++;
if (i === 0) return;
const p = this.points;
const t = this.tangent.set(x - p[3 * i - 3], y - p[3 * i - 2], z - p[3 * i - 1]);
if (t.lengthSq() < 1e-12) t.set(1, 0, 0);
t.normalize();
// Carry the ring's orientation along the line so the tube doesn't twist.
const n = this.normal;
if (i > 1) n.addScaledVector(t, -n.dot(t));
if (i === 1 || n.lengthSq() < 1e-6) {
up.set(0, 1, 0);
if (Math.abs(t.y) > 0.9) up.set(1, 0, 0);
n.copy(up).addScaledVector(t, -up.dot(t));
}
n.normalize();
if (i === 1) this.ring(0);
this.ring(i);
this.mesh.geometry.setDrawRange(0, (this.count - 1) * SIDES * 6);
this.position.needsUpdate = true;
}
ring(i) {
const p = this.points;
const b = side.crossVectors(this.tangent, this.normal);
const a = this.position.array;
for (let s = 0; s < SIDES; s++) {
const angle = (s / SIDES) * Math.PI * 2;
const c = Math.cos(angle) * RADIUS;
const d = Math.sin(angle) * RADIUS;
const o = (i * SIDES + s) * 3;
a[o] = p[3 * i] + this.normal.x * c + b.x * d;
a[o + 1] = p[3 * i + 1] + this.normal.y * c + b.y * d;
a[o + 2] = p[3 * i + 2] + this.normal.z * c + b.z * d;
}
}
near(pos, reach) {
const p = this.points;
const r2 = reach * reach;
for (let k = 0; k < p.length; k += 3) {
const dx = p[k] - pos.x;
const dy = p[k + 1] - pos.y;
const dz = p[k + 2] - pos.z;
if (dx * dx + dy * dy + dz * dz < r2) return true;
}
return false;
}
dispose() {
this.mesh.removeFromParent();
this.mesh.geometry.setIndex(null); // the index is shared; keep it
this.mesh.geometry.dispose();
}
}
function buzz(handEl, strength, ms) {
try {
const tracked = handEl.components['tracked-controls'];
const pad = tracked && tracked.controller && tracked.controller.gamepad;
const motor = pad && pad.hapticActuators && pad.hapticActuators[0];
if (motor && motor.pulse) Promise.resolve(motor.pulse(strength, ms)).catch(() => {});
} catch (e) {
// No haptics on this controller.
}
}
AFRAME.registerComponent('wield', {
schema: {
head: { type: 'selector', default: '#player' },
leftHand: { type: 'selector', default: '#left-hand' },
rightHand: { type: 'selector', default: '#right-hand' },
},
init() {
this.tools = null; // the world's, once it has loaded
this.touchables = [];
this.lines = new Map(); // id → Line, oldest first
this.erased = new Set(); // ids of erased lines, so a late catch-up doesn't bring them back
this.total = 0;
this.prefix = Math.random().toString(36).slice(2, 8);
this.serial = 0;
this.lastPose = 0;
this.group = new THREE.Group();
this.el.sceneEl.object3D.add(this.group);
const hand = (el, vr) => ({ el, vr, tool: null, line: null, sent: 0, sentAt: 0, trigger: false, erasing: false, touching: null });
this.hands = [hand(this.data.leftHand, true), hand(this.data.rightHand, true)];
this.desk = hand(this.data.head, false);
for (const h of this.hands) h.prompt = this.makePrompt();
this.listeners = [];
const on = (target, type, fn) => {
target.addEventListener(type, fn);
this.listeners.push([target, type, fn]);
};
for (const h of this.hands) {
on(h.el, 'gripdown', () => this.grabNear(h));
on(h.el, 'gripup', () => this.release(h));
on(h.el, 'triggerdown', () => this.pull(h, true));
on(h.el, 'triggerup', () => this.pull(h, false));
on(h.el, 'controllerdisconnected', () => this.release(h));
}
on(this.el.sceneEl, 'enter-vr', () => this.release(this.desk));
on(this.el.sceneEl, 'exit-vr', () => this.hands.forEach((h) => this.release(h)));
const typing = (evt) => evt.target.closest && evt.target.closest('input, textarea');
on(window, 'keydown', (evt) => {
if (evt.repeat || typing(evt) || this.el.sceneEl.is('vr-mode')) return;
if (evt.code === 'KeyF') {
if (this.desk.tool) this.release(this.desk);
else this.grabLooked();
}
if (evt.code === 'Backspace') {
evt.preventDefault();
this.eraseLast();
}
});
on(window, 'mousedown', (evt) => {
if (evt.button === 0 && document.pointerLockElement === this.el.sceneEl.canvas) this.pull(this.desk, true);
});
on(window, 'mouseup', (evt) => {
if (evt.button === 0) this.pull(this.desk, false);
});
on(window, 'blur', () => this.pull(this.desk, false));
if (typeof NAF !== 'undefined' && NAF.connection) {
NAF.connection.subscribeToDataChannel('wield', (from, type, msg) => this.onPose(msg));
NAF.connection.subscribeToDataChannel('ink', (from, type, msg) => this.onInk(msg));
on(document.body, 'clientConnected', (evt) => this.catchUp(evt.detail.clientId));
on(document.body, 'clientDisconnected', (evt) => {
for (const tool of this.tools || []) if (tool.by === evt.detail.clientId) tool.by = null;
});
}
},
remove() {
for (const [target, type, fn] of this.listeners) target.removeEventListener(type, fn);
this.group.removeFromParent();
},
// A label that floats above your hand while it's near something to touch.
makePrompt() {
const el = document.createElement('a-entity');
el.setAttribute('geometry', { primitive: 'plane', width: 0.26, height: 0.045 });
el.setAttribute('material', { shader: 'flat', color: '#000000', opacity: 0.6, transparent: true });
el.setAttribute('text', { value: '', align: 'center', width: 0.4, wrapCount: 28, color: '#ffe2c4' });
el.object3D.visible = false;
this.el.sceneEl.appendChild(el);
return el;
},
// The world is added after the rig, so look for its tools until they're there.
findTools() {
const world = typeof CurrentWorld === 'function' ? CurrentWorld(this.el.sceneEl) : null;
if (!world) return;
this.touchables = world.touchables || [];
this.tools = (world.tools || []).map((spec) => {
const mark = new THREE.Mesh(new THREE.SphereGeometry(0.005, 10, 8), inkMaterial(spec.ink));
mark.position.copy(spec.tip);
mark.visible = false;
spec.object.add(mark);
return { ...spec, mark, holder: null, by: null, v: 0, target: null };
});
},
// ---- holding -------------------------------------------------------------
myId() {
return online() ? NAF.clientId : 'me';
},
// Who holds it now: you, someone else, or no one (null).
holderId(tool) {
return tool.holder ? this.myId() : tool.by;
},
worldEnds(tool) {
tool.object.updateWorldMatrix(true, false);
return [tool.object.localToWorld(new THREE.Vector3().copy(tool.butt)), tool.object.localToWorld(new THREE.Vector3().copy(tool.tip))];
},
grabNear(hand) {
if (!this.tools || hand.tool) return;
const at = hand.el.object3D.getWorldPosition(new THREE.Vector3());
let best = null;
let bestDistance = GRAB_REACH;
for (const tool of this.tools) {
if (tool.by) continue; // someone else has it
const [a, b] = this.worldEnds(tool);
const d = toSegment(at, a, b);
if (d < bestDistance) {
best = tool;
bestDistance = d;
}
}
if (best) this.grab(hand, best);
},
// Desktop: the tool nearest your line of sight, within reach.
grabLooked() {
if (!this.tools) return;
const head = this.data.head.object3D;
const eye = head.getWorldPosition(new THREE.Vector3());
const ahead = new THREE.Vector3(0, 0, -1).applyQuaternion(head.getWorldQuaternion(q1));
let best = null;
let bestAim = LOOK_AIM;
let heldNearby = null;
for (const tool of this.tools) {
const [a, b] = this.worldEnds(tool);
for (let i = 0; i <= 8; i++) {
const p = v2.lerpVectors(a, b, i / 8).sub(eye);
const along = p.dot(ahead);
if (along < 0 || p.length() > LOOK_REACH) continue;
const aim = p.addScaledVector(ahead, -along).length();
if (aim >= bestAim) continue;
if (tool.by) {
heldNearby = tool;
continue;
}
best = tool;
bestAim = aim;
}
}
if (best) this.grab(this.desk, best);
else this.el.emit('wield-failed', { reason: heldNearby ? 'held' : 'far', label: heldNearby && heldNearby.label }, false);
},
grab(hand, tool) {
if (tool.holder && tool.holder !== hand) {
// From your other hand.
this.stopDrawing(tool.holder);
tool.holder.tool = null;
}
const obj = tool.object;
hand.el.object3D.add(obj);
obj.quaternion.copy(hand.vr ? HOLD : DESK_QUAT);
obj.position.copy(tool.grip).applyQuaternion(obj.quaternion).negate();
if (!hand.vr) obj.position.add(DESK_POS);
tool.holder = hand;
tool.by = null;
tool.target = null;
hand.tool = tool;
tool.v++;
this.sendPose(tool, true);
if (hand.vr) buzz(hand.el, 0.4, 40);
hand.erasing = false;
if (hand.trigger) this.startLine(hand); // trigger already held
},
// Lets go: it stays exactly where it was, floating.
release(hand) {
const tool = hand.tool;
if (!tool) return;
this.stopDrawing(hand);
this.el.sceneEl.object3D.attach(tool.object);
tool.holder = null;
hand.tool = null;
tool.v++;
this.sendPose(tool, true);
},
sendPose(tool, guaranteed, to) {
if (!online()) return;
const obj = tool.object;
obj.updateWorldMatrix(true, false);
const p = obj.getWorldPosition(v1);
const q = obj.getWorldQuaternion(q1);
const msg = {
t: tool.name, by: this.holderId(tool), v: tool.v,
p: [round(p.x), round(p.y), round(p.z)], q: [round(q.x), round(q.y), round(q.z), round(q.w)],
};
if (to) NAF.connection.sendDataGuaranteed(to, 'wield', msg);
else if (guaranteed) NAF.connection.broadcastDataGuaranteed('wield', msg);
else NAF.connection.broadcastData('wield', msg);
},
onPose(msg) {
if (!this.tools) this.findTools();
if (!this.tools || !msg) return;
const tool = this.tools.find((t) => t.name === msg.t);
if (!tool || !Number.isInteger(msg.v) || !finite(msg.p, 3) || !finite(msg.q, 4)) return;
const by = typeof msg.by === 'string' ? msg.by : null;
const current = this.holderId(tool);
if (msg.v < tool.v) return;
// Two people grabbed it at once: the lower id keeps it, the same for everyone.
if (msg.v === tool.v && by !== current && (by || '') > (current || '')) return;
tool.v = msg.v;
if (tool.holder && by !== this.myId()) {
const hand = tool.holder;
this.stopDrawing(hand);
hand.tool = null;
tool.holder = null;
}
if (tool.holder) return;
tool.by = by;
if (tool.object.parent !== this.el.sceneEl.object3D) this.el.sceneEl.object3D.attach(tool.object);
const q = new THREE.Quaternion().fromArray(msg.q);
if (q.lengthSq() < 1e-6) return;
tool.target = { p: new THREE.Vector3().fromArray(msg.p), q: q.normalize() };
},
// ---- drawing and erasing -------------------------------------------------
// Trigger (or mouse button) down or up: draw with what you hold, use what
// an empty hand is touching, or else erase with it.
pull(hand, down) {
if (hand.trigger === down) return;
hand.trigger = down;
if (!down) {
hand.erasing = false;
this.stopDrawing(hand);
} else if (hand.tool) {
this.startLine(hand);
} else if (hand.touching) {
hand.touching.use();
buzz(hand.el, 0.5, 60);
} else {
hand.erasing = hand.vr;
}
},
// Which touchable an empty hand is near, and its label above the hand.
feel(hand) {
let near = null;
if (!hand.tool && this.el.sceneEl.is('vr-mode') && hand.el.object3D.visible) {
const at = hand.el.object3D.getWorldPosition(v1);
let best = TOUCH_REACH;
for (const t of this.touchables) {
const d = t.distance(at);
if (d < best) {
near = t;
best = d;
}
}
}
if (near && near !== hand.touching) buzz(hand.el, 0.15, 20);
hand.touching = near;
const prompt = hand.prompt.object3D;
prompt.visible = Boolean(near);
if (!near) return;
const text = `Trigger: ${near.label()}`;
if (hand.prompt.getAttribute('text').value !== text) hand.prompt.setAttribute('text', 'value', text);
prompt.position.copy(v1).y += 0.1;
prompt.lookAt(this.data.head.object3D.getWorldPosition(v2));
},
startLine(hand) {
const line = this.addLine(`${this.prefix}.${this.serial++}`, hand.tool.ink);
hand.line = line;
hand.sent = 0;
hand.sentAt = 0;
},
stopDrawing(hand) {
const line = hand.line;
if (!line) return;
this.sendInk(hand);
hand.line = null;
if (line.count < 2) this.erase([line.id], hand.sent > 0);
},
addLine(id, color) {
const line = new Line(id, color);
this.lines.set(id, line);
this.group.add(line.mesh);
return line;
},
addPoints(line, x, y, z) {
line.push(x, y, z);
this.total++;
},
// The oldest lines go once there are too many, here and for everyone else
// by the same rule.
trim() {
for (const line of this.lines.values()) {
if (this.lines.size <= MAX_LINES && this.total <= MAX_TOTAL) return;
if (this.hands.concat(this.desk).some((h) => h.line === line)) continue;
this.erase([line.id], false);
}
},
erase(ids, share) {
for (const id of ids) {
this.erased.add(id);
const line = this.lines.get(id);
if (!line) continue;
this.total -= line.count;
line.dispose();
this.lines.delete(id);
}
if (this.erased.size > 5000) this.erased.delete(this.erased.values().next().value);
if (share && online()) NAF.connection.broadcastDataGuaranteed('ink', { op: 'erase', ids });
},
eraseLast() {
const mine = [...this.lines.values()].reverse().find((l) => l.id.startsWith(`${this.prefix}.`) && l !== this.desk.line);
if (mine) this.erase([mine.id], true);
},
sendInk(hand) {
const line = hand.line;
if (!line || hand.sent >= line.count) return;
if (online()) {
const pts = line.points.slice(hand.sent * 3).map((x) => Math.round(x * 1000));
NAF.connection.broadcastDataGuaranteed('ink', { op: 'add', id: line.id, c: line.color, n: hand.sent, pts });
}
hand.sent = line.count;
},
// Points (in mm) for a line, from someone else; `n` is how many it already had.
takePoints(id, color, n, pts) {
if (!validId(id) || this.erased.has(id) || !validColor(color) || !Number.isInteger(n) || n < 0) return;
if (!Array.isArray(pts) || pts.length % 3 || pts.length > MAX_POINTS * 3 || !pts.every((x) => Number.isFinite(x) && Math.abs(x) < 1e6)) return;
const line = this.lines.get(id) || this.addLine(id, color);
for (let k = Math.max(0, line.count - n) * 3; k < pts.length && !line.full; k += 3) {
this.addPoints(line, pts[k] / 1000, pts[k + 1] / 1000, pts[k + 2] / 1000);
}
this.trim();
},
onInk(msg) {
if (!msg) return;
if (msg.op === 'add') this.takePoints(msg.id, msg.c, msg.n, msg.pts);
if (msg.op === 'erase' && Array.isArray(msg.ids)) this.erase(msg.ids.filter(validId).slice(0, 50), false);
if (msg.op === 'sync') {
if (Array.isArray(msg.erased)) this.erase(msg.erased.filter(validId).slice(0, 1000), false);
if (Array.isArray(msg.lines)) for (const l of msg.lines.slice(0, MAX_LINES)) if (l) this.takePoints(l.id, l.c, 0, l.pts);
}
},
// Tells someone who just arrived where the tools are and what's drawn.
// Everyone here does this; lines they already have are skipped.
catchUp(clientId) {
if (!online()) return;
for (const tool of this.tools || []) if (tool.v > 0) this.sendPose(tool, true, clientId);
let batch = [];
let size = 0;
const send = (erased) => {
NAF.connection.sendDataGuaranteed(clientId, 'ink', { op: 'sync', lines: batch, erased });
batch = [];
size = 0;
};
for (const line of this.lines.values()) {
batch.push({ id: line.id, c: line.color, pts: line.points.map((x) => Math.round(x * 1000)) });
size += line.count;
if (size >= SYNC_POINTS) send([]);
}
send([...this.erased].slice(-1000));
},
// ---- every frame -----------------------------------------------------------
tick(time, delta) {
if (!this.tools) {
this.findTools();
if (!this.tools) return;
}
const dt = Math.min(delta, 100) / 1000;
const ease = 1 - Math.exp(-dt / SMOOTH);
for (const tool of this.tools) {
tool.mark.visible = Boolean(tool.holder || tool.by);
if (!tool.target || tool.holder) continue;
const obj = tool.object;
obj.position.lerp(tool.target.p, ease);
obj.quaternion.slerp(tool.target.q, ease);
if (!tool.by && obj.position.distanceToSquared(tool.target.p) < 1e-8) tool.target = null;
}
for (const hand of this.hands) this.feel(hand);
for (const hand of this.hands.concat(this.desk)) {
if (hand.line) this.draw(hand, time);
if (hand.erasing) {
const at = hand.el.object3D.getWorldPosition(v1);
const hit = [...this.lines.values()].filter((l) => l.near(at, ERASE_REACH)).map((l) => l.id);
if (hit.length) {
this.erase(hit, true);
buzz(hand.el, 0.25, 25);
}
}
}
if (time - this.lastPose >= POSE_MS) {
this.lastPose = time;
for (const tool of this.tools) if (tool.holder) this.sendPose(tool, false);
}
},
draw(hand, time) {
const tool = hand.tool;
tool.object.updateWorldMatrix(true, false);
const tip = tool.object.localToWorld(v2.copy(tool.tip));
let line = hand.line;
if (line.count && line.last(v3).distanceTo(tip) < STEP) return;
if (line.full) {
// Carry on in a new line from where this one ends.
const end = line.last(new THREE.Vector3());
this.sendInk(hand);
this.startLine(hand);
line = hand.line;
this.addPoints(line, end.x, end.y, end.z);
}
this.addPoints(line, tip.x, tip.y, tip.z);
this.trim();
if (time - hand.sentAt >= INK_MS) {
hand.sentAt = time;
this.sendInk(hand);
}
},
});
})();
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