Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add roam plugin. #781

Open
wants to merge 8 commits into
base: master
Choose a base branch
from
1 change: 1 addition & 0 deletions build.js
Original file line number Diff line number Diff line change
Expand Up @@ -24,6 +24,7 @@ files.push('src/plugins/autoplay/autoplay.js',
'src/plugins/progress/progress.js',
'src/plugins/rel/rel.js',
'src/plugins/resize/resize.js',
'src/plugins/roam/roam.js',
'src/plugins/skip/skip.js',
'src/plugins/stop/stop.js',
'src/plugins/substep/substep.js',
Expand Down
281 changes: 281 additions & 0 deletions src/plugins/roam/roam.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,281 @@
/**
* Roam Plugin
*
* This plugin allows the user to change the view freely.
*
* Copyright 2021 kdxcxs (cx@kdxcxs.com)
* Released under the MIT license.
* ------------------------------------------------------
* author: kdxcxs
* version: 0.1.0
*/

( function( document, window ) {
"use strict";
var api = window.impress();
var gc = api.lib.gc;

// Stores the active state of impress.
// It will be set to `true` when impress inits,
// and set to `false` when `impress().tear()` is called.
var impressActive;

// Seconds per frame, used to calculate the value move or rotate each time.
var spf;
var spfNow = 0;
var spfBefore = Date.now();

// Object that stores roaming state.
var roams = {};

// Keys controls roaming.
var roamKeys = "wsadqeikjluo";

function multiplyQuaternions ( qa, qb ) {
const qaw = qa[ 0 ], qax = qa[ 1 ], qay = qa[ 2 ], qaz = qa[ 3 ];
const qbw = qb[ 0 ], qbx = qb[ 1 ], qby = qb[ 2 ], qbz = qb[ 3 ];

return [
qaw * qbw - qax * qbx - qay * qby - qaz * qbz,
qax * qbw + qaw * qbx + qay * qbz - qaz * qby,
qay * qbw + qaw * qby + qaz * qbx - qax * qbz,
qaz * qbw + qaw * qbz + qax * qby - qay * qbx
];
}

// Called every time before the browser renders the frame to change the view by moving, rotating or both of them.
function roamAnimationFrame( timestamp ) {
if ( !impressActive ) {
// Stop requesting animation frame and do nothing for the coming frame if impress is no longer active.
return;
}

// Request to be called before next time the frame renders as long as impress is active.
window.requestAnimationFrame( roamAnimationFrame );

// The value of `spfNow` is the timestamp when the browser rendered last frame,
// so `Date.now() - spfBefore` is the seconds-per-frame( or, accuratly, milliseconds ).
spfNow = Date.now();
spf = spfNow - spfBefore;
spfBefore = spfNow;

// If no key's pressed down, do nothing for the comming frame.
if ( roams.keys.length === 0 ) {
return;
}

var presentStep = document.getElementsByClassName( "step active present" )[ 0 ];

// Here is a interesting one.
//
// The `getVectorQuaternion()` function here converts a vector( which contains x, y and z coordinates )
// in the step( which might be rotated ) coordinate system to the world coordinate system
// so that could be used to move the step in the world coordinate system.
//
// For those who missed the computer graphics lessons, you may say, "But whay quaternion?".
// That's because CSS rotation uses Euler angles which is not easy to calculate,
// here converts the Euler angles to quaternion for calculation.
// So function bellow is pure math.
function getVectorQuaternion( ...dirVec ) {
// Convert direction vector to quaternion for further calculation.
var vectorQuaternion = [
0,
...dirVec
];

// Since js trigonometric functions use the radian system, here we need to convert the angle to radian.
var stepRotates = [
( parseFloat( presentStep.dataset.rotateX ) || 0 ) * ( Math.PI / 180 ),
( parseFloat( presentStep.dataset.rotateY ) || 0 ) * ( Math.PI / 180 ),
( parseFloat( presentStep.dataset.rotateZ ) || 0 ) * ( Math.PI / 180 )
];
const sin = Math.sin;
const cos = Math.cos;

const c1 = cos( stepRotates[ 0 ] / 2 );
const c2 = cos( stepRotates[ 1 ] / 2 );
const c3 = cos( stepRotates[ 2 ] / 2 );
const s1 = sin( stepRotates[ 0 ] / 2 );
const s2 = sin( stepRotates[ 1 ] / 2 );
const s3 = sin( stepRotates[ 2 ] / 2 );

// And here comes math.
var rotateQuaternion;
switch ( ( presentStep.dataset.rotateOrder || "xyz" ).toUpperCase() ) {
case "XYZ":
rotateQuaternion = [
c1 * c2 * c3 - s1 * s2 * s3,
s1 * c2 * c3 + c1 * s2 * s3,
c1 * s2 * c3 - s1 * c2 * s3,
c1 * c2 * s3 + s1 * s2 * c3
];
break;

case "YXZ":
rotateQuaternion = [
c1 * c2 * c3 + s1 * s2 * s3,
s1 * c2 * c3 + c1 * s2 * s3,
c1 * s2 * c3 - s1 * c2 * s3,
c1 * c2 * s3 - s1 * s2 * c3
];
break;

case "ZXY":
rotateQuaternion = [
c1 * c2 * c3 - s1 * s2 * s3,
s1 * c2 * c3 - c1 * s2 * s3,
c1 * s2 * c3 + s1 * c2 * s3,
c1 * c2 * s3 + s1 * s2 * c3
];
break;

case "ZYX":
rotateQuaternion = [
c1 * c2 * c3 + s1 * s2 * s3,
s1 * c2 * c3 - c1 * s2 * s3,
c1 * s2 * c3 + s1 * c2 * s3,
c1 * c2 * s3 - s1 * s2 * c3
];
break;

case "YZX":
rotateQuaternion = [
c1 * c2 * c3 - s1 * s2 * s3,
s1 * c2 * c3 + c1 * s2 * s3,
c1 * s2 * c3 + s1 * c2 * s3,
c1 * c2 * s3 - s1 * s2 * c3
];
break;

case "XZY":
rotateQuaternion = [
c1 * c2 * c3 + s1 * s2 * s3,
s1 * c2 * c3 - c1 * s2 * s3,
c1 * s2 * c3 - s1 * c2 * s3,
c1 * c2 * s3 + s1 * s2 * c3
];
break;
}

const rotateConjugate = [
rotateQuaternion[ 0 ],
rotateQuaternion[ 1 ] * -1,
rotateQuaternion[ 2 ] * -1,
rotateQuaternion[ 3 ] * -1
];

return multiplyQuaternions( multiplyQuaternions( rotateQuaternion, vectorQuaternion ), rotateConjugate );
}

// All this plugin is built on top of the `impress().goto()` function, which "allows to edit step attributes
// dynamically, such as change their coordinates, or even remove or add steps, and have that change apply
// when goto() is called."
//
// What a wise decision!
//
// So `roamMove()` function here receives a direction vector which points the direction of required movement,
// and apply changes to dataset of present step. Ready to update "canvas".
function roamMove( ...direction ) {
var vector = getVectorQuaternion( ...direction );
presentStep.dataset.x = ( parseFloat( presentStep.dataset.x ) || 0 ) + vector[ 1 ] * 500 / spf;
presentStep.dataset.y = ( parseFloat( presentStep.dataset.y ) || 0 ) + vector[ 2 ] * 500 / spf;
presentStep.dataset.z = ( parseFloat( presentStep.dataset.z ) || 0 ) + vector[ 3 ] * 500 / spf;
}

// Respond every roam-controlling key one after another.
Array.from( roams.keys ).forEach( ( key ) => {
if ( roams[ key ].start === -1 ) {
roams[ key ].start = timestamp;
}
switch ( key ) {
// Moving part.
case "w": // forward
roamMove( 0, 0, -1 );
break;
case "s": // back
roamMove( 0, -0, 1 );
break;
case "a": // left
roamMove( -1, 0, 0 );
break;
case "d": // right
roamMove( 1, 0, 0 );
break;
case "q": // up
roamMove( 0, -1, 0 );
break;
case "e": // down
roamMove( 0, 1, 0 );
break;

// Rotating part.
case "i": // pitch-up
presentStep.dataset.rotateX = ( parseFloat( presentStep.dataset.rotateX ) || 0 ) + 30 / spf;
break;
case "k": // pitch-down
presentStep.dataset.rotateX = ( parseFloat( presentStep.dataset.rotateX ) || 0 ) - 30 / spf;
break;
case "j": // roll-left
presentStep.dataset.rotateZ = ( parseFloat( presentStep.dataset.rotateZ ) || 0 ) - 30 / spf;
break;
case "l": // roll-right
presentStep.dataset.rotateZ = ( parseFloat( presentStep.dataset.rotateZ ) || 0 ) + 30 / spf;
break;
case "u": // yaw-left
presentStep.dataset.rotateY = ( parseFloat( presentStep.dataset.rotateY ) || 0 ) + 30 / spf;
break;
case "o": // yaw-right
presentStep.dataset.rotateY = ( parseFloat( presentStep.dataset.rotateY ) || 0 ) - 30 / spf;
break;
default:
break;
}
} );

// Everything's done.
// Just leave the impress to update the "canvas" and we've finished the work for one frame!
// As there no more frame between present one and the comming one, duration should be 0.
api.goto( presentStep.id, 0 );
}

function eventHandler( event ) {
kdxcxs marked this conversation as resolved.
Show resolved Hide resolved
if ( event.type === "keydown" && roamKeys.includes( event.key ) && !roams.keys.includes( event.key ) ) {
roams[ event.key ].start = -1;
roams.keys += event.key;
} else if ( event.type === "keyup" && roams.keys.includes( event.key ) ) {
roams.keys = roams.keys.replaceAll( event.key, "" );
}
}

document.addEventListener( "impress:init", function() {
// Update `api` and `gc` to current ones.
api = window.impress();
gc = api.lib.gc;

// Stop requesting animation frame when `impress().tear()` is called.
api.tear = new Proxy( api.tear, {
apply ( target, thisArg, argumentsList ) {
impressActive = false;
target.apply( thisArg, argumentsList );
}
} );
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Ah, sorry. I should have pointed to this in my last review, but I had forgotten how exactly to do this. Please use

gc.pushCallback(my_function);

var pushCallback = function( callback ) {

... to register a function that is called as part of impress().tear().

Example:

gc.pushCallback( function() {


// Init `roams.keys` with `""`, which means no key's pressed down.
roams.keys = "";
Array.from( roamKeys ).forEach( ( key ) => {
roams[ key ] = {
start: undefined
};
} );

// Make the keys controlling.
gc.addEventListener( document, "keydown", eventHandler );
gc.addEventListener( document, "keyup", eventHandler );

impressActive = true;

// Request to be called before next frame renders.
// And every single frame after is going to be called in the `roamAnimationFrame()` function.
window.requestAnimationFrame( roamAnimationFrame );
} );
} )( document, window );