SpaSca : open SCAffolding to SPAcially and textualy explore interfaces https://fabien.benetou.fr/pub/home/future_of_text_demo/engine/
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text-code-xr-engine/index.html

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<!DOCTYPE html>
2 years ago
<html>
<title>SpaSca : Spatial Scaffolding</title>
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<head>
<!-- Suggestions? https://git.benetou.fr/utopiah/text-code-xr-engine/issues/ -->
<script src='dependencies/aframe.offline.min.js'></script>
<script src="dependencies/a-console.js"></script>
<script src='dependencies/aframe-troika-text.min.js'></script>
<script src='dependencies/webdav.js'></script>
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<script src="https://cdn.jsdelivr.net/gh/c-frame/aframe-extras@7.1.0/dist/aframe-extras.min.js"></script>
<script src='jxr-core.js?12345'></script>
<script src='jxr-postitnote.js?13235'></script>
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</head>
<body>
<script>
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AFRAME.registerComponent('startfunctions', {
init: function(){
let newEl = document.createElement('a-entity')
newEl.setAttribute('instruction-machine', '')
AFRAME.scenes[0].appendChild(newEl)
let el = document.createElement('a-sphere')
el.setAttribute('radius', '.01')
el.setAttribute('target', '')
el.setAttribute('position', '0 1 -.5')
AFRAME.scenes[0].appendChild(el)
el.setAttribute("onpicked", "window.pfb = selectedElements.at(-1).element.getAttribute('position').clone();")
el.setAttribute("onreleased", "twoPosToBox(window.pfb, selectedElements.at(-1).element.getAttribute('position'));")
// event detail is available within that code as a e.detail e.g e.detail.element
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}
})
function twoPosToBox(A, B){
let center = A.clone()
center.add(B)
center.divideScalar(2)
let lengthes = A.clone()
lengthes.sub(B)
let el = document.createElement("a-box")
el.setAttribute("position", center )
el.setAttribute('target', '')
el.setAttribute("scale", lengthes.toArray().map( i => Math.abs(i) ).join(" ") )
AFRAME.scenes[0].appendChild(el)
}
// import from https://fabien.benetou.fr/PIMVRdata/SpaSca3DPrinterInstructions?action=source
// but as text editable format, not code
// would be safer to do few examples BEFORE synthesizing to a flexible enough format, just with mini games before
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//___________________________________________________________________________________________________________________________________
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AFRAME.registerComponent('instruction-machine', {
// other content next, ideally combinable
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// tournevie metal workshop
// laser cutter at the EP
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// todo
// split UI versus content
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// visual timeline and where we are on it, e.g 1/4 steps
// a la Lego instruction, i.e horizontal bar with dot on current position
// could use a cylinder and a moving sphere
// could be helpful to persist once position is ok, after step 1 then
// https://aframe.io/docs/1.5.0/components/anchored.html
// timeout for increasingly explicit feedback
// jump to specific step via hash to better discussion
// port a text version, i.e no 6DoF or hand tracking, to Monocle/Frame
// adapt from wiki sequential instructions part, possibly with some images
// consider https://threejs.org/docs/?q=grid#api/en/helpers/GridHelper too
// hiding panel, like whiteboards/blackboards in order to focus on solely the task at hand
// optional blinders managed by the user
// overall guiding principle, finding the sweet spot of signal/noise ratio
// starting with a lot of blinders then gradually removing them
// potentially leading to open a set of other instructions next to it
// and find combinatorial opportunities
// wall aligning before starting, this way snap would make sense too
// could be done via GridHelper rather than primitive
// requirement, i.e this instruction needs that other instruction to be completed before
// leading to a graph Sasha Kaurov (IAS) as discussed a while ago with X and experienced via Khan Academy (esp. in math)
// can also list optional requirements
// get model of space https://twitter.com/utopiah/status/1712340651453411808
// can prepare remotely, i.e in VR, to either train virtually in-situ
// to build the instruction sets
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schema: {default:
"https://fabien.benetou.fr/PIMVRdata/SpaSca3DPrinterInstructions?action=source"
}, // type: "string"
init: function(){
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// shortcut to navigate through steps, 2D only
onwheel = (event) => {
event.deltaY < 0 ?
document.querySelector("["+generatorName+"]").emit('previousStep')
// does not yet exist
: document.querySelector("["+generatorName+"]").emit('nextStep')
}
let generatorName = this.attrName
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const idSuffix = "_framing_box"
this.buttonSuffix = "_step_button"
let el = this.el
//---------------------------CONTENT--------------------------
this.scale = 1/10
// size of the initial bounding box
// main element
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let newEl = document.createElement('a-box')
newEl.setAttribute("scale", ""+this.scale+" "+this.scale+" "+this.scale)
newEl.setAttribute("wireframe", "true")
newEl.setAttribute("position", "0 1.3 -.5")
newEl.setAttribute("target","true")
// newEl.setAttribute("onpicked", "document.querySelector('["+generatorName+"]').emit('check')")
// newEl.setAttribute("onreleased", "document.querySelector('["+generatorName+"]').emit('reset')")
// should now also handle event details properly e.g
// newEl.setAttribute("onreleased", 'document.querySelector("['+generatorName+']").emit("check",{color:"'+color+'"})')
// then in event
// let box = this.el.querySelector("a-box[color="+evt.detail.color+"]")
newEl.classList.add( generatorName )
newEl.id = generatorName+idSuffix
el.appendChild(newEl)
// button for step 1 with hinting arrow
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let buttonEl = document.createElement('a-box')
buttonEl.setAttribute("scale", ".2 .1 .1")
buttonEl.setAttribute("wireframe", "true")
buttonEl.setAttribute("color", "red")
buttonEl.setAttribute("position", "0.1 0.1 0.5")
buttonEl.setAttribute("target","true")
buttonEl.setAttribute("visible","false")
buttonEl.classList.add( generatorName )
buttonEl.classList.add( generatorName+this.buttonSuffix)
buttonEl.id = generatorName+this.buttonSuffix+"_1"
newEl.appendChild(buttonEl)
this.addArrow([-4.5, 0, 0], buttonEl)
// cylinder example for step 2 with hinting arrow
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buttonEl = document.createElement('a-cylinder')
buttonEl.setAttribute("scale", ".5 .5 .5")
buttonEl.setAttribute("wireframe", "true")
buttonEl.setAttribute("color", "blue")
buttonEl.setAttribute("rotation", "90 0 0")
buttonEl.setAttribute("position", "0 0 -0.5")
buttonEl.setAttribute("target", "true")
buttonEl.setAttribute("visible","false")
buttonEl.classList.add( generatorName )
buttonEl.classList.add( generatorName+this.buttonSuffix)
buttonEl.id = generatorName+this.buttonSuffix+"_2"
newEl.appendChild(buttonEl)
this.addArrow([-4.5, 0, 0], buttonEl)
//---------------------------END OF CONTENT--------------------------
// generic UI
this.steps = []
//this.steps = ["pick the grey box and align it with your 3D printer", "press change filament button", "remove the filament spool"]
fetch(this.data)
.then( r => r.text() )
.then( r => {
this.steps = r.split('\n')
this.steps.push( this.endOfInstructions )
document.querySelector("["+generatorName+"]").emit('reset')
})
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let n = addNewNote("jxr qs #"+newEl.id+" sa rotation 0", "0.5 0.9 -.5")
n.setAttribute("rotation", "90 0 0")
n.setAttribute("annotation", "content: snap")
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// symplistic, could instead be a directed graph of named nodes, each with optionally multiple outgoing edges
this.endOfInstructions = "You have finished the instructions. Feel free to reset and try again."
this.steps.push( this.endOfInstructions )
const confirmationStep = "Done" // could also consider a "done" area, moving the text there
let timelinegEl = document.createElement('a-cylinder')
timelinegEl.setAttribute("height", "1")
timelinegEl.setAttribute("radius", ".01")
timelinegEl.setAttribute("color", "white")
timelinegEl.setAttribute("rotation", "0 0 90")
timelinegEl.setAttribute("position", "0 1.15 -0.5")
timelinegEl.setAttribute("target","true")
timelinegEl.classList.add( generatorName )
timelinegEl.id = generatorName+"_timeline"
el.appendChild(timelinegEl)
let tlcursorgEl = document.createElement('a-sphere')
tlcursorgEl.setAttribute("radius", ".02")
tlcursorgEl.setAttribute("color", "red")
tlcursorgEl.setAttribute("position", "0 .5 0")
tlcursorgEl.classList.add( generatorName )
tlcursorgEl.id = generatorName+"_timelinecursor"
timelinegEl.appendChild(tlcursorgEl)
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let actions = [
"translateX(.1)", "translateX(-.1)", "translateY(.1)", "translateY(-.1)", "translateZ(.1)", "translateZ(-.1)",
"rotateX(-.1)", "rotateX(.1)", "rotateY(.1)", "rotateY(-.1)", "rotateZ(.1)", "rotateZ(-.1)",
]
actions.reverse().map( (a,i) => {
let n = addNewNote("jxr qs #"+newEl.id+" .object3D."+a, ".5 "+(1+i/20)+" -.5")
n.setAttribute("rotation", "90 0 0")
n.setAttribute("annotation", "content: "+a.replace(/xxx/,'')) // could be simplified a bit
})
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el.appendChild(newEl)
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n = addNewNote("jxr qs #"+newEl.id+" .emit('nextStep')" , "0 1.1 -.5")
n.setAttribute("rotation", "90 0 0")
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n.setAttribute("annotation", "content: confirm")
n = addNewNote("jxr qs #"+newEl.id+" .emit('previousStep')" , "0 1.0 -.5")
n.setAttribute("rotation", "90 0 0")
n.setAttribute("annotation", "content: go backward")
n = addNewNote("jxr qs #"+newEl.id+" .emit('reset')" , "0 0.8 -.5")
n.setAttribute("rotation", "90 0 0")
n.setAttribute("annotation", "content: restart")
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this.currentInstructionStep = 0
this.currentInstruction = addNewNote(this.steps[this.currentInstructionStep], "-.3 1.2 -.5")
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},
events: {
reset: function (evt) {
console.log(this.attrName, 'component was resetted!');
let generatorName = this.attrName
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this.currentInstructionStep=-1
document.querySelector("["+generatorName+"]").emit('nextStep')
document.getElementById( generatorName+"_timelinecursor" ).object3D.position.y = .5
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},
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nextStep: function (evt) {
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let generatorName = this.attrName
if (this.currentInstructionStep<this.steps.length-1){
this.currentInstruction.setAttribute("value",this.steps[++this.currentInstructionStep])
Array.from( document.querySelectorAll( "."+generatorName+this.buttonSuffix) ).map( el => el.setAttribute("visible", "false" ) )
document.getElementById( generatorName+this.buttonSuffix +"_"+this.currentInstructionStep )?.setAttribute("visible", "true" )
document.getElementById( generatorName+"_timelinecursor" ).object3D.translateY( -1/(this.steps.length-1) )
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}
},
previousStep: function (evt) {
// going back after the end does NOT work as expected!
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let generatorName = this.attrName
if (this.currentInstructionStep>0){
this.currentInstruction.setAttribute("value",this.steps[--this.currentInstructionStep])
Array.from( document.querySelectorAll( "."+generatorName+this.buttonSuffix) ).map( el => el.setAttribute("visible", "false" ) )
document.getElementById( generatorName+this.buttonSuffix +"_"+this.currentInstructionStep )?.setAttribute("visible", "true" )
document.getElementById( generatorName+"_timelinecursor" ).object3D.translateY( 1/(this.steps.length-1) )
} else {
document.querySelector("["+generatorName+"]").emit('reset')
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}
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},
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},
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addArrow: function(relativePosition, parentEl, color=0xffff00){
const dir = new THREE.Vector3( 1, 0, 0 )
//normalize the direction vector (convert to vector of length 1)
dir.normalize()
const origin = new THREE.Vector3( ...relativePosition )
const length = 4
const hex = color
const arrowHelper = new THREE.ArrowHelper( dir, origin, length, hex )
parentEl.object3D.add( arrowHelper )
}
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})
function cloneTarget(target){
let el = target.cloneNode(true)
if (!el.id)
el.id = "clone_" + crypto.randomUUID()
else
el.id += "_clone_" + crypto.randomUUID()
AFRAME.scenes[0].appendChild(el)
}
function deleteTarget(target){
targets = targets.filter( e => e != target)
target.remove()
}
function runClosestJXR(){
// ideally this would come from event details
let latest = selectedElements[selectedElements.length-1].element
let nearby = getClosestTargetElements( latest.getAttribute('position') )
// if (nearby.length>0){ interpretJXR( nearby[0].el.getAttribute("value") ) }
nearby.map( n => interpretJXR( n.el.getAttribute("value") ) )
}
</script>
<div style='position:fixed;z-index:1; top: 0%; left: 0%; border-bottom: 70px solid transparent; border-left: 70px solid #eee; '>
<a href="https://git.benetou.fr/utopiah/text-code-xr-engine/issues/">
<img style='position:fixed;left:10px;' title='code repository' src='gitea_logo.svg'>
</a>
</div>
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<a-scene startfunctions >
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<a-assets>
<template id="left-hand-default-template">
<a-entity networked-hand-controls="hand:left"></a-entity>
</template>
<template id="right-hand-default-template">
<a-entity networked-hand-controls="hand:right"></a-entity>
</template>
</a-assets>
<a-entity id="rig">
<a-entity id="player" networked="template:#avatar-template;attachTemplateToLocal:false;"
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hud camera look-controls wasd-controls position="0 1.6 0">
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</a-entity>
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<a-entity id="rightHand" pinchprimary hand-tracking-controls="hand: right;"></a-entity>
<a-entity id="leftHand" pinchsecondary wristattachsecondary="target: #box" hand-tracking-controls="hand: left;"></a-entity>
</a-entity>
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<a-troika-text value="SpaSca : Spatial Scaffolding" anchor="left" outline-width="5%" font="../content/ChakraPetch-Regular.ttf" position="-3 5 -2"
scale="3 3 3" rotation="80 0 0" troika-text="outlineWidth: 0.01; strokeColor: #ffffff" material="flatShading: true; blending: additive; emissive: #c061cb"></a-troika-text>
<a-sky hide-on-enter-ar color="lightgray"></a-sky>
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<a-troika-text anchor=left target value="instructions : \n--right pinch to move\n--left pinch to execute" position="0 1.65 -0.2" scale="0.1 0.1 0.1"></a-troika-text>
<a-troika-text anchor=left value="jxr location.reload()" target position="-.5 1.30 0" rotation="0 40 0" scale="0.1 0.1 0.1"></a-troika-text>
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<a-console position="2 2 0" rotation="0 -45 0" font-size="34" height=1 skip-intro=true></a-console>
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<a-box id="box" visible="false"></a-box>
<!-- bug if #box missing, so hiding for now -->
<!-- bug in start-on-press after XR init, as mentioned there -->
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</a-scene>
</body>
</script>
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</html>