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Add Mirror to bitecs #5919

Merged
merged 1 commit into from
Feb 3, 2023
Merged

Add Mirror to bitecs #5919

merged 1 commit into from
Feb 3, 2023

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takahirox
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This PR adds Mirror to bitecs.

addComponent(world, Mirror, eid);
return eid;
}

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Duplicated code with https://github.com/mozilla/hubs/blob/master/src/components/mirror.js I thought it would be ok because not so many codes and src/components/mirror.js may be removed when the new framework will land.

If we want to avoid duplicated code we can add a new file and let src/inflators/mirror.ts and src/components/mirror.js refer to it.

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I think its ok, since the plan is to remove the old code once we remove the newLaoder flag and flip to using the new system by default.


export function inflateMirror(world: HubsWorld, eid: number, params: MirrorParams) {
params = Object.assign({}, DEFAULTS, params);
const geometry = DEFAULT_MIRROR_GEOMETRY;
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@takahirox takahirox Jan 31, 2023

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In the old code, this.el.object3DMap?.mesh?.geometry is used if defined.
https://github.com/mozilla/hubs/blob/40bbcc41c6b5c2eac2982b0a8bf2bbebd44db195/src/components/mirror.js#L24

In the new framework, is there a chance that geometry is already defined when inflating, too?

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Since mirror is currently only exposed in Spoke, and Spoke doesn't do this, I don't think we need to support that right now.

Just to think through what it would look like if we wanted to support this later): It would be slightly tricky since in infiltrators you can not access the Object3D for the entity you are inflating on (since inflators may be what creates the Object3D) so we would need to instead write a system that swaps the existing mesh with a Reflector using the same Geometry.

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Made some minor notes, but LGTM


export function inflateMirror(world: HubsWorld, eid: number, params: MirrorParams) {
params = Object.assign({}, DEFAULTS, params);
const geometry = DEFAULT_MIRROR_GEOMETRY;
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Since mirror is currently only exposed in Spoke, and Spoke doesn't do this, I don't think we need to support that right now.

Just to think through what it would look like if we wanted to support this later): It would be slightly tricky since in infiltrators you can not access the Object3D for the entity you are inflating on (since inflators may be what creates the Object3D) so we would need to instead write a system that swaps the existing mesh with a Reflector using the same Geometry.

const geometry = DEFAULT_MIRROR_GEOMETRY;
const reflector = new Reflector(geometry, {
color: params.color,
textureWidth: DEFAULT_TEXTURE_WIDTH,
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This is not new and we don't necessarily need to fix this right now, but I quite dislike that we make this so high resolution... Not sure what a more sane value would be.

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Yes, probably lower resolution will be better. Added a comment for now.

addComponent(world, Mirror, eid);
return eid;
}

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I think its ok, since the plan is to remove the old code once we remove the newLaoder flag and flip to using the new system by default.

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2 participants