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Apply simple refactoring based on new folder design. And also reconst…
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…ruct profiles for webvr and webxr (#68)

* more cleanup

* major clean-up

* fixed old gui logger test

* cleanup

* internal function now called initWindow instead of Fallback

* more module conversion

* made input and queue modules

* more refactoring

* create files

* using an alias

* alternatives

* don't even need to specify modules in the index apparently, also avoid name collisions when merging the gpu modules

* gpu_modules

* STOP examples

* more graphics separation

* more clean-up

* locks are modules now

* removed unnecessary third-party tutorial gui library for now

* Event Bus is now a module

* preparing some boilerplate

* more boilerplate

* created some enums based on the docs

* newline

* clean-up of gpu initialization

* no longer bind callbacks to this, use a reference instead

* more clean-up

* enums

* add fallback handler

* more and more clean-up, console log

* console messages

* temp disable frameData from WebVR, may need to replace controller API depending on how WebXR gives coordinates

* init order of xr button updated

* querying for webxr now

* reference space handling

* removed unused field

* separate modal canvas gui code from webxr backend

* removed separate window option, backend shouldn't handle it, also can be revived later

* viewer pose

* cleaner

* no longer need eye index

* viewport management and rename wrangler to engine

* working on scratch memory to avoid per-frame allocations

* improved resizing

* webxr likes using xyzw objects intead of buffers

* extended pose type created

* started getting rid of nesting since was starting to get in the way

* if statement bug fixed

* need to pass viewerPose to viewerPoseEXT's update function

* remove dead code

* will eventually support custom interface for entering xr

* new arg to world code callbacks

* updated webvr backend to match webxr api changes so we can still use it

* moved deprecation warning

* go back to version 2

* adjust printouts

* move viewport to different file

* add comment

* make function name clearer

* cleanup

* more printouts and cleanup

* prepare for multiple canvas surface support

* adding snippets from controller examples online

* more enums according to webxr spec

* extra output surface for a second canvas

* fixed bugs with webvr backend post changes, fixed bug in which leaving and re-entering would lose controller position

* remote logging with sockets

* changed button text

* add semicolon

* added more logic to WebGPU initialization, now for the default animation frame

* comments added about gpu API switching support

* basic remote logging works

* debugging controller support, webxr api may be required after all

* basic webxr input working, synchronization still works, positions seem fine, need to debug webxr rendering, enabling webvr by default

* webxr renders, need to refactor / debug week10.js in week10WebXR directory

* uncommented out matrix multiply even though the avatar matrix transformations probably need to be re-thought for webxr

* made original week 10 first world

* made webvr the default

* WebVR the default, disable brightness checks

* ♻️ moving main.js from deep inside of system folder to root folder, and apply changes to init and run

* ♻️ moving main.js from deep inside of system folder to root folder, and apply changes to init and run

* 🍺 forgot to change back the version number

* ♻️ moving css to asset folder; moving input to lib and rename as input_nonVR

* ♻️ folder level reconstruction excepth for the files in TBD that I am not sure how they are used and where to place them. Next, split world files.

* 🚧 split world file(week10.js in this case) into several parts. input_VR is related to VR controller, measurements saves some const value, draw provides basic drawing function, and world_prepare has all the resource load functionality. Next: test, find the calibration code.

* 🚧 simply move the calibration code to lib/util, will rewrite the calibration module, and as well as the new files in last commit.

* 🚧 test is successful. Previous changes are still working with two-user scenario. But I am confused why the obj created by one user is not visible to other users. I started to decompose world file. Also, I think run.js is too long.

* ♻️ The folder hierachy is changed based on the recent discussion.

* 🚚 move ecosystem.config.js to server folder

* 🚚 remove duplicate 'watchFiles' and 'unwatchFiles' from run.js and mreditor.js. Create a new separate module for it:watchfile.js

* ✨ split run.js into several files: console_handler, error_handler, and profile*3. Profile is a base class which has 2 children, webvr and webxr. These classes take care of the functionality of loading the world.

* 🐛 fix the import for webxr

* ✨ turn worldTemplate from function based to class based.

* 🍺 revert the week10.js in two folders back to the status before large refactoring.

* 🚚 the texture files are placed in assets already.

* avoid null exception when trying to draw skeleton before its data load

* added missing imports

* add package-lock.json for node

* 🚚 As suggested, rename MREditor to ShaderTextEditor. Now the name is more clear and meaningful.

* Ken's version of week10.js

* Added a debug feature in webvr_backend.js so you can see error messages on the computer when viewing on the Oculus.
Got Ken's updated version of week10.js (with mirrored avatar) working in new code base.  Yay!

Co-authored-by: Karl Toby Rosenberg <[email protected]>
Co-authored-by: Ben Ahlbrand <[email protected]>
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