Aframe Layout Component: How to make a sphere images gallery? - aframe

I am using Aframe Layout Component and I will want to position images in such a way that they orbit around the center. Like that:
But I don't know to do that with the layout property. This is my code:
<a-entity id="links" layout="type: circle; radius: 2.5; angle: 90; margin: 2.5" position="0 -1 -4" rotation="10 40 0">
<!-- // My images entity
</a-entity>
Result:
I can create make a Cercle but I would like a Sphere.
I don't know how to make Sphere.
Can you help me?
Thank you

If you want to get something like this image from the docs:
You can just look at the example the screenshot is taken from
use the dodecahedron type:
layout="type: dodecahedron; radius: 10"
use the look-at component, so the images are all oriented towards the camera:
look-at="[camera]
Something like this:
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
<script src="https://unpkg.com/aframe-layout-component#4.3.1/dist/aframe-layout-component.min.js"></script>
<script src="https://unpkg.com/aframe-look-at-component#0.8.0/dist/aframe-look-at-component.min.js"></script>
<a-scene>
<a-assets>
<img id="img" crossorigin="anonymous" src="https://i.imgur.com/wjobVTN.jpeg" />
<a-mixin id="image" geometry="primitive: plane;width: 2; height: 2;"
material="shader: flat; src: #img; side: double"
look-at="[camera]"></a-mixin>
</a-assets>
<a-entity position="0 0.5 -3" layout="type: dodecahedron; radius: 10">
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
</a-entity>
<a-sky color="#ECECEC"></a-sky>
</a-scene>
If you want a horizontal circle (or couple of circle layers), you can use a circle type and rotate it:
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
<script src="https://unpkg.com/aframe-layout-component#4.3.1/dist/aframe-layout-component.min.js"></script>
<script src="https://unpkg.com/aframe-look-at-component#0.8.0/dist/aframe-look-at-component.min.js"></script>
<a-scene>
<a-assets>
<img id="img" crossorigin="anonymous" src="https://i.imgur.com/wjobVTN.jpeg" />
<a-mixin id="image" geometry="primitive: plane;width: 2; height: 2;" material="shader: flat; src: #img; side: double" look-at="[camera]"></a-mixin>
</a-assets>
<a-entity position="0 1 0" layout="type: circle; radius: 5" rotation="90 0 0">
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
<a-entity mixin="image"></a-entity>
</a-entity>
<a-sky color="#ECECEC"></a-sky>
</a-scene>

Related

Shoot with ammo.js and a-frame

Good morning, how are you? I ask a question, Im making a game in AR of soccer penalties. I am using a-frame and ammo.js for physics.
I wanted to know how I can make a shot of the ball once the screen is touched, taking into account the position and the view of the camera.
I could use cannon.js but due to non-updated features of the library I had to migrate to ammo.js
I'm very busy and the ammo.js documentation lacks information about it. Any tip is welcome, thank you very much
My html:
<a-scene
physics="driver: ammo;"
responsive-immersive
init
init-portal
xrextras-almost-there
xrextras-loading="
loadBackgroundColor: #fff;
cameraBackgroundColor: #5AC8FA;
loadImage: #logo;
loadAnimation: pulse"
xrextras-runtime-error
xrextras-gesture-detector
renderer="colorManagement:true"
xrweb="
allowedDevices: any;
defaultEnvironmentFogIntensity: 0.3;
defaultEnvironmentFloorColor: #FFF;
defaultEnvironmentSkyBottomColor: #5ac8fa;
defaultEnvironmentSkyTopColor: #007aff;
defaultEnvironmentSkyGradientStrength: 0.25;">
<a-assets timeout="10000">
<!-- For the loader logo -->
<img id="logo" src="./assets/logo.png">
<img id="asset-uno" src="./assets/images/1.png">
<img id="asset-dos" src="./assets/images/2.png">
<img id="asset-tres" src="./assets/images/3.png">
<!-- For the ground cursor -->
<a-asset-item response-type="arraybuffer" id="asset-ground-cursor" src="./assets/ground_cursor.glb"></a-asset-item>
<a-asset-item response-type="arraybuffer" id="asset-intro-model" src="./assets/models/Logo-static.glb"></a-asset-item>
<a-asset-item response-type="arraybuffer" id="asset-transparent-intro-model" src="./assets/models/LogoCursor-transparent.glb"></a-asset-item>
<a-asset-item response-type="arraybuffer" id="asset-copa" src="./assets/models/Copa.glb"></a-asset-item>
<a-asset-item response-type="arraybuffer" id="asset-pelota" src="./assets/models/soccer_ball.glb"></a-asset-item>
<a-asset-item id="pin" src="./assets/models/arcquito.glb"></a-asset-item>
<a-asset-item id="glove" src="./assets/models/scanned_soccer_shoe.glb"></a-asset-item>
<a-asset-item id="goalkepper" src="./assets/models/goalkeeper.glb"></a-asset-item>
<img id="soccer" src="./assets/textures/pelota.jpg">
<!-- Audios -->
<a-asset-item id="asset-audio-fondo" src="./assets/audios/musicaWabi.mp3" response-type="arraybuffer"></a-asset-item>
</a-assets>
<xrextras-capture-button capture-mode="standard"></xrextras-capture-button>
<!-- configure capture settings -->
<xrextras-capture-config
max-duration-ms="7000"
enable-end-card="false"
watermark-image-url="./assets/logo.png"
watermark-max-width="100"
watermark-max-height="10"
file-name-prefix="media-"
request-mic="manual">
</xrextras-capture-config>
<!-- add capture preview -->
<xrextras-capture-preview></xrextras-capture-preview>
<!-- Can change target property to be the camera or a single model -->
<a-entity
xr-light
light="
type: directional;
intensity: 0.8;
target: #wrapper;
castShadow: true;
shadowMapHeight: 2048;
shadowMapWidth: 2048;
shadowCameraTop: 20;
shadowCameraBottom: -20;
shadowCameraRight: 20;
shadowCameraLeft: -20;"
xrextras-attach="target: camera; offset: 8 15 4"
position="1 4.3 2.5"
shadow>
</a-entity>
<a-light xr-light type="ambient" intensity="0.5"></a-light>
<!-- Camera + Glove-->
<a-camera id="camera" position="0 3 0">
<a-entity
id="glove-model"
physics-object="model: #glove; body: kinematic; shape: box; id: soccerShoesModel"
ammo-body="type: kinematic; emitCollisionEvents: true"
scale="2 2 2"
rotation="0 180 0"
position="0.12 -1 -1.2"
visible="false">
</a-entity>
<a-sound id="audio-fondo" src="#asset-audio-fondo" loop="true" autoplay="false" volume="0.2"></a-sound>
</a-camera>
<a-entity
id="wrapper"
position="0 0 0"
rotation="0 0 0"
class="cantap"
visible="false">
<!-- Intro model for gestures detection -->
<a-entity id="introModel" position="0 0 0" scale="1.5 1.5 1.5" gltf-model="#asset-intro-model" visible="false"></a-entity>
<!-- Models and other entities -->
<a-sphere
id="soccer-ball"
class="cantap"
position="0 2 -4"
radius="0.75"
material="shader: flat; src: #soccer"
ammo-body="type: dynamic; emitCollisionEvents: true"
ammo-shape="type: sphere"
shadow
visible="false">
</a-sphere>
<a-entity
id="goalkepperModel"
physics-object="model: #goalkepper; body: kinematic; id: arqueroHijoModel;"
ammo-body="type: kinematic;"
ammo-shape="type: sphere"
scale="0.3 0.3 0.3"
position="0 0 -13"
rotation="0 0 0"
animation="property: position; to: -5 0 -13; from: 5 0 -13; dir: alternate; loop: true; easing: easeInOutQuad; dur: 2500"
visible="false">
</a-entity>
<a-entity
id="pin1"
physics-object="model: #pin; body: static; id: arcoHijoModel"
ammo-body="type: static;"
ammo-shape="type: box"
scale="0.9 1 1"
position="0 1 -20"
rotation="0 180 0"
visible="false">
</a-entity>
<a-entity
id="primerObjetivo"
physics-object="model: #asset-intro-model; body: kinematic; id: primerObjetivoModel"
ammo-body="type: kinematic;"
ammo-shape="type: box"
scale="1.5 1.5 1.5"
position="-6 0 -16"
rotation="0 0 0"
visible="false">
</a-entity>
<a-entity
id="segundoObjetivo"
physics-object="model: #asset-intro-model; body: kinematic; id: segundoObjetivoModel"
ammo-body="type: kinematic;"
ammo-shape="type: sphere"
scale="1.5 1.5 1.5"
position="6 0 -16"
rotation="0 0 0"
visible="false">
</a-entity>
<a-entity
id="tercerObjetivo"
physics-object="model: #asset-intro-model; body: kinematic; id: tercerObjetivoModel"
ammo-body="type: kinematic;"
ammo-shape="type: box"
scale="1.5 1.5 1.5"
position="-6 4 -16"
rotation="0 0 0"
visible="false">
</a-entity>
<a-entity
id="cuartoObjetivo"
physics-object="model: #asset-intro-model; body: kinematic; id: cuartoObjetivoModel"
ammo-body="type: kinematic;"
ammo-shape="type: sphere"
scale="1.5 1.5 1.5"
position="6 4 -16"
rotation="0 0 0"
visible="false">
</a-entity>
<a-image id="unoModel" scale="0.0001 0.0001 0.0001" position="0 7.2 -18" src="#asset-uno" visible="false"></a-image>
<a-image id="dosModel" scale="0.0001 0.0001 0.0001" position="0 7.2 -18" src="#asset-dos" visible="false"></a-image>
<a-image id="tresModel" scale="0.0001 0.0001 0.0001" position="0 7.2 -18" src="#asset-tres" visible="false"></a-image>
<a-plane
id="ground"
height="2000"
width="2000"
rotation="-90 0 0"
position="0 0.01 0"
material="shader: shadow; transparent: true; opacity: 0.4"
ammo-body="type: static"
ammo-shape="type: box"
shadow
visible="false">
</a-plane>
</a-entity>
</a-scene>

How to fix an A-frame virtual environment that never loads on first attempt but does upon refresh?

I (a very amateur programmer) am trying to make an environment in A-frame where you point a cursor at different objects and it changes the displayed value on a thermometer: https://fst-retail-safety.glitch.me
The site never loads completely on the first try but reliably loads upon refresh. If I omit the cursor listener from the GLTF used for the environment, it also loads correctly. Any ideas on how to fix this? Perhaps the cursor is trying to fuse with the background object before it loads and it's causing an error? Many thanks for any help.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>Food Service Temperature Inspection</title>
<meta name="description" content="Environment test" />
<script src="https://aframe.io/releases/1.1.0/aframe.min.js"></script>
<script src="https://cdn.jsdelivr.net/gh/donmccurdy/aframe-extras#v6.1.1/dist/aframe-extras.min.js"></script>
<script>
AFRAME.registerComponent("cursor-listener-box", {
init: function() {
this.el.addEventListener("click", function(evt) {
let target1 = document.querySelector("#IRtext");
target1.setAttribute("value", "100");
});
}
});
</script>
<script>
AFRAME.registerComponent("cursor-listener-background", {
init: function() {
this.el.addEventListener("click", function(evt) {
let target1 = document.querySelector("#IRtext");
target1.setAttribute("value", "65");
});
}
});
</script>
</head>
<body>
<a-scene background="color: #FAFAFA" renderer="colorManagement: true">
<a-assets>
<a-asset-item
id="gltf"
src="https://cdn.glitch.com/13648f22-5ed9-4349-ad71-1e8bd63b6485%2Fpumptest20.glb"
></a-asset-item>
<a-asset-item
id="IRthermo"
src="https://cdn.glitch.me/7344c97b-c709-4f6e-a17b-3a7e1c7278a4%2FIR%20thermometer.glb"
></a-asset-item>
<a-asset-itm
id="navmesh"
src="https://cdn.glitch.com/13648f22-5ed9-4349-ad71-1e8bd63b6485%2Fpumpnavmesh7.glb"
></a-asset-itm>
<img
id="concrete"
src="https://cdn.glitch.me/13648f22-5ed9-4349-ad71-1e8bd63b6485%2Fconcrete.jpg"
/>
<img
id="background"
src="https://cdn.glitch.me/13648f22-5ed9-4349-ad71-1e8bd63b6485%2Findustrial_1k.jpg"
/>
<img
id="watertank"
src="https://cdn.glitch.me/13648f22-5ed9-4349-ad71-1e8bd63b6485%2Fwatertank.jpg"
/>
</a-assets>
<a-entity
gltf-model="#gltf"
scale="0.15 0.15 0.15"
position="0 1.5 -2"
cursor-listener-background
></a-entity>
<a-light
type="directional"
intensity="0.7"
color="#FAFAFA"
position="0 4 0"
></a-light>
<a-light
type="ambient"
intensity="0.6"
color="#FAFAFA"
position="0 4 0"
></a-light>
<a-box
material="src: #watertank"
scale="5 3.3 5"
position="-6.3 1.93 -1.4"
></a-box>
<a-box
material="src: #watertank"
scale="5 3.3 5"
position="-2 4.5 -11"
></a-box>
<!--test shapes for script-->
<a-entity
geometry="primitive:box"
material="color:green; shader:flat"
position="0 1.6 -1"
scale="0.2 0.2 0.2"
cursor-listener-box
></a-entity>
<a-entity
gltf-model="#navmesh"
scale="0.15 0.15 0.15"
position="0 -.3 -2"
visible="true"
nav-mesh
></a-entity>
<a-entity
geometry="primitive: plane; height: 10; width: 10"
material="src: #concrete; repeat:10 10"
position="0 .3 0"
rotation="-90 0 0"
></a-entity>
<a-sky src="#background"></a-sky>
<!--Player rig-->
<a-entity
id="rig"
movement-controls="speed: 0.08; constrainToNavMesh: true"
>
<a-entity camera position="0 1.6 0" look-controls>
<a-entity
cursor="fuse: true; fuseTimeout: 100"
position="0 0 -0.5"
geometry="primitive: ring; radiusInner: 0.007; radiusOuter: 0.01"
material="color: black; shader: flat"
>
</a-entity>
<a-entity
gltf-model="#IRthermo"
scale="0.05 0.05 0.05"
position="0.15 0 -0.5"
rotation="0 -90 0"
></a-entity>
<a-text
id="IRtext"
value="25"
align="center"
color="black"
position="0.184 0.01 -0.295"
scale="0.1 0.1 0.1"
rotation="-16 0 0"
></a-text>
<a-text
value="TEMPERATURE"
align="center"
color="black"
position="0.184 0.03 -0.295"
scale="0.03 0.03 0.03"
rotation="-16 0 0"
></a-text>
<a-text
value="F"
align="center"
color="black"
position="0.19 -0.014 -0.29"
scale="0.1 0.1 0.1"
rotation="-16 0 0"
></a-text>
<a-entity
geometry="primitive: ring; radiusInner:0.002; radiusOuter:0.003"
material="color: black; shader: flat"
position="0.18 -0.01 -0.29"
rotation="-16 0 0"
></a-entity>
</a-entity>
</a-entity>
</a-scene>
</body>
</html>
I've opened it up, and when something in the scene isn't loaded, there is a nice log in the console:
Uncaught TypeError: Cannot read property 'array' of undefined
at TextGeometry.computeBoundingSphere (index.js:96)
at P.raycast (three.js:8649)
(....)
No need to search for the array of undefined - the rest tells us that there is an issue with raycasting the text elements.
Since you only want to interact with certain things (which aren't text elements), you can specify which items should the cursor interact with:
<!-- let them share a common class -->
<a-box class="interactable></a-box>
<!-- raycaster setup -->
<a-entity
cursor="fuse: true; fuseTimeout: 100"
raycaster="objects: .interactable">
</a-entity>
Like i did in this remix

a-frame camera position value in component does not change

Why new_position value does not change when moving the camera and clicking again?
<html>
<head>
<meta charset="UTF-8" />
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
<script src="https://unpkg.com/aframe-event-set-component#3.0.3/dist/aframe-event-set-component.min.js"></script>
<script src="https://cdn.jsdelivr.net/gh/donmccurdy/aframe-extras#v6.1.1/dist/aframe-extras.min.js"></script>
<script>
AFRAME.registerComponent("go_in_front_camera", {
init: function() {
var el = this.el;
el.addEventListener("click", function() {
console.log(
document.querySelector("a-scene").camera.el.object3D.position.x
);
var new_position_x = document.querySelector("a-scene").camera.el
.object3D.position.x;
var new_position_z = document.querySelector("a-scene").camera.el
.object3D.position.z;
var new_position = {
x: new_position_x - 1,
y: el.object3D.position.y,
z: new_position_z - 1
};
console.log(new_position);
el.setAttribute("animation", {
property: "position",
to: new_position,
dur: 2000,
easing: "linear"
});
});
}
});
</script>
</head>
<body>
<a-scene>
<a-entity
id="camera-rig"
position="0 0 0"
movement-controls="controls: cardboard, gamepad, keyboard, touch; constrainToNavMesh: true; speed: 0.2"
>
<a-entity
id="head"
camera
look-controls="pointerLockEnabled: true"
position="0 1.6 0"
>
<a-entity
cursor="fuse: true;fuseTimeout: 500"
animation__click="property: scale; startEvents: click; easing: easeInCubic; dur: 150; from: 0.1 0.1 0.1; to: 1 1 1"
animation__fusing="property: scale; startEvents: fusing; easing: easeInCubic; dur: 1500; from: 1 1 1; to: 0.1 0.1 0.1"
animation__mouseleave="property: scale; startEvents: mouseleave; easing: easeInCubic; dur: 500; to: 1 1 1"
geometry="primitive: ring; radiusInner: 0.002; radiusOuter: 0.003"
material="shader: flat; color: #f7f7ed;"
position="0 0 -0.1"
></a-entity>
</a-entity>
</a-entity>
<a-plane
id="ground_floor"
color="blue"
repeat="10 10"
rotation="-90 0 0"
width="30"
height="30"
></a-plane>
<a-sky color="#212120"></a-sky>
<a-box
position="0 1 -2"
width="1"
height="1"
color="red"
go_in_front_camera
></a-box>
</a-scene>
</body>
</html>
I edited my code to show a full example.
You're placing the box at "-1 0 -1" regarding the camera. But the camera isn't moving. It's just rotating. So it's world position isn't changing at all.
either:
translate the coordinates to the camera local space of reference
get the camera direction vector, and add it to the camera
Direction option:
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
<script>
AFRAME.registerComponent('go_in_front_camera', {
init: function() {
var el = this.el;
const dir = new THREE.Vector3();
el.addEventListener('click', function() {
const acamera = document.querySelector('a-scene').camera.el.object3D
acamera.getWorldDirection(dir);
dir.multiplyScalar(-2);
dir.add(acamera.position)
el.setAttribute('animation', {
property: 'position',
to: AFRAME.utils.coordinates.stringify(dir),
dur: 2000,
easing: 'linear'
});
});
}
});
</script>
<a-scene cursor="rayOrigin: mouse" raycaster="objects: a-box">
<a-box position="-1 0.5 -3" color="#4CC3D9" go_in_front_camera></a-box>
<a-sphere position="0 1.25 -5" radius="1.25" color="#EF2D5E"></a-sphere>
<a-cylinder position="1 0.75 -3" radius="0.5" height="1.5" color="#FFC65D"></a-cylinder>
<a-plane position="0 0 -4" rotation="-90 0 0" width="4" height="4" color="#7BC8A4"></a-plane>
<a-sky color="#ECECEC"></a-sky>
<a-entity id="camera-rig" position="0 0 0" movement-controls="controls: cardboard, gamepad, keyboard, touch; constrainToNavMesh: true; speed: 0.2">
<a-entity id="head" camera look-controls="pointerLockEnabled: true" position="0 1.6 0">
<a-entity geometry="primitive: ring; radiusInner: 0.002; radiusOuter: 0.003" material="shader: flat; color: #f7f7ed;" position="0 0 -0.1"></a-entity>
</a-entity>
</a-entity>
</a-scene>
Since it's a rig with camera as child, the position should not be read on the camera object but on the camera parent object.
document.querySelector("a-scene").camera.el.parentNode.object3D.position

AFrame: Problem with physics; dynamic-body & grabbable

The problem:
I want to make a ball the user can throw. With my current implementation, physics work but I cannot lift the ball. However, if I delete the "dynamic-body" I can grab the ball exactly as I am supposed to, and move it around. Heck, I tried changing it to "static-body" and it still works. The problem seems to be whenever I mix grabbable and dynamic-body. I know it should be possible in an older version, as I was using this tutorial: https://www.youtube.com/watch?v=SKYfYd3pk4I
However, he is using progressive-controls which are not available in the newest super-hands package, I don't know if that changes anything. Is there anything I am doing wrong here?
Here are my snippits of code that could affect the result:
My A-Frame packages:
<head>
<!-- A-Frame -->
<script src="https://aframe.io/releases/1.0.4/aframe.min.js"></script>
<!-- A-Frame Components -->
<!-- A-Frame Particle System -->
<script src="https://unpkg.com/aframe-particle-system-component#1.0.9/dist/aframe-particle-system-component.min.js"></script>
<script src="https://unpkg.com/aframe-environment-component/dist/aframe-environment-component.min.js"></script>
<!-- A-Frame Event System -->
<script src="https://unpkg.com/aframe-event-set-component#4.2.1/dist/aframe-event-set-component.min.js"></script>
<!-- A-Frame Extras Add-Ons -->
<script src="https://cdn.jsdelivr.net/gh/donmccurdy/aframe-extras#v6.1.1/dist/aframe-extras.min.js"></script>
<!-- A-Frame Physics -->
<script src="https://cdn.jsdelivr.net/gh/n5ro/aframe-physics-system#v4.0.1/dist/aframe-physics-system.min.js"></script>
<!-- A-Frame Physics Extra Add-On -->
<script src="https://unpkg.com/aframe-physics-extras#0.1.2/dist/aframe-physics-extras.min.js"></script>
<!-- A-Frame Super Hands -->
<script src="https://unpkg.com/super-hands#3.0.0/dist/super-hands.min.js"></script>
</head>
My problematic sphere:
<!-- Ball -->
<a-entity
id="Ball-2"
position="0 0 0">
<a-sphere
id="Ball-2-collider"
grabbable
dynamic-body="mass: 0.2; linearDamping: 0.05; angularDamping: 0.3; shape: sphere;
sphereRadius: 0.125;"
class="interactable ball"
radius="5"
position="0 0.6 3.8"
scale="0.02 0.02 0.02">
<a-entity
id="ball-2-mesh"
position="0 -6 0"
rotation="0 0 0"
scale="600 600 600"
gltf-model="#Ball-glb"
color="#FFFFFF">
</a-entity>
</a-sphere>
</a-entity>
My controller-setup:
<a-entity id="camera-rig" position="0 -1.20 4" rotation="0 150 0">
<a-camera
user-height="1.6"
active="true">
<a-entity
cursor="fuse: true; fuseTimeout: 1000"
raycaster="objects: .interactable"
animation__fusing="property: scale; startEvents: fusing; easing: linear; dur: 1000; from: 1 1 1; to: 3 3 3"
animation__leave="property: scale; startEvents: mouseleave; easing: linear; dur: 1; from: 1 1 1; to: 1 1 1"
animation__click="property: scale; startEvents: click; easing: linear; dur: 150; from: 3 3 3; to: 1 1 1"
position="0 0 -1"
geometry="primitive: sphere; radius: 0.005"
material="color: #FF00FF; shader: flat; opacity: 0.5">
</a-entity>
</a-camera>
<a-entity sphere-collider="objects: .interactable" handModelStyle: lowPoly; super-hands hand-controls="hand: left"></a-entity>
<a-entity sphere-collider="objects: .interactable" handModelStyle: lowPoly; super-hands hand-controls="hand: right"></a-entity>
</a-entity>
And finally, the a-scene defining the gravity:
<a-scene embedded antialias="false" physics="gravity: -9.8; debug: true">
Thanks to this: https://github.com/bryik/aframe-ball-throw/blob/master/index.html
I found the culprit.
I needed to add the static-body to my hand-entities, so that collision could be detected. No idea why collision was detected without them before though.
Modified code:
<a-entity static-body="shape: sphere; sphereRadius: 0.02;" sphere-collider="objects: .interactable" handModelStyle: lowPoly; super-hands hand-controls="hand: left"></a-entity>
<a-entity static-body="shape: sphere; sphereRadius: 0.02;" sphere-collider="objects: .interactable" handModelStyle: lowPoly; super-hands hand-controls="hand: right"></a-entity>

Adding gradient color to a sphere

I want to add gradient color to the sphere, currently I am setting the color:
<a-sphere position="1 1 0" color="#ef2d5e">
<a-animation attribute="rotation" to="0 360 0" dur="10000" easing="linear" repeat="indefinite">
</a-animation>
</a-sphere>
Demo
How do I add gradient to the sphere? Is there any way.
Try https://github.com/zcanter/aframe-gradient-sky
<script src="https://aframe.io/releases/0.5.0/aframe.min.js"></script>
<script src="https://rawgit.com/zcanter/aframe-gradient-sky/master/dist/gradientsky.min.js"></script>
<a-scene>
<!-- A Sphere -->
<a-entity geometry="primitive: sphere" material="shader: gradient; topColor: 255 100 100; bottomColor: 100 100 200; offset: 0.0001" position="0 0 -5"></a-entity>
</a-scene>

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