How can you detect a double click in a frame? - aframe

This event seems to be missing from the standard events. Lick click, I would need to set up a listener for it in a component.

Thanks to Piotr for getting me on the right track. As of this post, there is no double click event for aframe, but we can use js/jquery to get around this. Here is the start of my function:
el.addEventListener('click', function(evt) {
\$('#myEmbeddedSce').on('dblclick', function(event) {
event.stopPropagation();
event.stopImmediatePropagation();
.....
The key was to add the jquery listener inside the aframe listener, and add the stop propagations so the doubleclicks only registered once.

use stopPropagation() to detect the double click in the frame.
The stopPropagation() method prevents propagation of the same event from being called. Propagation means bubbling up to parent elements or capturing down to child elements.
Syntax
event.stopPropagation()

I've solved the issue of detecting by taking tips from existing answers. Ie, tracking the difference of time and distance between clicks. For whatever reason the click listener did not give me clientX and clientY coordinates, so I used the distance vector instead.
This is my solution:
let prevClickTime = Date.now();
let prevVector = new Vector3(0, 0, 0);
// let pointString;
AFRAME.registerComponent('bar', {
init: function () {
this.el.addEventListener('click', (e) => {
const currClickTime = Date.now();
const currVector = e.detail.intersection.point;
const distance = currVector.distanceTo(prevVector);
const timeDiff = currClickTime - prevClickTime;
if (timeDiff < 260 && distance < 0.4) {
console.log('double click');
}
prevClickTime = currClickTime;
prevVector = currVector;
});
},
});
This was pointed at this aframe-react entity.
<Entity
class="interactable"
id="arrow"
bar
geometry={{ primitive: 'cylinder', width: 1, height: 0.05 }}
material={{ color: 'blue', opacity: 0.6 }}
position={`2 0.5 ${adj}`}
rotation="0 0 0"
/>

Related

Add link to GLTF object in aframe

Is it possible to add a link to an GLTF 3d object (which is triggered with a marker?)
I've tried the usual 'a-link' method, the onClick method, even applying an id and using jQuery - all without luck - any help would be appreciated.
<a-scene embedded arjs>
<a-marker id="dragon" preset="custom" type="pattern" url="pattern-dragonfly.patt">
<a-entity animation-mixer="clip: *;" scale="1.5 1.5 1.5" gltf-model-next="src: url(dragon.gltf);"></a-entity>
</a-marker>
<a-entity camera></a-entity>
</a-scene>
To make this work, you need to create a cursor with a raycaster, and a custom component for the gltf.
<a-entity id="mouseCursor" cursor="rayOrigin: mouse" raycaster="objects: .clickable"></a-entity>
<a-entity id="tree" gltf-model="#gltftree" scale="5 5 5" treeman class="clickable" ></a-entity>
Inside the custom component, first you traverse the gltf and store references to the models that you want to be interactive, like this
init: function(){
let el = this.el;
let self = this;
self.trees = [];
el.addEventListener("model-loaded", e =>{
let tree3D = el.getObject3D('mesh');
if (!tree3D){return;}
console.log('tree3D', tree3D);
tree3D.traverse(function(node){
if (node.isMesh){
console.log(node);
self.trees.push(node);
node.material = new THREE.MeshStandardMaterial({color: 0x33aa00});
}
});
});
Then you make event listeners that detect intersection events, and save which object has been intersected, and highlight it, so users know it is live, like this
el.addEventListener('raycaster-intersected', e =>{
self.raycaster = e.detail.el;
let intersection = self.raycaster.components.raycaster.getIntersection(el);
console.log('click', intersection.object.name, self.mouseOverObject,
intersection.object.name != self.mouseOverObject );
if (self.mouseOverObject != intersection.object.name){
intersection.object.material.emissive = new THREE.Color(0xFFFF00);
intersection.object.material.emissiveIntensity = 0.5;
} else {
intersection.object.material.emissive = new THREE.Color(0x000000);
intersection.object.material.emissiveIntensity = 0.0;
}
self.mouseOverObject = intersection.object.name;
});
el.addEventListener('raycaster-intersected-cleared', e =>{
self.trees.forEach(function(tree){
tree.material.emissive = new THREE.Color(0x000000);
tree.material.emissiveIntensity = 0.0;
});
self.mouseOverObject = null;
});
Finally add a click listener that operate the hyperlink, like this
el.addEventListener('click', function(){
console.log(self.mouseOverObject);
if(self.mouseOverObject === "Trunk_A"){
console.log('link');
let url = 'https://supermedium.com/supercraft/';
let win = window.open(url, '_blank');
win.focus();
}
});
glitch here
Click the trunk to activate the hyperlink.

animating a custom attribute in a custom component

I am attempting to animate a material property that is buried inside of a gltf-model (that has many objects). I can find the parameter and animate it with a tick event, and it looks like this
https://glitch.com/~uv-reveal-wave
It almost works, but animating with formulas is a nightmare. Instead I want to control it with the animation component. Unfortunately, exposing the parameter directly seems impossible, as I have to use getObject3D.traverse() just to locate the object, and then get the parameter.
Instead I have made a custom attribute (in schema) and and animating that attribute. And in the update function, I'm using that attribute to drive the buried parameter. It should work, but I can't seem to get a response in the update function. Iow, my custom attribute is not animating.
AFRAME.registerComponent('matclipplane', { // attached to gltf-model tree
schema:{
clipHeightA:{type: 'number', default: 0}
},
init: function () {
let el = this.el;
let comp = this;
comp.treeModels = [];
el.addEventListener('model-loaded', function(ev){
let mesh = el.getObject3D('mesh');
mesh.traverse(function(node){
if (node.isMesh){
comp.treeModels.push(node);
}
comp.modelLoaded = true;
});
...
update: function(){
console.log("update"); // returns nothing. no update from
animating attributes clipHeightA
let comp = this;
if (comp.modelLoaded){
comp.treeModels[1].material.map.offset.y =
this.data.clipHeightA;
}
}
...
AFRAME.registerComponent("click-listener", { // attached to box button
schema:{
dir:{type:"boolean", default: false}
},
init: function(){
let el=this.el;
let data = this.data;
el.addEventListener("click", function(evt){
let tree = document.querySelector('#tree');
data.dir = !data.dir;
if(data.dir){
el.setAttribute("material",'color', 'orange');
tree.emit("grow");
} else {
el.setAttribute('material','color','#332211');
tree.emit('shrink');
}
});
}
});
<a-entity id="tree" gltf-model="#tree" scale="5 5 5"
animation__grow="property: clipHeightA; from: 0; to: 1;
startEvents: grow; dur: 500"
matclipplane></a-entity>
<a-entity id="button" geometry="primitive: box" material="color:orange;
metalness: 0.5" scale="0.2 0.2 0.2" class="clickable" click-listener></a-
entity>
<a-entity id="mouseCursor" cursor="rayOrigin: mouse" raycaster="objects:
.clickable"></a-entity>
here is the glitch in progress
https://glitch.com/~uv-reveal
Clicking on the orange cube should launch the uv reveal animation. I expect that calling a custom component attribute should trigger an update event, but the update does not log in the console.
Not sure how to animate a parameter inside a gltf.
Do I have to implement the animejs component directly inside my custom component?
Or can this be done with the animate component?
According to the docs you can animate properties through
object3D like animation="property: object3D.x"
components like animation="property: components.myComp.myProp"
I don't see it mentioned (although it's used in the docs) but it also works when you provide the property as the components attribute:
animation__grow="property: matclipplane.clipHeightA;"
glitch here. You can see update is being called.
Also tree was an id of both the asset and the component, therefore grow was emitted on the asset item.

tick function is not working in aframe 0.8.2

I was trying to use tick function as described in the below link https://github.com/aframevr/aframe/blob/master/docs/introduction/best-practices.md but it didnt worked out
AFRAME.registerComponent('foo', {
tick: function () {
var el = this.el;
var rotationTmp = this.rotationTmp = this.rotationTmp || {x: 0, y: 0, z: 0};
var rotation = el.getAttribute('rotation');
rotationTmp.x = rotation.x + 0.1;
rotationTmp.y = rotation.y;
rotationTmp.z = rotation.z;
el.setAttribute('rotation', rotationTmp);
}
});
Expected output the object should rotate around x actual result nothing happens..
I hope it's okay if i clarify a bit Kevin's answer.
But first of all, the code is working. Both in aframe 0.9.2 and 0.8.2.
The issue may be related to
the script being placed after the scene is loaded
the component not being attached to the entity:
js:
AFRAME.registerComponent('foo', {
// component body
})
html:
<a-entity foo></a-entity>
As for Kevins answer - it may be a good idea to make changes in the tick function with referring to the underlying THREE.js object.
If you want to rotate a box, there's no need to throw in all that logic you have:
1) create a tmp variable
2) get the object rotation
3) set the tmp variable
4) set the object rotation
When you have a function which executes on each render loop (tick) then you want to minimize what's happening there. So Kevin directly accesses the THREE.js object, and changes the rotation:
tick: function() {
el.object3D.rotation.x += 0.1 * Math.PI / 180 // three uses radians
}
Check it out in this fiddle.
You can just do el.object3D.rotation.x += 0.1

A-frame score counter with multiple objects

I've looked at this answer: Implementing a score counter in A-Frame
... but cannot figure out how to write a similar function that would work for multiple objects, since querySelector only finds the first element.
I'm trying to create a scene with 5-8 objects, and each one can only be clicked once. When an object is clicked, the counter will increment by 1.
Either use querySelectorAll:
var targets = querySelectorAll('a-box')`
for (var i = 0; i < targets.length; i++) { // Add event listeners... }
But better, use a container entity that listens to the click events that bubble up.
<a-entity listener>
<a-box data-raycastable></a-box>
<a-box data-raycastable></a-box>
</a-entity>
<a-entity cursor="rayOrigin: mouse" raycaster="objects: [data-raycastable]"></a-entity>
Component:
AFRAME.registerComponent('listener', {
init: function () {
this.el.addEventListener('click', evt => {
if (evt.target.dataset.wasClicked) { return; }
// evt.target tells you which was clicked.
evt.target.dataset.wasClicked = true;
// Score up.
});
}
});
As a side note, state component is a great place to store your score. https://www.npmjs.com/package/aframe-state-component

fa-animate-enter what am I missing?

Pretty sure I have some fundamental mis-understanding of how/when fa-animate-enter is invoked. The following code works if you click on the box, it scales, but I was expecting that when the fa-view becomes active, it would also call the fa-animate-enter rather than necessitating a click. When a view becomes active, how do I call animateScale_enter()?
http://plnkr.co/edit/r2OSonPSvAQREAHvns7F
<fa-view fa-animate-enter="animateScale_enter()"
fa-animate-leave="animateScale_leave()"
fa-animate-halt="animateScale_halt()" >
<fa-modifier fa-origin="[0.5, 0.5]"
fa-align="[0.5, 0.5]"
fa-scale="scale.get()"
>
<fa-surface fa-background-color="'#dc322f'"
fa-size="[100, 100]"
fa-click="animateScale_enter()"
>{{text}}
</fa-surface>
</fa-modifier>
</fa-view>
.js
<script>
var app=angular.module('MyApp', ['famous.angular'])
.controller('MainController',
function($scope, $famous) {
var Transitionable = $famous['famous/transitions/Transitionable'];
var SpringTransition = $famous['famous/transitions/SpringTransition'];
Transitionable.registerMethod('spring', SpringTransition);
$scope.viewType="view2";
$scope.text="Scale=[1,1,1], click";
$scope.scale = new Transitionable([1, 1, 1]);
$scope.animateScale_enter = function() {
console.log("enter");
$scope.text="Scale=[2,2,1], enter";
$scope.scale.set([2, 2, 1], {
method: 'spring',
period: 750,
dampingRatio: 0.3
});
};
$scope.animateScale_leave = function() {
console.log("leave");
};
$scope.animateScale_halt = function() {
console.log("halt");
scope.transform.halt()
};
}
);
</script>
Apparently it is connected to ng-repeat, and from what I gather, anything that forces a dom update... ??
So just adding a dummy ng-repeat to the fa-view seems to make it work.
<fa-view ng-repeat="x in {x:1}"
fa-animate-enter="animateScale_enter()"
fa-animate-leave="animateScale_leave()"
fa-animate-halt="animateScale_halt()" >
I hope someone can give me a better way to do this. I just feel dirty doing it this way.

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