I Am unable to retrieve the text from the textarea as I just want to scale a box by typing the x-factor as the input. But the input is not being retrieved for some reason. Please help!...here is the code:
<html>
<head>
<title>My A-Frame Scene</title>
<script src="https://aframe.io/releases/0.8.0/aframe.min.js"></script>
<script src="https://unpkg.com/aframe-textarea-component/dist/aframe-textarea-component.min.js"></script>
</head>
<body>
<a-scene>
<a-sky color="#6EBAA7"></a-sky>
<a-box id="redbox" position="3 2.5 -2" color="red"></a-box>
<a-entity position="0 1 -2" id="inputText" textarea="backgroundColor:white; color:black; cols:5; rows:1;value:2;"></a-entity>
<a-input postion="0 2 -2"></a-input>
<a-text id="outputText" position="0 2 -2" value="Hello"></a-text>
<a-camera position="0 1 1">
<a-cursor color="yellow"></a-cursor>
</a-camera>
<a-entity id="select-button" geometry="primitive: box" material="color:red" position="0 0 -2"></a>
</a-scene>
<script>
var box = document.querySelector('#redbox')
var printText = document.querySelector('#inputText');
document.querySelector('#select-button').addEventListener('click',function(){
box.setAttribute("scale",
{
x : parseInt(printText.getAttribute('textarea').value),
y : 1.5,
z : 1.5
}
);
});
</script>
</body>
</html>
Edit: I tried changing the code in javascript as follows:
parseInt(printText.getAttribute('textarea').text
It still does not work!!
The textarea component does not expose the value directly but you can do:
document.querySelector('#inputText').components.textarea.textarea.value
The latest version (0.3.0) of aframe-textarea-component now includes a getText() method which you can use to get the current text.
document.querySelector('#inputText').components.textarea.getText();
Related
I am using AFrame and Ar.js with marker tracking.
The marker detection is quite bad, is there a way to improve it? also, is there a way to make the objects visible even if the marker is not being detected? keeping them in the same screen position for example.
This is my code
<script>
AFRAME.registerComponent('marker-handler', {
init: function () {
this.el.addEventListener('markerFound', () => {
this.el.setAttribute('visible', true);
});
this.el.addEventListener('markerLost', () => {
this.el.setAttribute('visible', true);
});
}
});
</script>
<body style="margin: 0; overflow: hidden;">
<a-scene
vr-mode-ui="enabled: false;"
loading-screen="enabled: false;"
renderer="logarithmicDepthBuffer: true;"
arjs="trackingMethod: best; sourceType: webcam; debugUIEnabled: false; sourceWidth:1280; sourceHeight:960; displayWidth: 1280; displayHeight: 960;"
id="scene"
embedded
gesture-detector
>
<a-assets>
<a-asset-item
id="animated-asset"
src="assets/asset.gltf"
></a-asset-item>
<a-asset-item
id="M-asset"
src="assets/M.gltf"
></a-asset-item>
</a-assets>
<a-marker
id="animated-marker"
type="pattern"
preset="custom"
url="assets/marker.patt"
raycaster="objects: .clickable"
emitevents="true"
cursor="fuse: false; rayOrigin: mouse;"
id="markerA"
>
<a-entity
id="bowser-model"
position="-0.7 0 0"
scale="0.5 0.5 0.5"
animation-mixer="loop: repeat"
gltf-model="#animated-asset"
rotation="0 30 -10"
class="clickable"
marker-handler
event-set__markerLost="_visible: true"
></a-entity>
<a-entity
id="M-model"
position="0.7 0 0"
scale="0.5 0.5 0.5"
gltf-model="#M-asset"
rotation="0 -30 -10"
animation-mixer="loop: repeat"
class="clickable"
marker-handler
event-set__markerLost="_visible: true"
></a-entity>
</a-marker>
<a-entity camera></a-entity>
</a-scene>
</body>
</html>
It looks like 'markerLost' attribute makes the object not visible even if visible is set to true.
I am working on a scene with multiple cameras set at distinct predefined positions and rotations. I noticed when I look around using the mouse (or in VR mode), the camera rotation is linked between cameras. So I thought this could be avoided by using the attribute active: false but both cameras still rotate together. Below is an example scene where both cameras are at the same position and feature an <a-box> in their field of view, notice that when you look around the scene box cubes (children of two separate cameras) move in unison. Is there a way to prevent the inactive camera from following the rotation of the active camera so that the blue cube (with the inactive camera) would stay stationary?
Also, there are no console errors related to A-Frame in this script. Your assistance is greatly appreciated, many thanks in advance for your time.
<!DOCTYPE html>
<html>
<head>
<script src="https://aframe.io/releases/1.0.4/aframe.min.js"></script>
</head>
<body>
<a-scene>
<a-camera active="true" look-controls>
<a-box color="red" position="-2 0 -10"></a-box>
</a-camera>
<a-camera active="false" look-controls>
<a-box color="blue" position="2 0 -10"></a-box>
</a-camera>
<a-plane color="gray" rotation="-90 0 0" width="20" height="20"></a-plane>
</a-scene>
</body>
</html>
A viable solution for this is to enable and disable the look-controls on the cameras when switching between them. This can be done in JavaScript with : newCameraElement.setAttribute('look-controls', 'enabled', true); and oldCameraElement.setAttribute('look-controls', 'enabled', false); Here's a revised version of the question's example that initially disables the other camera's look-controls to provide the desired behaviour of having distinct cameras:
<!DOCTYPE html>
<html>
<head>
<script src="https://aframe.io/releases/1.0.4/aframe.min.js"></script>
</head>
<body>
<a-scene>
<a-camera active="true" look-controls>
<a-box color="red" position="-2 0 -10"></a-box>
</a-camera>
<a-camera active="false" look-controls="enabled: false">
<a-box color="blue" position="2 0 -10"></a-box>
</a-camera>
<a-plane color="gray" rotation="-90 0 0" width="20" height="20"></a-plane>
</a-scene>
</body>
</html>
I am getting this error using A-frame VR v0.9.2 "Uncaught DOMException: Failed to execute 'setAttribute' on Element: 0 is not a valid attribute name." when trying to set an invisible entity as visible using Kevin Ngo's aabb-collider component.
<!DOCTYPE html>
<html>
<head>
<script src=".../aframe-v0.9.2.min.js"></script>
<script src=".../aframe-extras.min.js"></script>
<script src=".../aframe-event-set-component.js"></script>
<script src="...aframe-aabb-collider-component.min.js"></script>
</head>
<body>
<a-scene>
<a-assets>
<a-asset-item
id="modelo"
response-type="arraybuffer"
src=".../model.glb">
</a-asset-item>
</a-assets>
<a-entity
id="3Dmodelo"
gltf-model="#modelo"
scale="1 1 1"
position="-16.7 0 -7.8"
visible="false">
</a-entity>
<a-entity
id="rig"
position="-5.481 -0.15 13"
rotation="0 0 0"
movement-controls="speed: 0.08"
aabb-collider="objects: a-box">
<a-entity
camera
geometry="primitive: box"
position="0 1.6 0"
look-controls="pointerLockEnabled: false">
</a-entity>
</a-entity>
<a-box id="testeColisao" color="red" position="-5 1 10" event-set__hitstart="modeloVisivel()"></a-box>
</a-scene>
<script type="text/javascript">
function modeloVisivel(){
document.getElementById('3Dmodelo').setAttribute('visible','true')
}
</script>
</body>
</html>
Can anyone help me please as i am struggling with the resolution of this issue. If anyone knows a better aproach for the intended please share.
Thank you.
change event-set__hitstart attribute to
event-set__hitstart="_target: #blackSofa; visible: false"
Here is event-set component's documentation https://github.com/supermedium/superframe/tree/master/components/event-set
According to it you can't set function names
I am using aframe to create an experience for Oculus Go. I have a simple "world" and I am able to move around it using the Oculus Go controller. However, I don't seem to be able to set the initial camera position or reset the camera location at any point. The initial problem means that my viewpoint is always close to the ground.
Here is my code:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Pailou Gate</title>
<meta name="description" content="Pailou Gate">
<script src="../aframe/dist/aframe-master.js"></script>
<script src="//cdn.rawgit.com/donmccurdy/aframe-extras/v4.1.2/dist/aframe-extras.min.js"></script>
</head>
<body>
<a-scene background="color: #9cf" antialias="true">
<a-assets>
<a-asset-item id="pl" src="pl.dae"></a-asset-item>
</a-assets>
<a-entity wasd-controls mouse-controls look-controls movement-controls="fly: false" position="0 0 0">
<a-entity camera position="0 4 0"></a-entity>
<a-entity oculus-go-controls></a-entity>
<a-entity laser-controls="hand: right"></a-entity>
</a-entity>
<a-light position="0 0.5 1" intensity="0.8"></a-light>
<a-light type="point" position="20 30 -40" intensity="0.9" light="castShadow: true;"></a-light>
<a-collada-model src="#pl" position="0 0.4 0" rotation="0 0 0" scale="1 1 1" shadow="cast: true; receive: false"></a-collada-model>
<a-circle rotation="-90 0 0" radius="40" color="#393" position="0 -0.1 0" shadow="receive: true" roughness="1"></a-circle>
<a-torus radius="40" arc="360" color="#6c6" rotation="-90 0 0"></a-torus>
</a-scene>
</body>
</html>
I think the relevant bit is the entity surrounding the camera and the camera itself. Notice that I do set the camera high, but this seems to be ignored.
Any thoughts?
Sean
Set the position and movement controls on the camera rig (parent entity of the camera) and look-controls on the camera:
<a-entity wasd-controls position="0 4 0">
<a-entity camera look-controls></a-entity>
</a-entity>
I try to work with a raycaster, but i can't seem te get it to work(nothing shows in my console). I tried the example on: https://aframe.io/docs/0.5.0/components/raycaster.html
Javascript file
AFRAME.registerComponent('collider-check', {
dependencies: ['raycaster'],
init: function () {
this.el.addEventListener('raycaster-intersected', function () {
console.log('Player hit something!');
});
}
});
index.html
<a-scene>
<a-entity id="player" collider-check>
<a-entity raycaster="objects: .collidable" position="0 -0.9 0" rotation="90 0 0"></a-entity>
</a-entity>
<a-entity class="collidable" geometry="primitive: box" position="1 0 0"></a-entity>
</a-scene>
I try to walk in al possible directions and nothing shows in my console. I run my code in google chrome on a xampp server.
Hope someone can explain to me what is going on!
Try this structure. Make sure the component is registered before the A-Frame HTML.
<html>
<head>
<script src="https://aframe.io/releases/0.5.0/aframe.min.js"></script>
<script src="collider-check.js"></script>
</head>
<body>
<a-scene>
<a-entity collider-check></a-entity>
</a-scene>
</body>
</html>