A-Frame .obj model displaying but broken - aframe

Total beginner to a-frame here, have been through the tutorial scenes and am now setting up my first using .obj models.
Using a remote server, feel like that's important information.
I've seen questions about models not showing up but mine is displaying broken and I'm not sure where to start fixing it.
This is how it looks in windows 3D builder:
And this is how it looks in my project (backed on pink plane for contrast):
Here's the html:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Pokemon Stadium</title>
<link href="css/main.css" rel="stylesheet">
<script src="https://aframe.io/releases/0.4.0/aframe.min.js"></script>
<script src="js/main.js"></script>
</head>
<body>
<!-- Scene -->
<a-scene onLoad="">
<!------------------------------------------------ Assets --------------------------------------------------------->
<a-assets>
<a-asset-item id="stadium-obj" src="assets/models/stadium/Pokemon+Stadium.obj"></a-asset-item>
<a-asset-item id="stadium-mtl" src="assets/models/stadium/Pokemon+Stadium.mtl"></a-asset-item>
<a-asset-item id="ivy-obj" src="assets/models/ivysaur/Pokemon.obj"></a-asset-item>
<a-asset-item id="ivy-mtl" src="assets/models/ivysaur/Pokemon.mtl"></a-asset-item>
</a-assets>
<!------------------------------------------------- Scene --------------------------------------------------------->
<!-- Skybox -->
<a-sky color="#279DF4"></a-sky>
<!-- Abyss -->
<a-plane scale="1000 1000" position="0 -10 0" color="#212121" rotation="-90 0 0" material="shader: flat"></a-plane>
<!-- Stadium -->
<a-entity obj-model="obj: #stadium-obj; mtl: #stadium-mtl" position="0 0 -30" scale="0.05 0.05 0.05" material="side: double"></a-entity>
<!-- Bulbasaur -->
<a-entity obj-model="obj: #ivy-obj; mtl: #ivy-mtl" position="15 10 0" scale="1 1 1" rotation="0 90 0"></a-entity>
<!-- Camera + cursor -->
<a-entity camera look-controls position="10 12 0" rotation="-23 -90 0">
<a-cursor id="cursor"
animation__click="property: scale; startEvents: click; from: 0.1 0.1 0.1; to: 1 1 1; dur: 150"
animation__fusing="property: fusing; startEvents: fusing; from: 1 1 1; to: 0.1 0.1 0.1; dur: 1500"
event-set__1="_event: mouseenter; color: springgreen"
event-set__2="_event: mouseleave; color: black"
fuse="true"
raycaster="objects: .link"></a-cursor>
</a-entity>
</a-scene>
</body>
</html>

You probably have to set the type of side of the material to THREE.DoubleSide. With A-Frame you should be able to change the type using the following DOM attribute on an AEntity: material="side: double".
If this is not the case, you should update your post with a snippet of your scene elements.
EDIT:
As shown in the image, parts of my model are rendered incorrectly. The modelloader in THREEjs reads all meshes in a model and binds them to a grouped object. To fix this, you have to set the side of the material of the meshes to DoubleSided. Luckily in A-Frame, the obj-model component emits an event when the model has loaded successfully, we add a listener for the emitted event model-loaded on the DOM element and append a callback which returns a customevent. The customevent sends a reference to the model group. Query for the AEntity, I've appended an id modelEl to mine.
<script>
(function(modelEl) {
if (!window['AFRAME'] && !modelEl) {
return;
}
modelEl.addEventListener('model-loaded', function(evt) {
var model = evt.detail.model;
traverse(model);
});
})(document.getElementById('stadium'));
function traverse(node) {
node.children.forEach(function(child) {
if (child.children) {
traverse(child);
}
updateMaterial(child['material'], THREE.DoubleSide);
});
}
function updateMaterialSide(material, side) {
if (!material) {
return;
}
if (material instanceof THREE.Material) {
material.side = side;
material.needsUpdate = true
} else if (material instanceof THREE.MultiMaterial) {
material.materials.forEach(function(childMaterial) {
updateMaterial(childMaterial, side);
});
}
}
</script>
After running the above script, my model, and some of the texture loading, has been fixed.
Something to consider would be digging into creating custom components and modify or extend the obj-model component to prevent having to query for every model that may have the same issue.
If none of this worked, I believe something might be wrong with your wavefront obj export settings.
EDIT2:
Regarding my comment, here is a result of the fixed obj file in A-Frame:
For convenience sake you can find the MTL and OBJ file here:
obj file
mtl file

Related

Preventing the camera entering entities in A-Frame

I have <a-scene> using A-Frame that includes many randomly placed spheres (<a-sphere>) and a camera rig. The spheres are centred at random (x,y,z) coordinates at initialisation (and are at different locations on each access to the web page). The user can move the camera with a controller or wasd keys through the scene. I want to prevent the camera from entering any of the spheres.
It seems that I should be able to do that either using a nav mesh or a physics engine. For the former, I need guidance on whether it is possible to construct a nav mesh that excludes many spheres (and just those spheres) and if so, how. With the physics engine, it seems a heavyweight way of dealing with the problem, since the spheres are static. Any advice or examples?
Finally, when the camera hitting the sphere is detected, what is the best way of actually preventing it from entering? Do I reposition the camera using javascript?
The best way is to use nav-mesh. Basically nav-mesh is a 3d plane where it has slots positioned in place of where camera movement is restricted.
If you want some simplified code for nav-mesh use this
<script src="https://aframe.io/releases/1.3.0/aframe.min.js"></script>
<!-- import the deprecated Geometry part -->
<script src="https://threejs.org/examples/js/deprecated/Geometry.js"></script>
<!-- before this tries to use its API -->
<script src="https://cdn.jsdelivr.net/gh/donmccurdy/aframe-extras#v6.1.1/dist/aframe-extras.js"></script>
<a-scene>
<a-entity id="rig" movement-controls="constrainToNavMesh: true;" foo>
<a-entity id="camera" camera position="0 1.6 0" look-controls></a-entity>
</a-entity>
<a-plane nav-mesh rotation="-90 0 0" width="5" height="5" color="yellow"></a-plane>
<a-plane rotation="-90 0 0" width="25" height="25" color="blue" position="0 -0.01 0"></a-plane>
</a-scene>
Here instead of aframe primitive as navmesh you can use navemesh created by 3D modelling
To create a basic nav-mesh use blender software. In that create a mesh(plane) and cut slots using knife tool there. To get positioning of spheres download the 3d model in aframe as gltf import in blender and check it
navmesh example code.This example by AdaRoseCannon has endrosed all use cases in using nav-mesh
Here in AdaRoseCannon's example they have excluded holes in nav-mesh with a class name you can use this approach to cut dynamic holes .The a-plane entity here can be dynamically set too
<a-entity id="head"
camera="near:0.01;"
look-controls="pointerLockEnabled: false"
position="0 1.65 0"
wasd-controls="acceleration:20;"
simple-navmesh-constraint="navmesh:.navmesh;fall:0.5;height:1.65;exclude:.navmesh-hole;"
></a-entity>
<a-plane rotation="-90 0 0" width="1.2" height="0.6" class="navmesh-hole" visible="false"></a-plane>
Synn kindly wrote a component that did what I needed:
/*
* prevent the camera from entering a 3d entity
* coded by Synn ( https://github.com/chabloz )
*/
AFRAME.registerComponent('sphere-collider-constraint', {
schema: {
selector: {
default: '',
},
distance: {
default: 0.5,
},
},
init: function () {
this.lastPosition = new THREE.Vector3()
this.el.object3D.getWorldPosition(this.lastPosition)
this.myPos = new THREE.Vector3()
this.el.object3D.getWorldPosition(this.myPos)
this.targetPos = new THREE.Vector3()
},
tick: function () {
// if haven't moved since last tick, do nothing
this.el.object3D.getWorldPosition(this.myPos)
if (this.myPos.distanceTo(this.lastPosition) === 0) return
let didHit = false
for (const obj of document.querySelectorAll(this.data.selector)) {
obj.object3D.getWorldPosition(this.targetPos)
const distanceTo = this.myPos.distanceTo(this.targetPos)
if (distanceTo <= obj.components.geometry.data.radius + this.data.distance) {
didHit = true
break
}
}
if (didHit) {
this.el.object3D.position.copy(this.lastPosition)
this.el.object3D.parent.worldToLocal(this.el.object3D.position)
} else {
this.el.object3D.getWorldPosition(this.lastPosition)
}
},
})
Then use it in something like this:
<a-entity id="cameraRig" movement-controls="fly: true; speed: 0.7" sphere-collider-constraint="selector: .node">
<a-camera id="camera" look-controls="pointerLockEnabled: true">
</a-camera>
</a-entity>

How to sync the position of entity with respect to two animations present inside same entity tag in aframe?

I have two animations present in my project: 'animation' and 'animation__mouseenter'. I am trying to control the animation by using properties like: startEvents, resumeEvents and pauseEvents. Everything is working fine until entity switches from 'animation__mouseenter' to 'animation'. After the completion of animation__mouseenter'. The entity starts from the last position where 'animation' left the entity, whereas what I am looking for is that it should continue from new location assigned by 'animation__mouseenter'.
I have also tried to use .setAttribute from JavaScript and tried to adjust the from property for 'animation' with the help of tick function which will continuously update the new location of the entity.
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1">
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
<script>
AFRAME.registerComponent('eventhandling', {
tick: function () {
var el = this.el;
var entity = document.querySelector('#duck1');
el.addEventListener('animationcomplete', function(){
entity.emit('starteventforAnimation');
});
}
});
</script>
</head>
<body>
<a-scene>
<a-entity class="rota" id="duck1" color="#FF0000" scale="0.1 0.1 .1" position="2 0 -7" animation="property: rotation;from: ; to:0 -360 0; loop:true; easing:linear; dur:30000; pauseEvents: mouseenter; resumeEvents: starteventforAnimation " animation__mouseenter="property: rotation;from: ; to:0 360 0; easing:linear; dur:4000; startEvents: mouseenter ;pauseEvents: starteventforAnimation; resumeEvents: mouseenter" eventhandling>
<a-box class="rota" color="#FF0000" gltf-model="spaceship.glb" position="20 0 -10" scale="2 3 3" collison-check="el: #otherduck; radius: 0.15; other-radius: 0.15;"> </a-box>
</a-entity>
<a-camera position="0 1.2 1.3"><a-cursor objects=".rota" ></a-cursor></a-camera> <
</a-scene>
</body>
</html>
From what I understand you want to change the direction of the rotation at any point (and slow it down, etc).
You're moving the object around by rotating the parent. Which means position doesn't play a major role here - rotation does.
Id use only one animation, and a component which would:
grab the current rotation, add or subtract 360
change the duration
update the existing animation with new values.
Here's an example with a couple of neat tricks:
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
<script>
AFRAME.registerComponent("animation-manager", {
init: function() {
// bind updateAnimation() so that we have new functions
// doing exactly what we need
this.rotateClockwise = this.updateAnimation.bind(this, 1);
this.rotateCounterClockwise = this.updateAnimation.bind(this, -1);
// bind the above functions to mouseenter/mouseleave
this.el.addEventListener("mouseenter", this.rotateClockwise)
this.el.addEventListener("mouseleave", this.rotateCounterClockwise)
},
updateAnimation: (function() {
// this is an IIFE - there two vectors are created only once
// even though the returned function is called multiple times
const fromRotation = new THREE.Vector3();
const toRotation = new THREE.Vector3();
return function(dir) {
// get current rotation, and move the target rotation by 360 or -360
// depending on the direction
fromRotation.copy(this.el.getAttribute("rotation"));
toRotation.copy(this.el.getAttribute("rotation"));
toRotation.y += dir * 360
// update the animation
this.el.setAttribute("animation", {
"from": AFRAME.utils.coordinates.stringify(fromRotation),
"to": AFRAME.utils.coordinates.stringify(toRotation),
"dur": dir == -1 ? "8000" : "1000"
})
}
})()
})
</script>
<a-scene cursor="rayOrigin: mouse" raycaster="objects: a-box">
<a-box position="0 1 -4" color="blue" animation-manager
animation="property: rotation; to:0 -360 0; loop:true; easing:linear; dur:8000">
<a-sphere position="2 0 0" color="green" radius="0.25" foo></a-sphere>
</a-box>
</a-scene>
The neat tricks being function binding, IIFEs, and AFRAME.Utils

How to control camera rig orientation with optically tracked pinch in A-frame?

I wanna replicate what this guy does.
Basically, you go back and forth from one corner of your room to another and rotate the scene when you reach the guardian fence.
https://repl.it/#tetegithub/aframe#index.html
<!DOCTYPE html>
<html>
<head>
<script src="https://aframe.io/releases/1.1.0/aframe.min.js">
</script>
</head>
<body>
<a-scene>
<a-box id="box" position="-1 0.5 -3" rotation="0 45 0" color="#4CC3D9"></a-box>
<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="rig" rotation="0 0 0">
<a-entity id="camera" camera look-controls></a-entity>
<!-- *** -->
<a-entity id="leftHand"
hand-tracking-controls="hand: left;modelColor:#E9967A;"
onpinchstarted="rig.object3D.rotation.x +=Math.Pi;"></a-entity>
<!-- *** -->
<a-entity id="rightHand" hand-tracking-controls="hand: right;modelColor:#E9967A"></a-entity>
</a-entity>
</a-scene>
</body>
</html>
I've added "onpinchstarted" event in the left hand's tag in the hope that when I pinch with my left hand the camera rig will rotate. And it doesn't.I think I have to somehow work with the event listeners and handlers but all the docs I read look like they are written for the robots. Any advice appreciated.
Does the rotation work if you trigger it outside of the event listener?
I see you're referring to "rig" in onpinchstarted, does "rig" exist as a variable in that scope?
One solution would be to start with a helper function that does the rotation, then run it in the console to confirm it works. Then, attach it to the scene via a javascript instead of html (doesn't have to be a component, but it might be easier to reuse).
The docs are unclear if onpinchstarted would work vs pinchstarted https://aframe.io/docs/1.1.0/components/hand-tracking-controls.html#events_pinchended
Well, I came up with a sort of a solution by dissecting the example project.
rig.js
AFRAME.registerComponent('rig', {
init: function () {
this.bindMethod();
this.el.sceneEl.addEventListener('pinchstarted', this.onPinchStarted);
},
//I still don't get what this thing does.
bindMethod: function () {
this.onPinchStarted = this.onPinchStarted.bind(this);
},
onPinchStarted: function () {
this.el.setAttribute('rotation', {y: this.el.getAttribute('rotation').y + 30});
},
});
index.html
<script src="rig.js"></script>
<a-entity rig>
<a-entity camera look-controls position="0 1 0"></a-entity>
<a-entity hand-tracking-controls="hand: left; modelColor:#E9967A;"></a-entity>
<a-entity hand-tracking-controls="hand: right; modelColor:#E9967A;"></a-entity>
</a-entity>
Now I want the rig to yaw the same amount the camera has rotated while I was holding the pinch with my left hand.
And I made it work after a while thanks to this person.
index.html
<script src="rotator.js"></script>
<a-entity id="rig">
<a-camera></a-camera>
<a-entity
oculus-touch-controls="hand: left;"
hand-tracking-controls="hand: left; modelColor:#E9967A;"
rotator="rig: #rig"
></a-entity>
<a-entity
oculus-touch-controls="hand: right;"
hand-tracking-controls="hand: right; modelColor:#E9967A;"
rotator="rig: #rig"
></a-entity>
</a-entity>
As web XR hand tracking in the Oculus Browser where I test it is still experimental and unstable I added touch controllers' grip buttons.
rotator.js
/* global AFRAME, THREE */
AFRAME.registerComponent("rotator", {
schema: {
rig: { type: "selector" },
},
init: function() {
this.bindMethods();
this.el.addEventListener("pinchstarted", this.onPinchStarted);
this.el.addEventListener("pinchended", this.onPinchEnded);
this.el.addEventListener("gripdown", this.onPinchStarted);
this.el.addEventListener("gripup", this.onPinchEnded);
this.rig = this.data.rig;
this.box = this.data.box;
this.box2 = this.data.box2;
this.camera = this.el.sceneEl.camera.el;
this.axisY = new THREE.Vector3(0, 1, 0);
},
bindMethods: function() {
this.onPinchStarted = this.onPinchStarted.bind(this);
this.onPinchEnded = this.onPinchEnded.bind(this);
},
onPinchStarted: function() {
this.trigger = 1;
this.oldCameraAngle = this.camera.getAttribute("rotation").y;
},
tick: function() {
if (this.trigger == 1) {
var angleDifference = THREE.Math.degToRad(
this.oldCameraAngle - this.camera.getAttribute("rotation").y );
this.oldCameraAngle = this.camera.getAttribute("rotation").y;
var cameraPosition = new THREE.Vector3();
cameraPosition.setFromMatrixPosition(this.camera.object3D.matrixWorld);
this.rig.object3D.position.add( cameraPosition.negate() );
this.rig.object3D.position.applyAxisAngle( this.axisY, angleDifference );
this.rig.object3D.position.add( cameraPosition.negate() );
this.rig.object3D.rotateOnAxis( this.axisY, angleDifference );
}
},
onPinchEnded: function() {
this.trigger = 0;
}
});
GitHub link and the version published on my website.

OnClick on model in AFrame-AR.js scene

I am working on an Augmented reality scene using Aframe and ARJS. I am currently rendering obj models when the marker is detected. My requirement is to be able to click on individual models upon rendering and manipulate them. For some reason onclick doesnt seem to be working on aframe model entities but it works fine on other primitive entities like box . This is my approach -
AFRAME.registerComponent('cursor-listener', {
init: function () {
this.el.addEventListener('click', function (evt) {
console.log('I was clicked at: ', evt.detail.intersection.point);
});
}
});
</script>
</head>
<body>
<a-scene embedded arjs='trackingMethod: best; debugUIEnabled: false;' foo>
<a-assets>
<a-asset-item id="crate-obj" src="model.obj"></a-asset-item>
<a-asset-item id="crate-mtl" src="model.mtl"></a-asset-item>
<img id="texture" src="brick.jpg">
</a-assets>
<a-marker preset='hiro'>
<a-entity ><a-obj-model class="collidable" cursor-listener id="animated-marker" src="#crate-obj" position="0 -1.6 0" mtl="#crate-mtl" rotation="-90 0 0" scale="0.004 0.004 0.004" material="" obj-model=""></a-obj-model></a-entity>
//onclick doesn't work
<a-entity material=" src: url(box.png) " class="collidable" cursor-
listener position="0 -1 0"></a-entity> //onclick works here
</a-marker>
<a-camera-static/>
</a-scene>
</body>
</html>
Is there anything I might be overlooking ? Or is there any other way to achieve this requirement.Thanks.
You need to use the cursor component, since the click event is based on raytracing in 3D.
<a-marker preset='hiro' cursor='rayOrigin: mouse'></a-marker>

A-frame: How to setup wall colliders

Can anyone tell me how to setup wall colliders? I have setup a room using OBJ files for the walls. Many thanks.
Take a look at the source code for Don McCurdy's "Walls" example:
https://sandbox.donmccurdy.com/vr/walls/
Note the addition of the physics component in the a-scene element. This is what gets the magic going.
You need to include the aframe-extras script along with aframe.
For anyone looking for a good solution nowadays, the best I found so far is to use a nav-mesh
The nav-mesh is a simple 3d object that represents the walkable area in your project.
Here is what you'll need:
To generate the nav-mesh, use the plugin https://github.com/donmccurdy/aframe-inspector-plugin-recast
To move the camera you will not use wasd-controls, but aframe-extras's movement-controls
How to
Once the plugin is added to the page, follow these steps:
I found it was better to generate without the walls, so I hide the walls first, and make sure the floor ends where the walls would be. Also, keep all objects that user should not be able to pass through in their final place.
In the browser, use ctrl + alt + i to open the inspector
In the bottom part of the inspector, you can change cellSize and cellHeight to 0.1
Export and save it
in the HTML add a new asset:
<a-asset-item id="my-nav-mesh" src="assets/navmesh.gltf"></a-asset-item>
Add a new entity that points to the nav mesh:
<a-entity gltf-model="#my-nav-mesh" nav-mesh position="0 -0.1 0" visible="false"></a-entity>
Add the movement-controls to your camera Rig, with the constrainToNavMesh: true;. Here is how mine ended up:
<a-entity id="rig" movement-controls="constrainToNavMesh: true; speed: 0.8;" position="0 0 26">
<a-entity id="camera"
camera position="0 2.6 0"
look-controls="pointerLockEnabled: true">
<a-cursor></a-cursor>
</a-entity>
Expected Result:
So, by adding the nav-mesh and using the movement-controls instead of WASD, for example, you will make your camera moveable only on the created mesh.
You can also make the mesh invisible (adding visible="false to the nav-mesh entity), and toggle its position on Z so it doesnt feel like a higher plane.
Source
I actually got this information structured from this amazing free youtube video, from Danilo Pasquariello.
https://www.youtube.com/watch?v=Y52czIft9OU
How my project is looking after doing the steps above (I just made the mesh visible again for this screenshot
kinematic-body.js is deprecated.
Don McCurdy encourages the use of teleportation
See this post too: Move camera in aframe with physics engine
aframe inspector plugin didn't work on my project.
I did that temporary
<script src="https://aframe.io/releases/0.8.2/aframe.min.js"></script>
<script
src="https://unpkg.com/aframe-aabb-collider-component#^2.2.1/dist/aframe-aabb-collider-component.min.js"></script>
<script src="https://unpkg.com/aframe-event-set-component#3.0.3/dist/aframe-event-set-component.min.js"></script>
<script>
let isStop = false
AFRAME.registerComponent("cam", {
init: function () {
window.addEventListener('keypress', e => {
if (isStop) {
const camera = document.getElementById('camera')
if (e.key === 's' || e.key === 'a' || e.key === 'd') {
camera.setAttribute('wasd-controls-enabled', 'true')
isStop = false
}
}
})
this.el.addEventListener("hitclosest", (e) => {
console.log('ok');
isStop = true
this.el.setAttribute('wasd-controls-enabled', 'false')
})
this.el.addEventListener("hitstart", (e) => {
isStop = true
this.el.setAttribute('wasd-controls-enabled', 'false')
})
}
})
</script>
<a-scene>
<a-entity id="rig" position="0 .5 -1">
<a-camera wasd-controls-enabled="true" cam id="camera" aabb-collider="objects: .collide"
geometry="primitive: box" aabb-collider="objects: a-box">
<a-cursor></a-cursor>
</a-camera>
</a-entity>
<a-box color="blue" class="collide" width='1' height='1' position="0 1.6 -5">
</a-box>
<a-box color="red" class="collide" width='1' height='1' position="2 1.6 -5">
</a-box>
<a-box color="pink" class="collide" width='10' height='1' position="10 1.6 -5">
</a-box>
</a-scene>
Here's ammo, which is a library for aframes.
https://github.com/n5ro/aframe-physics-system/blob/master/AmmoDriver.md#ammo-shape
You could read Collision Filtering for the detailed solution.

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