var obj = document.querySelector("#sphere");
obj.components.material.data.roughness = 0.3;
obj.components.material.update(object);
obj.components.material.flushToDOM();
//I don't think object matters for this use,
// it is only useful for shaders I believe.
I am trying to "flushToDOM()", but that doesn't seem to update the entity html material at all it is still stuck at initial settings...
<a-sphere id="sphere" position="0 0.25 -4.5" radius="1.25" color="#712ef0" transparent="true" material="color:#712ef0;transparent:true;metalness:0.3;opacity:1" geometry="primitive:sphere;radius:1.25" rotation="0 0 0" scale="1 1 1">
You should be using setAttribute('material', 'roughness', 0.3).
But there might be a bug with flushing "sub-components" like shaders and geometries. Will check out the issue.
Related
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>
I'm trying to enable alpha channel on a video using AFrame.
I'm using "transparent" set to true but this doesn't seem to do anything.
Any ideas?
a-scene>
<a-assets timeout="30000">
<video id="lyrics" autoplay loop="true" transparent="true" src="https://cdn.glitch.com/d70cd89d-5883-430e-aa23-db6ffd90c2e4%2Fconverted.webm?v=1610981890345">
</a-assets>
<a-camera position="0 1.2 0"></a-camera>
<!-- Environment for 2D and VR viewing. It's auto-hidden in AR mode. -->
<a-entity environment="preset: forest; lighting: none; shadow: none; lightPosition: 0 2.15 0"
hide-in-ar-mode></a-entity>
<a-video src="#lyrics" width="2" height="1.375" position="0 -1 -2"></a-video>
<a-entity light="type: ambient; intensity: 0.5;"></a-entity>
<a-light type="directional"
light="castShadow: true;
shadowMapHeight: 1024;
shadowMapWidth: 1024;
shadowCameraLeft: -7;
shadowCameraRight: 5;
shadowCameraBottom: -5;
shadowCameraTop: 5;"
id="light"
target="dino"
position="-5 3 1.5"></a-light>
<!-- This shadow-receiving plane is only visible in AR mode. -->
<a-plane height="15" width="15" position="0 0 -3" rotation="-90 0 0"
shadow="receive: true"
ar-shadows="opacity: 0.3"
visible="false"></a-plane>
</a-scene>
You can specifically tell the material to use an THREE.RGBAFormat - therefore utilizing the alpha channel in the .webm. It's quite simple:
// after the entity is loaded, eg. el.addEventListener("loaded", e => {})
// grab the meshes material.
let material = this.el.getObject3D("mesh").material;
// switch the format to THREE.RGBAFormat
material.map.format = THREE.RGBAFormat;
// force an material update
material.map.needsUpdate = true;
And if all goes well, you should see the .webm being rendered correctly:
You can check it out here - works on Windows10 and mobile (android).
I'd strongly recommend troubleshooting arjs by re-creating the scene with vanilla a-frame. It's possible the issue is shared, and in my experience it's easier to debug. For example here is the same scene with the webm video.
I want to use fernandojsg's teleport controls on my A-Frame project, but the way I want to use them is with shake.js, one shake to make the teleport line appear and another one to actually teleport where you selected.
I've seen the documentations and came across the startEvents and endEvent properties, and I want to map them into the shake event... for me it sounds like I have to create a custom component to do this, but I wanted to seek help first, to see if this is possible without doing it.
So far I've made this (glitch.com/ link) but it doesn't work so far (please note that I've got some other libraries there that make use of shake, mousedown, and similar events... my plan is to activate or deactivate them depending on how the user wants to move)
<a-entity id="player" wasd-controls tap-to-walk>
<a-camera id="eyes" position="-.5 1.5 0" camera="" look-controls="" mouse-cursor="">
<a-entity id="cursor" cursor="fuse: false;"
position="0 0 -1"
geometry="primitive: ring; radiusInner: 0.015; radiusOuter: 0.019"
material="color: white; shader: flat"
raycaster="far: 5; interval: 1000; objects: .clickable">
</a-entity>
<a-entity id="texto" text="value:Hola;align:center" position="0 -.3 -0.5"></a-entity>
<a-plane position="0 .7 -1" material="transparent: true; opacity: 0.5; color: #ffec04; shader:flat;" scale="1 0.2 1"></a-plane>
</a-camera>
<a-entity
teleport-controls="cameraRig: #player; teleport-origins: #eyes; startEvents:['shake','mousedown']"> </a-entity>
<a-entity id="step" sound="src: #step1"></a-entity>
</a-entity>
Thanks...
Yes you will need a some JS or a custom component to get shake.js and teleport controls to work together for two reasons:
shake.js emits its events outside the A-Frame scene on window where teleport-controls is not listening
shake.js only emits one event type, and you need to differentiate for startEvents and endEvents
But it doesn't need to be very complicated:
AFRAME.registerComponent('shake-listener', {
init: function () {
var targetEl = this.el
var count = 0
// you could also initialize the shake instance here
window.addEventListener('shake', function () {
if (++count % 2) {
targetEl.emit('shakestart')
} else {
targetEl.emit('shakeend')
}
})
}
})
Then add shake-listener to the same entity as teleport-controls="startEvents: shakestart; endEvents: shakeend"
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.
I have an app where the user has to answer a question by clicking the correct area on a collada model - there are 2 options and the user knows that an area is selectable when the cursor turns blue (mouse enters the cylinder, which has visible=false).
The mouse turns blue fine, however where the mouse leaves the cylinder, the cursor color should return to black, but instead it stays blue.
Thanks in advance for your help.
<a-cursor id="myCursor" color="black"></a-cursor>
<a-entity id='questionA' geometry="primitive: cylinder; height: .01; radius: 2.5" material="color:green; opacity: 1" correctAnswer > </a-entity>
var cursorVar = document.getElementById('myCursor');
var questionVar = document.getElementById('questionA');
questionVar.addEventListener('mouseenter', function() {
cursorVar.setAttribute('color', 'blue');
});
questionVar.addEventListener('mouseleave', function() {
cursorVar.setAttribute('color', 'black');
});
The cursor side also emits the event. Try listening to the event from the cursor as a workaround:
cursorEl.addEventListener('mouseleave');
0.3.0 which should be releasing tomorrow or in two days has improvements on the cursor, raycaster, and raycasting against COLLADA models. This includes the ability to limit what the raycaster tests against which would be ideal in the workaround above.
Could be several factors in your bug, I think once 0.3.0 is out, I'd be able to say with more clarity what's happening.
Does this CodePen perform as you expect?
I can't see the problem looking at your code (maybe it's something to do with the cursor primitive). Try replacing the cursor primitive with a manually defined one used in the CodePen link above:
<!-- Camera with gaze cursor -->
<a-entity position="0 1.8 5">
<a-entity camera look-controls wasd-controls>
<a-entity cursor
geometry="primitive: ring; radiusOuter: 0.025;
radiusInner: 0.015; segmentsTheta: 32"
material="color: #283644; shader: flat"
raycaster="far: 30"
position="0 0 -0.75"
id='cursor'>
</a-entity>
</a-entity>
</a-entity>
That said, the raycasting does seem a bit inaccurate (with 0.2.0 at least).