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aframe-extras's Issues

Controls tracking bugs

  • 333 (zqsd)
  • 589 (arrow keys)
  • 621 (mouse+HMD issues)
  • 809 (vertical wasd)
  • 998 (deltas)
  • 293 (mouse drag stops outside of canvas)
  • 814 (look-controls movement axes)

physics component demo gif

would be fun to do a gif showing before/after *-body components are added. add to readme or the twitters or something.

Support Cannon compound shapes

Proposed API:

<a-entity collada-model="src: url(chair.dae)" dynamic-body="shape: compound; mass= 10;">
  <!-- Back -->
  <a-body-part shape="box" width="0.1" height="1" depth="1" offset="0.5 0.5 0"></a-body-part>
  <!-- Seat -->
  <a-body-part shape="box" width="1" height="0.1" depth="1" offset="0 0 0"></a-body-part>
  <!-- Legs -->
  <a-body-part shape="cylinder" height="1" radius="0.1" offset="0.5 -0.5 0.5"></a-body-part>
  <a-body-part shape="cylinder" height="1" radius="0.1" offset="0.5 -0.5 -0.5"></a-body-part>
  <a-body-part shape="cylinder" height="1" radius="0.1" offset="-0.5 -0.5 -0.5"></a-body-part>
  <a-body-part shape="cylinder" height="1" radius="0.1" offset="-0.5 -0.5 0.5"></a-body-part>
</a-entity>

path

take interpolation points, animate around w/ constant velocity.

bonus: block on collision.

Primitive property aliases broken?

From Erica โ€“ <a-ocean/>'s color doesn't work in Firefox but density only works in Firefox. Maybe a bug with the registerPrimitive API... or I'm setting material too late somehow?

v2.0.0

  • Drop fbx-model (too many issues)
  • ???

Physics body scaling could not be applied.

Heya, what's the plan with physics body scaling. I'm getting it with an entity that is a box that I'm scaling. It's easy for me to refactor the code to set the width height and depth in this instance, but it'd be nice to support scaling for scenes that are created in the editor. I could write a PR that manually scales elements by calling multiplyScalar on all the vertices? That'll be expensive if the scale is constantly changing, but should be fine for bodies that are scaled on creation but otherwise don't change.

Offset player sphere, decrease size.

If the player sphere can be offset (will this screw with weight distribution?) we can reduce its radius and have more reasonable collisions.

Or maybe the camera frustum just needs adjustment? Not sure what the issue was here. The offset on every tick is silly though, a shape-wise offset would be better.

Publish examples on github.io

It'd be nice to be able to view them and show them as references without having to clone and build them locally first.

component dependancies

In trying out different combinations of the extras, I found that Controls requires Math. Which makes complete sense, but the error 'null defined for v.x' threw me for a bit.

Is there a way of requiring/registering one component from another?

Alternatively, a note or dependency graph (I haven't tried other combinations) could be helpful.

collide event support

current example

el.components['dynamic-body'].body.addEventListener('collide', function (e) {
  // ...
});

Add link component

Multiple questions in slack about how to do this / it's dead simple. Bonus points for fade out animation?

Player keeps moving when using movementEnabled: false

When using an element like:

<a-entity camera kinematic-body />

And I programmatically set

setAttribute('universal-controls', 'movementEnabled: false')

The player keeps rolling at the speed it was travelling before. You have to stop the player completely before disabling movement. It'd be better if the player rolled to a stop even if you have movementEnabled set to false.

Investigate dealing with nested entities & local positions

Body components naively assume position will return absolute world coordinates, which breaks if nested inside another entity with a position.

THREE.js has an API for returning world position. Could enable this by default (if there are no performance implications), or enable an option allowing it on a case-by-case basis. Might by trickier for dynamic-body than static-body.

Add animated water component ๐ŸŒŠ

really cute tutorial here, which should work well for a flat-shaded style

Ex:

<a-water/>

... which automatically creates a plane + custom component that applies sin-wave animation to the vertexes on the geometry.

Shadows

Post here: http://blog.vizor.io/using-lights-and-shadows/

Suggesting directional and hemisphere lights perform (much) better than point or spot lights, when used with shadows. Also:

"Generally, for best performance : quality ratio, it is recommended to use one directional light and either an Ambient Light or a Hemisphere Light to get a nice lighting effect with shadows."

grabby physics interaction

Inspiration: http://newtonvr.com โ€“

Our system allows players to pick up, drop, throw, and use held objects. Items don't pass through other items (rigidbodies), or the environment (non-rigidbodies). Rather, held items interact with other rigidbodies naturally - taking mass into account. For example, if you have two boxes of the same mass they can push each other equally, but a balloon, with considerably less mass, can't push a box. For more information on this style of mass-based interaction, see this post by Nick Abel.

Items can be configured to be picked up at any point, or when grabbed, can rotate and position themselves to match a predefined orientation. This lets you pick up a box from its corner as well as pick up a gun and have it orient to the grip.

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