Aframe a-sky change rotation upon scene change - three.js

Hi I am trying to navigate between scenes. And when i navigate between scenes, i am not able to set/update rotation of the changed scene. i am storing rotation of scenes and then navigate between. Please help struggling from many days
Link to my code on Glitch https://glitch.com/~thin-newsstand
Working explained.
1. Save camera button saves the rotation into select along with the scene and
custom data attribute name data-r
2. If you inspect select dropdown options, you will notice.
3. When select option is changed, it will change sky image from select option and also change rotation.
4. I have used aframe-viewable-component.js to restrict top/bottom movement of skybox.

It sounds like you want to save and restore camera rotation, when a new panorama is loaded.
Since you are using the look-controls component on the camera, you will need to do this using that component. It might be best to modify that component, and create your own custom variation. You can download the original here:
https://github.com/aframevr/aframe/blob/master/src/components/look-controls.js
The component does have a built in function for saving and restoring position and rotation
saveCameraPose: function ()
restoreCameraPose: function ()
as it is written, the component can only save one entry
this.savedPose.position.copy(el.object3D.position);
this.savedPose.rotation.copy(el.object3D.rotation);
Depending on what you want, you may have to save the position/rotation to new variable that are associated with each pano, so that when a new pano is selected, that same entry for camera pos/rot is also loaded and camera restored. It would probably be best to do this with an array. Psuedo code looks something like:
Make an array (containing objects: {camPos, camRot}). named savedCamPR.
When new pano is selected get the index of current pano. named curPanoID
Save the look-controls pos/rot to savedCamPR[curPanoID], ie the array using the index of current pano.
Get the index of the new pao.
if there is a saved entry in the in savedCamPR, use that to restore the camera.
If you have trouble figuring it out, let us know, and I can probably make an online example that saves and restored camera positions for multiple panos.

Related

How to change key frame values in GDScript (Godot)?

I am trying to play an animation when a scene is instanced. It is a simple animation that translates y from -5 to 5. The animation plays but it plays at x = 0 and z = 0. I understand this is because the translation values for the respective co-ordinates in the animation are set to 0. I have a spatial node on my player scene that can grab transform info and pass it on to my animated scene, but I do not know how to dynamically change the x and z values of the key frames in script.
This answer contains three solutions to the problem...
Target a sub-property
If I understand correctly you want to animate only the y coordinate, and leave the other coordinates unchanged. That is, you don't want to animate the translation vector. You want to animate the y or the translation, a sub-property. This is possible out of the box, but the UI won't offer it to you.
Start by creating a track from the animation editor. You click on "Add Track", select "Property Track", and then on the object you want, and select translation. Now, while the track is empty (no key frame inserted yet), modify the track name to :y at the end.
The track would have been create with a name such as SpatialNodeName:translation, you are going to change it to SpatialNodeName:translation:y.
Afterwards, when you add key frames, they will be for translation.y. Note: doing SpatialNodeName:transform:origin:y or even SpatialNodeName:global_transform:origin:y also works. Similarly, you can imagine how do it for only rotation or scaling, and so on.
Create custom properties and animate them
I'll also mention that another option is using a Tween node (which are easier to create from code).
And also that both Tween and AnimationPlayer can animate any property. Thus, if you need to animate something that is not available, consider adding a property (see setget).
For example:
export var y:float setget set_y, get_y
func set_y(new_value:float) -> void:
transform.origin.y = new_value
func get_y() -> float:
return transform.origin.y
Then you can add a track for the custom property, and animate it like any other.
By the way, also notice the AnimationPlayer can also have "Call Method" tracks.
Modify the animation
Manipulating an animation from code is also possible. I've seen an example elsewhere. You can call get_animation on the AnimationPlayer to get the animation. Then on the returned animation you can call track_get_key_value and track_set_key_value. However, this rarely what you want to do in practice (unless you are making a Godot addon that creates or modifies animations or something like that).

Group of objects on top but added to a camera

As a precision I already noticed threads about this but didn't find a way to achieve exactly what I need.
Basicaly I have a board of objects that I need remaining always on top of everything but also attached to the camera.
I first tried to add the group to the camera and it stayed as wished always in the viewport. But in this configuration the group of objects still be a part of the scene so while zooming to regular objects in the "editor" the board goes into/among these objects of the scene.
My second trial was based on this thread and work wonderfully in order to get all of the board objects rendered above everything. But on such a configuration when rotating around the axis (with orbit control) both scenes rotates. So I tried to update the foreground scene with coordinates of the camera but the update was not immediate and this scene is flickering (I suppose that while rotating the update function is not called immediately).
My best wish would have been to "attach" the foreground scene to the camera so that it would stay on top and sticked on the screen/viewport but I don't even know if it is possible and how to do that (as only groups of objects seem to be capable to be attached to the camera).
I am really stuck on that point. Thanks you for any help!
If this is what you need,
just set object.material.depthTest = false; and object.renderOrder = 1000; for all objects you need to be always on top and attached to the camera.

Transition between different points of views (SCNCameras) in SceneView

I've built a basic scene for SceneKit, including several SCNNodes with geometries, SCNLights, and an SCNCamera. I would now like to add functionality whereby the point of view shifts between different camera positions when the user taps on the screen.
What is the best way to achieve this? Should I include several SCNCameras in the scene and switch sceneView.pointOfView between them? Or should I rather update the position (and orientation) of a single camera. Also, how can I specify the transition path from moving from the old to the new camera position, i.e. use animation for the transition.
changing the pointOfView of the view is the easiest way. But if you want to control the path you will have to move the camera yourself. You can do that with SCNAction or by using CoreAnimation explicit or implicit animations.

Getting a text included in a Mesh

i need some help in my webGL code.
I created a TextGeometry and i included it in a mesh, i didn't have any problem about that. However, i would like updating this text without creating another TextGeometry.
Indeed, my main goal is to translate a text (from right to left) and to make it disappear when he reaches to the left side, but only character by character (like a fade effect).
I tried some attempts : for example, according to text position, deleting it with a :
scene.remove(text)
and creating another text which is the same as previously minus the first character. I don't know if i was clear... But this solution makes my application very slow : that's why i don't want creating an Object every time, but just updating his text property.
I didn't find many help in three.js documentation, may you give me a hand about that ?
Cheers
You could try this:
Create a PlaneGeometry and texture it using the image from a hidden canvas object that contains your text, then apply image transforms to the canvas itself (fading as necessary) and continually update the texture in Three.js as it moves across the scene.
For an example of how to use a canvas object as an image (of text), I have an example posted at: http://stemkoski.github.com/Three.js/Texture-From-Canvas.html

camera.lookAt not called when THREE controls are being used

I am working on a program, that uses THREE.RollControls, when the user goes too far away from the center of the screen, they tend to get lost, so I am working on creating a function that reorients them, facing the center of the scene.
What I had intened to do was simply call the following:
camera.lookAt(scene.position)
However, this has no affect. From what I was reading on different stack overflow questions specifically this:
ThreeJS camera.lookAt() has no effect, is there something I'm doing wrong?
It seems like their solution was to do the camera position change using the controls, rather then changing the camera itself.
I do not believe there is any 'Target' in the Roll Controls, so I don't know how I can reset where the camera is looking at based on a THREE.Vector3() Is there a simple way to do this, or will I basically have to:
So far I have 'attempted' to do the follow:
- Calculate the difference of position of the camera with the position of the scene.
- Normalize this vector
- Subtract it from the direction forward of the camera
- use this vector in controls.forward.add(thisVector)
but this doesn't do at all what I want (probably because I have no idea what I'm doing)
Thank you in advance for your time!
Isaac
The same thing bugged me too about the RollControls but I took a different approach in solving the problem. Since the controls are in the example code (in r55) you can modify the controls, as they are not part of the core library. You can see my modifications at http://www.virtuality.gr/AGG/EaZD-WebGL/js/three.js/examples/js/controls/RollControls.js
I introduced a local variable called mouseLook because I could not use the this.mouseLook. I initialized it to false and I only make it true when there is a button press i.e. when navigating in the scene. That solved my problem.

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