How to disable gyro based rotation on mobile phones - three.js

i want to disable the camera rotation, while being on mobile.
I though making look-controls="hmdEnabled:false" would disable moving the camera along with the mobile device, yet it didn't work.
I tried to find which controls should i disable, but i only found some intel stating, that WebVr drivers rotate the scene #HMD orientation, not directly from the gyroscopes.
Nonetheless, I have no idea how to lock the camera, so it can be only moved by dragging Your finger.
Thanks in advance

I packaged up a component that does this at https://github.com/AVGP/a-touch-controls:
<a-scene>
<a-entity camera touch-controls></a-entity>
</a-scene>
These controls are using mouse (click and drag) or finger (swipe) movements to move around the camera, but does not use the gyroscope on mobile, except when explicitely entering VR mode, which still permits Cardboard usage etc.

If you want your own control scheme, you'll need to make your own controls. You can copy and paste some code from the look-controls and customize it: https://github.com/aframevr/aframe/blob/master/src/components/look-controls.js

Related

How to change the camera in three.js / editor using only scripts?

How to change the type of camera used in three.js/editor? I want to do this using scripts, and not using the add camera button (Add → Orthographic Camera). I try to announce the camera again, but I can't. I'm trying to check the view of the main camera using the function (console. log(camera)) — the console shows that the camera has changed. But, when you click the PLAY button, the view remains the same as it was. Thank you for your help and feedback, I am very grateful for this!
It is not possible to do what you are looking for since cameras are handled within the editor. You can't use scripts to change the type of camera used for rendering.
In general, there is no full support for orthographic cameras in the editor. For example the editor's controls only support perspective cameras as well as the app player that playbacks exported/published applications. However, there is a feature request at GitHub that tracks the improvement of orthographic camera support:
https://github.com/mrdoob/three.js/issues/16008

A-Frame camera rotation using keyboard

I am building an A-Frame application and when in VR mode I can use the keyboard WASD to navigate and look up or down with movement to change camera height. The camera is facing forward except when I rotate my head in Oculus rift which works fine. In some Oculus apps such as home when you teleport you can rotate the thumbstick so that the direction you face changes after you teleport. Is there a way to change camera rotation with the keyboard in A-frame? I am using A-frame extras and my camera rig code is below. Thanks!
<a-entity id="rig" movement-controls="fly: true; speed: 0.1" wasd-controls position="11 1.5 2" >
<a-entity camera look-controls></a-entity>
</a-entity>
Add a rotation component to the id='rig' entity. Then you can make a new custom component ('overrotate'), and also add that to the id='rig' entity. Program overrotate to listen for keyboard input (whatever keys you like), and within that listener function, call the rotation component with a setAttribute(). Because you are now rotating the parent of the camera (the rig), you will still get your look-controls rotation of the camera, and also the override rotation for the rig, driven by keyboard input.

A-frame render lop and view refresh

I am trying to create a First person view in A-frame using the .obj model of a car.
The camera has been positioned close to the driver's seat, and there is a timed interval in javascript that moves the camera position by doing trignometric calculations and moves the camera accordingly.
Here are two problems I am facing
1) How do you make this smoother? Is there a hook for the render loop in A-frame which can be accessed in javascript? I cant seem to find the documentation for it.
2) When I view the above page in VR mode on the phone ( Android 9), the animation created stops abruptly, which works well in fullscreen mode.
The code for the html is here https://raw.githubusercontent.com/CuriosityGym/VRWithAframe/master/templates/class3-models.html
The example can be accessed here http://cgaframe.herokuapp.com/class3
Thank You!
You have a setInterval that fires every 100ms, animating the car at 10fps. That’s why it’s not smooth. Create a component and use the tick method to animate
In addition, you should not animate the camera directy because its position will be overriden by the headset pose in VR mode. Setup and animate a camera rig

Reset camera rotation when using universal-controls

I was puzzled with resetting camera rotation, I wrote a simple component to reset camera rotation, the code is published at aframe demo
I add 'click' event listener to the blue box, if the box was clicked. then, i would reset camera rotation to {x:0,y:0,z:0}. but, as you see, there is no effects. I step in to my component and i found my code did work, but something set the rotation back after my function.
I have tried:
use look-controls instead of universal-control. in this way, it works on the PC browser but my mobile phone.
use a newer aframe-extras lib, v3.1.0. and I got an error 'Cannot read property x of undefined' at aframe-extras.js:5265.
Anyone hints?
You could try using a wrapper entity around the camera and modifying that. Or if that doesn't work...
Since the controls continually update the camera rotation on each frame, any rotations you set may be overwritten by the camera controls. You could perhaps try pausing the camera (el.pause()), setting the rotation (el.setAttribute), and resuming the camera (el.play()), but no guarantees that will work.
If it doesn't, you could maybe fork any control implementations and add some sort of logic to allow you to manually update the rotation.

Threejs Rotating object with device orientation control

I am trying to achieve an effect similar to one of the cardboard app examples that Google has put out with their cardboard app called the 'exhibit'. I have a 3D object that I want to rotate using device orientation control. Right now with just the device orientation control, I can view the 3D object but when I turn around, the camera rotates (it seems) causing the object to fall out of view until I turn all the way back around to where it was in the beginning. In other words the camera seems to rotate in its axis as I look around. What I want is to be able to rotate the object as I turn around.
Kinda like this example http://threejs.org/examples/#misc_controls_orbit except I want to rotate using device orientation control.
Any idea how I can incorporate this feature?
Thank you for your assistance.
The answer to my own question for future seekers is to replace camera in
controls = new THREE.DeviceOrientationControls(camera, true);
with the 3D object you are trying to rotate.

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