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aframe-extras
Advanced tools
Add-ons and helpers for A-Frame VR.
In the dist/ folder, download any package(s) you need. Include the scripts on your page:
<script src="./aframe-extras.min.js"></script>
Each package's components are automatically registered for you.
npm install --save aframe-extras
// custom-extras.js
var extras = require('aframe-extras');
AFRAME.registerComponent('velocity', extras.math.velocity); // Register a single component.
extras.physics.registerAll(); // Register a particular package, and its dependencies.
extras.registerAll(); // Register everything.
Once installed, you'll need to compile your JavaScript using something like Browserify or Webpack. Example:
npm install -g browserify
browserify custom-extras.js -o bundle.js
bundle.js
may then be included in your page. See here for a better introduction to Browserify.
src
├── controls
│ ├── checkpoint-controls.js
│ ├── gamepad-controls.js
│ ├── hmd-controls.js
│ ├── keyboard-controls.js
│ ├── mouse-controls.js
│ ├── touch-controls.js
│ └── universal-controls.js
├── loaders
│ ├── fbx-model.js
│ └── three-model.js
├── math
│ ├── quaternion.js
│ └── velocity.js
├── misc
│ ├── checkpoint.js
│ ├── jump-ability.js
│ └── toggle-velocity.js
├── physics
│ ├── body.js
│ ├── dynamic-body.js
│ ├── kinematic-body.js
│ ├── physics.js
│ ├── static-body.js
│ └── system
│ └── physics.js
├── primitives
│ └── a-grid.js
└── shadows
├── shadow-light.js
└── shadow.js
Extensible movement/rotation/hotkey controls, with support for a variety of input devices.
universal-controls
: Manager for other controls, which can be used to decide which input device is used when multiple are available, and to set common acceleration/sensitivity across all controls.'checkpoint-controls', gamepad-controls
, hmd-controls
, keybard-controls
, mouse-controls
, and touch-controls
.
I've written standalone components for several other control components.
leap-motion-controls
: In progress.Connect input devices from your desktop to your mobile phone with WebRTC, using ProxyControls.js.
Components for A-Frame physics integration, built on CANNON.js.
Scene Physics:
physics
: Added to the <a-scene/>
element, and manages global physics WorldObject Types:
dynamic-body
: Object that moves only according to physics simulation, which has mass and may collide with other objects.static-body
: Static body with a fixed position. Unaffected by gravity and collisions, but other objects may collide with it.kinematic-body
: Controlled but dynamic body, which moves but is not affected (directly) by the physics engine. Intended for use on the player's model. Gravity and collisions are simulated, without giving full control to the physics engine.Math:
velocity
: Helper to update an object's by a fixed amount position over time.quaternion
: Helper for preventing gimbal-lock during rotation.Runtime shadows, with the shadow
and shadow-light
components. Originally written by @ngokevin, and likely to be available in A-Frame later (https://github.com/aframevr/aframe-core/pull/348).
NOTE: Adding shadows to more than a few simple objects can slow your scene >down significantly. For performant shadows on scenery, like trees and houses, bake your shadows into your textures using modeling software.
FAQs
Add-ons and examples for A-Frame VR.
The npm package aframe-extras receives a total of 4,947 weekly downloads. As such, aframe-extras popularity was classified as popular.
We found that aframe-extras demonstrated a healthy version release cadence and project activity because the last version was released less than a year ago. It has 0 open source maintainers collaborating on the project.
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