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    paolis92-aframe

A web framework for building virtual reality experiences.


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Changelog

Source

0.8.2 (April 15, 2018)

Bug fixes after 0.8.0 release.

Bug Fixes

  • Place touch model to match real physical position of the controller. Apply correctly the pivot offset for Oculus Touch Controls. (#3537)
  • Remove unused rotationOffset attribute in favor of orientationOffset. (#3537)
  • Use both touchpad and trigger events in laser-controls to fire click events on GearVR. (#3530) (fix #3519) 4879f0601 Fix reverse mouse drag for look-controls. (#3482) (fix #3459)
  • Use most recent intersection from raycaster when entity is intersected. (#3475) (fix #3467, #3485, #3445)
  • Fix minification issues due to ES6 features. Use forEach instead of for...of (#3495) (fix #3449)
  • Stop click event from propagation in vr-mode-ui. Prevent taps on the screen to propagate to the scene on Cardboard v2. (#3527)
  • Init position/rotation/scale first if defined on the entity (#3517) (fix #3516)
  • Change default value of vec4 component property type to match THREE.Vector4 default value.
  • Deprecate antialias component in favor of renderer component. (#3424)
  • Fix post processing. Use scene.onAfterRender() for tock. (#3468)
  • Fix ignored controller events if several button preses happen on same tick. (#3472)
  • Fix animations triggered by state change. (#3470) (fix #3436)
  • Delay setting pose target for VRManager until camera is ready to prevent vrdisplayactivate trigger vr mode prematurely. (#3448)
  • Fix video sphere not rendering due to missing back material flag. (fix #3444)
  • Fixes pointerlock mode camera movement jank. (#3434)

Performance

  • Remove default components to 4 component initializations per entity. (#3490)
  • Save one array initialization per tick and raycaster. (#3438) (fix #3437)
  • Use Object3D directly to save/restore pose in look-controls skipping radToDeg. (#3439)

Enhancements

  • Add component to a-scene to configure renderer. (#3424) (fix #666)
  • Add component reference to sound-loaded and sound-ended (#3514) (fix #3505)
  • Improve testing coverage for controllers (#3474)

Readme

Source

A-Frame

A-Frame

A web framework for building virtual reality experiences.

Build Status Coverage Status Downloads Version License

SiteDocsSchoolSlackBlog

Examples

A-Painter A-Blast A-Saturday-Night Supermedium Musical Forest by @googlecreativelab 360 Image Gallery

Find more examples on the homepage, A Week of A-Frame, and WebVR Directory.

Features

:eyeglasses: Virtual Reality Made Simple: A-Frame handles the 3D and WebVR boilerplate required to get running across platforms including mobile, desktop, Vive, and Rift just by dropping in <a-scene>.

:heart: Declarative HTML: HTML is easy to read and copy-and-paste. Since A-Frame can be used from HTML, A-Frame is accessible to everyone: web developers, VR enthusiasts, educators, artists, makers, kids.

:electric_plug: Entity-Component Architecture: A-Frame is a powerful framework on top of three.js, providing a declarative, composable, reusable entity-component structure for three.js. While A-Frame can be used from HTML, developers have unlimited access to JavaScript, DOM APIs, three.js, WebVR, and WebGL.

:zap: Performance: A-Frame is a thin framework on top of three.js. Although A-Frame uses the DOM, A-Frame does not touch the browser layout engine. Performance is a top priority, being battle-tested on highly interactive WebVR experiences.

:globe_with_meridians: Cross-Platform: Build VR applications for Vive, Rift, Daydream, GearVR, and Cardboard. Don't have a headset or controllers? No problem! A-Frame still works on standard desktop and smartphones.

:mag: Visual Inspector: A-Frame provides a built-in visual 3D inspector with a workflow similar to a browser's developer tools and interface similar to Unity. Open up any A-Frame scene and hit <ctrl> + <alt> + i.

:runner: Features: Hit the ground running with A-Frame's built-in components such as geometries, materials, lights, animations, models, raycasters, shadows, positional audio, tracked controllers. Get even further with community components such as particle systems, physics, multiuser, oceans, mountains, speech recognition, or teleportation!

Usage

Example

Build VR scenes in the browser with just a few lines of HTML! To start playing and publishing now, remix the starter example on Glitch:

Remix

<html>
  <head>
    <script src="https://aframe.io/releases/0.8.0/aframe.min.js"></script>
  </head>
  <body>
    <a-scene>
      <a-box position="-1 0.5 -3" rotation="0 45 0" color="#4CC3D9"></a-box>
      <a-sphere position="0 1.25 -5" radius="1.25" color="#EF2D5E"></a-sphere>
      <a-cylinder position="1 0.75 -3" radius="0.5" height="1.5" color="#FFC65D"></a-cylinder>
      <a-plane position="0 0 -4" rotation="-90 0 0" width="4" height="4" color="#7BC8A4"></a-plane>
      <a-sky color="#ECECEC"></a-sky>
    </a-scene>
  </body>
</html>

With A-Frame's entity-component architecture, we can drop in community components from the ecosystem (e.g., ocean, physics) and plug them into our objects straight from HTML:

Remix

<html>
  <head>
    <script src="https://aframe.io/releases/0.8.0/aframe.min.js"></script>
    <script src="https://unpkg.com/aframe-animation-component@3.2.1/dist/aframe-animation-component.min.js"></script>
    <script src="https://unpkg.com/aframe-particle-system-component@1.0.x/dist/aframe-particle-system-component.min.js"></script>
    <script src="https://unpkg.com/aframe-extras.ocean@%5E3.5.x/dist/aframe-extras.ocean.min.js"></script>
    <script src="https://unpkg.com/aframe-gradient-sky@1.0.4/dist/gradientsky.min.js"></script>
  </head>
  <body>
    <a-scene>
      <a-entity id="rain" particle-system="preset: rain; color: #24CAFF; particleCount: 5000"></a-entity>

      <a-entity id="sphere" geometry="primitive: sphere"
                material="color: #EFEFEF; shader: flat"
                position="0 0.15 -5"
                light="type: point; intensity: 5"
                animation="property: position; easing: easeInOutQuad; dir: alternate; dur: 1000; to: 0 -0.10 -5; loop: true"></a-entity>

      <a-entity id="ocean" ocean="density: 20; width: 50; depth: 50; speed: 4"
                material="color: #9CE3F9; opacity: 0.75; metalness: 0; roughness: 1"
                rotation="-90 0 0"></a-entity>

      <a-entity id="sky" geometry="primitive: sphere; radius: 5000"
                material="shader: gradient; topColor: 235 235 245; bottomColor: 185 185 210"
                scale="-1 1 1"></a-entity>

      <a-entity id="light" light="type: ambient; color: #888"></a-entity>
    </a-scene>
  </body>
</html>

Builds

To use the latest stable build of A-Frame, include aframe.min.js:

<head>
  <script src="https://aframe.io/releases/0.8.0/aframe.min.js"></script>
</head>

To check out the stable and master builds, see the dist/ folder.

npm

npm install --save aframe
# Or yarn add aframe
require('aframe')  // e.g., with Browserify or Webpack.

Local Development

git clone https://github.com/aframevr/aframe.git  # Clone the repository.
cd aframe && npm install  # Install dependencies.
npm start  # Start the local development server.

And open in your browser http://localhost:9000.

Generating Builds

npm run dist

Questions

For questions and support, ask on StackOverflow.

Stay in Touch

Contributing

Get involved! Check out the Contributing Guide for how to get started.

License

This program is free software and is distributed under an MIT License.

Keywords

FAQs

Last updated on 06 Oct 2019

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