aframe-physics-system | Physics system for A-Frame VR , built on CANNON.js | Augmented Reality library

 by   n5ro JavaScript Version: v4.0.1 License: MIT

kandi X-RAY | aframe-physics-system Summary

kandi X-RAY | aframe-physics-system Summary

aframe-physics-system is a JavaScript library typically used in Virtual Reality, Augmented Reality, Three.js, WebGL applications. aframe-physics-system has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can install using 'npm i aframe-physics-system-geometry-deprecated' or download it from GitHub, npm.

Physics system for A-Frame VR, built on CANNON.js.
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            kandi-support Support

              aframe-physics-system has a low active ecosystem.
              It has 478 star(s) with 140 fork(s). There are 31 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 57 open issues and 100 have been closed. On average issues are closed in 151 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of aframe-physics-system is v4.0.1

            kandi-Quality Quality

              aframe-physics-system has 0 bugs and 0 code smells.

            kandi-Security Security

              aframe-physics-system has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              aframe-physics-system code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              aframe-physics-system is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              aframe-physics-system releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed aframe-physics-system and discovered the below as its top functions. This is intended to give you an instant insight into aframe-physics-system implemented functionality, and help decide if they suit your requirements.
            • Construct a Body .
            • Creates a new Driver
            • Constructs a new world .
            • Add two points
            • Creates a Cylinder .
            • Base class for broadcast phase .
            • Creates a new Polygon object .
            • Construct a new height field .
            • Creates a new lock constraint between two bodies together .
            • Computes the intersection in a point in the polygon
            Get all kandi verified functions for this library.

            aframe-physics-system Key Features

            No Key Features are available at this moment for aframe-physics-system.

            aframe-physics-system Examples and Code Snippets

            No Code Snippets are available at this moment for aframe-physics-system.

            Community Discussions

            QUESTION

            Collisions not working using Aframe 1.2.0 & Ammo.js
            Asked 2021-Nov-07 at 17:39

            I started making a game using Aframe 1.2.0 and Ammo.js because CANNON.js support may be deprecated in the future.

            I have a very simple starting point - a static box - a dynamic sphere - click the sphere to fire - it should be bouncing off the box, but it just goes right through it. I've tried putting the shoot function into a component, but the same thing happens.

            Glitch here -> https://descriptive-truthful-sneezeweed.glitch.me

            ...

            ANSWER

            Answered 2021-Sep-24 at 14:07

            It seems the error is caused by the sphere having only the ammo-shape component, without the body. If both are attached on click, then it's working as expected:

            Source https://stackoverflow.com/questions/69313151

            QUESTION

            AFrame & Three.JS detecting collision between moving point and box which happens between frames
            Asked 2021-Sep-17 at 06:56

            I'm trying to implement "bullet and target collision" problem and create an explosion when collision occurs. I managed to do it using aframe-physics-system which was working good: the explosion was rendering at the exact point of the collision and in the exact time. Now I decided to get rid of the physics system as I don't need such overhead - my only goal is to render an explosion.

            I tried to use box.containsPoint as well as Raycaster:

            ...

            ANSWER

            Answered 2021-Sep-16 at 17:19

            This is a common problem when trying to recreate the calculations of a physics engine. Since your bullet is too small and sometimes travels beyond the wall in between frames, I see two options:

            1. On frame x+1 you could calculate how much distance has been traveled since frame x, and use that as the size of the bullet. If the plane is crossed in the distance travelled between x -> x1, then you know you've had a collision.
            2. If collision points don't move, you could use a THREE.Raycaster and calculate the point of collision pre-emptively, so you'll know where the bullet will hit before that point is reached:

            Source https://stackoverflow.com/questions/69208512

            QUESTION

            A-frame set physics to a variable
            Asked 2021-Jul-26 at 01:28

            I am creating a scene using A-frame (https://aframe.io) and I'm wondering how I can set the physics in my scene to variable using the A-frame physics component. What should happen is the physics inside my scene should be set to the value of my variabled called x. How can this be done?

            Code to my scene: https://jsfiddle.net/AidanYoung/1cmgLkrp/2/ Code to the physics component: https://github.com/n5ro/aframe-physics-system

            Now currently the physics in my scene is set using the tag and it's current set to -10. I want to change the physics to equal the variable x. Here is the part of my code where the physics is set:

            ...

            ANSWER

            Answered 2021-Jul-26 at 01:28

            You can set the gravity in the physics's driver

            Set vertical gravity

            Source https://stackoverflow.com/questions/68510595

            QUESTION

            Moving a Dynamic object with a button in AFrame
            Asked 2021-Feb-09 at 08:02

            I have asked this question before but I didn't ask it in the best way. I am trying to create a plinko-style aframe world with a ball that will have it's position reset to the starting position when clicked. I would like to have a button do this but clicking the ball will work. Here is the html I am working with:

            ...

            ANSWER

            Answered 2021-Feb-09 at 08:02

            You need to synchronize the physics engine with the updated position. The dynamic-body component has a syncToPhysics() function:

            Source https://stackoverflow.com/questions/66108017

            QUESTION

            AFrame: Problem with physics; dynamic-body & grabbable
            Asked 2020-Nov-19 at 03:10

            The problem:

            I want to make a ball the user can throw. With my current implementation, physics work but I cannot lift the ball. However, if I delete the "dynamic-body" I can grab the ball exactly as I am supposed to, and move it around. Heck, I tried changing it to "static-body" and it still works. The problem seems to be whenever I mix grabbable and dynamic-body. I know it should be possible in an older version, as I was using this tutorial: https://www.youtube.com/watch?v=SKYfYd3pk4I

            However, he is using progressive-controls which are not available in the newest super-hands package, I don't know if that changes anything. Is there anything I am doing wrong here?

            Here are my snippits of code that could affect the result:

            My A-Frame packages:

            ...

            ANSWER

            Answered 2020-Nov-19 at 03:10

            Thanks to this: https://github.com/bryik/aframe-ball-throw/blob/master/index.html

            I found the culprit. I needed to add the static-body to my hand-entities, so that collision could be detected. No idea why collision was detected without them before though.

            Modified code:

            Source https://stackoverflow.com/questions/64902347

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install aframe-physics-system

            You can install using 'npm i aframe-physics-system-geometry-deprecated' or download it from GitHub, npm.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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