aframe-super-hands-component | one natural hand controller , pointer , and gaze | Game Engine library

 by   wmurphyrd JavaScript Version: v3.0.3 License: MIT

kandi X-RAY | aframe-super-hands-component Summary

kandi X-RAY | aframe-super-hands-component Summary

aframe-super-hands-component is a JavaScript library typically used in Gaming, Game Engine applications. aframe-super-hands-component has no vulnerabilities, it has a Permissive License and it has low support. However aframe-super-hands-component has 68 bugs. You can install using 'npm i super-hands-ammo-js' or download it from GitHub, npm.

The goal of super-hands is to make it easy to handle user input in Web VR by providing a high-level API that is consistent across all devices. Instead of dealing directly with controller button events, raycasters, and collision detection components, you setup your scene and components instead to respond to 'gestures' like hovering and grabbing.
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            kandi-support Support

              aframe-super-hands-component has a low active ecosystem.
              It has 303 star(s) with 65 fork(s). There are 17 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 22 open issues and 106 have been closed. On average issues are closed in 143 days. There are 5 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of aframe-super-hands-component is v3.0.3

            kandi-Quality Quality

              aframe-super-hands-component has 68 bugs (0 blocker, 0 critical, 54 major, 14 minor) and 31 code smells.

            kandi-Security Security

              aframe-super-hands-component has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              aframe-super-hands-component code analysis shows 0 unresolved vulnerabilities.
              There are 29 security hotspots that need review.

            kandi-License License

              aframe-super-hands-component 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-super-hands-component releases are available to install and integrate.
              Deployable package is available in npm.
              Installation instructions, examples and code snippets are available.
              aframe-super-hands-component saves you 497 person hours of effort in developing the same functionality from scratch.
              It has 1170 lines of code, 0 functions and 54 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of aframe-super-hands-component
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            aframe-super-hands-component Key Features

            No Key Features are available at this moment for aframe-super-hands-component.

            aframe-super-hands-component Examples and Code Snippets

            No Code Snippets are available at this moment for aframe-super-hands-component.

            Community Discussions

            QUESTION

            Using superhands component in a-frame, is it possible to rotate grabbed objects without using physics?
            Asked 2018-Jul-27 at 16:42

            I am using the updated super-hands component in a-frame. I have replicated the basic example from the docs (see below).

            ...

            ANSWER

            Answered 2018-Jul-27 at 16:42

            If you want the rotation without physics, you'll need to implement your own version of grabbable that does the matrix math. It would go something like this:

            Source https://stackoverflow.com/questions/51554601

            QUESTION

            How to translate A-Frame dynamic body
            Asked 2018-Jul-24 at 15:29

            I'm making an A-Frame project which will allow users to interact with math models. I'm using the aframe-super-hands-component with aframe-physics-extras for its nice "sleep" effect. To add a layer of control, I'm trying to make it so that the user can use a controller's joysticks to bring a model closer/farther away from the controller, similar to the Oculus Dash controls (https://youtu.be/sMjlM5vFSA0?t=1m55s).

            However, when I try to update a model's position, as my model entities are defined as dynamic bodies, they don't move. I know that I can remove the dynamic-body component, move the body, and then reattach dynamic-body, but I want to avoid that as I'm planning to move models in tick. Is there a way I can move a dynamic body without breaking dynamic-body behavior?

            Here's a link to an example which tries to update a box's position: https://codepen.io/kchen1250/pen/MBmRYo

            ...

            ANSWER

            Answered 2018-Jul-24 at 15:29

            You can sync the position of the entity and the dynamic-body using the dynamic-bodys method syncToPhysics()

            Source https://stackoverflow.com/questions/51502211

            QUESTION

            How to create 'droppable' box with super-hands and physics component in a-frame
            Asked 2018-May-02 at 17:50

            I am trying to recreate a stripped back version of the superhands/physics a-frame demo here

            All the grabbing/dragging/physics works well but I cannot get the droppable box to fire the event on collision with the draggable one.

            Here is a fiddle with my code (with all the scripts its quite long) but please let me know if you would like me to copy the code here.

            I'm sure I am missing something simple here but I can't see it, I feel like I have everything that the original example has but I can't get that event to fire, not even to log something to the console.

            This is my first venture into physics and controllers so apologies if I'm making some rookie errors. I should mention that I am testing initially on desktop using mouse to drag, hoping that getting the basics working here will scale up to the headsets.

            Advice much appreciated as ever.

            ...

            ANSWER

            Answered 2018-May-02 at 17:50

            In your current config, you have only the grabbable box, but not the droppable target, visible for collision detection:

            Source https://stackoverflow.com/questions/50130512

            QUESTION

            Moving custom objects in A-Frame using super-hands
            Asked 2017-Dec-14 at 00:44

            I'm trying to move an object (in this case a piece of bread), using super-hands, but the object isn't moving when grabbed. There is no interaction between the controllers and the object.

            ...

            ANSWER

            Answered 2017-Dec-14 at 00:44

            Entities with dynamic bodies can only be moved through the physics system, so grabbable handles the movement with a physics constraint (assuming you have added a static-body to the controller entity or allowed progressive-controls to do it for you). However, a dynamic-body with mass: 0, as you have it, is immovable (it's actually treated as a static-body by the physics engine).

            If you want to keep the body from falling, set physics="gravity: 0 instead. To keep it from floating away, set damping values on the body component closer to 1.

            Source https://stackoverflow.com/questions/47779021

            QUESTION

            Non-overlappable sphere with super-hands and aframe-physics-system using A-Frame
            Asked 2017-Nov-29 at 04:06

            I'm trying to recreate an electrical particle (Electrons, Neutrons, Protons) in A-Frame (Science). I'm using to represent a charged particle, and I'm using super-hands to move it around. I created a custom component that attracts or repel according to charges (Refresher: Opposite charges attract; similar charges repel).

            Each sphere is floating (position="0 1 0"), and the user shall grab it and move it close to another sphere to see the attraction or repulsion effect.

            So far, the attraction and repelling are working. My only caveat is that the overlaps whenever I drag it with super-hands to another a-sphere. I know this is the default behavior of all the elements. I've been trying to use aframe-physics-system to prevent elements from overlapping.

            Since I need the a-sphereto hover, I add the static-body to them (I've noticed that this doesn't prevent overlapping). Whenever I try to grab them using the HTC Vive controller, it seems that the controller has some sort of collider that interacts with the static-body, pushing it around. If I manage to grab it, it starts spinning the sphere out of control (Probably because it's interacting with the Vive Controller), and it launches it away (Pretty funny, to be honest ).

            I also tried setting the gravity to zero, but this poses a problem: it affects the whole scene (Can't have normal physics afterwards). In addition, whenever the sphere gets hit by another body, it will move indefinitely to the direction the force was applied to.

            When I look at the examples from: https://wmurphyrd.github.io/aframe-super-hands-component/examples/physics/

            I see that William uses dynamic-body. Unfortunately, that puts them into the ground.

            Any ideas on how to tackle this problem? I just want to make the sphere non-overlappable and that the user is allowed to throw it while it's hovering.

            Here's the code:

            ...

            ANSWER

            Answered 2017-Nov-29 at 04:06

            You can solve the problem of the controller's physics body colliding with things and making them near impossible to grab using collision-filter from aframe-physics-extras:

            Source https://stackoverflow.com/questions/47544726

            QUESTION

            Testing custom A-Frame events when using React and aframe-react
            Asked 2017-Apr-17 at 18:15

            In MathworldVR project (https://github.com/michaltakac/mathworldvr) I'm using aframe-super-hands-component which fires 'hover-start' and 'hover-end' events when user hits/leaves the entity with VR hand controllers. Everything is working as expected.

            But how can I call these events from within tests? I cannot simulate those with TestUtils from react-dom/test-utils when A-Frame entity is rendered with Enzyme's shallow, react-test-renderer's renderer or Jest, since it only can simulate traditional React events.

            CalcButton component code:

            ...

            ANSWER

            Answered 2017-Apr-17 at 18:15

            For actual browser testing, I would use Karma Test Runner. Check out aframe-react's test harness: https://github.com/aframevr/aframe-react/tree/master/tests/browser. There are React tests which test React rendering and React-level stuff, and browser tests which test full integration including events.

            Source https://stackoverflow.com/questions/43452619

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

            Vulnerabilities

            No vulnerabilities reported

            Install aframe-super-hands-component

            Install and use by directly by including the browser files:. Then require and use.

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            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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