@angular-three VR Examples #131
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Added ng3-webxr for easily adding Web VR or AR functionality to an NGT project. |
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Updated VR Demo to include example of movable cameras and texture that shows the output of a camera. Use left controller to grab and move the cameras around. |
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Updated VR Demo to include paint example. Pull trigger to paint
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Updated VR Demo to include HTML GUI example. Use pointer to interact with geometry properties inside a HTML Mesh panel. |
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Updated VR Demo to include model scaling example. Pull trigger on left and right controllers to start scaling model. Note the model does not appear correctly when visiting the room a second time. Bug report pending. |
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@IRobot1 Hey, I have just released a beta version for v6, 6.0.0.beta-0, to add support for Angular 14 (14.1) and THREE 0.142.0 I don't have VR so can you try it out on VRs? |
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Updated VR Demo to include interactive buttons Buttons highlight/unhighlight on mouse or pointer hover. |
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Updated VR Demo to include interactive wall Wall is an image converted to instance mesh of cubes colored to match pixels. |
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Updated VR Demo to include hierarchical diagram using force directed graph. Network hierarchy uses ngraph graph and forcelayout to layout the diagram. Nodes and links are rendered via NGT using position data from forcelayout. NGT objects are gradually added to the scene to avoid stutter when in VR. Network diagram is standalone component with options to adjust labels, font, size, colors and animation. Data was taken from Highcharts network diagram sample code. I highly recommend using Highcharts for any professional charting work. License price is reasonable and nice company to work with. |
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Updated VR Demo to include basic 3D spirograph drawing. Drawing is done by rotating two arms. One arm is attached to end of the other. The pen tip is at the end of the second arm. A tube mesh is generated. GUI allows
Lots of possibilities to improve this demo. |
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Updated VR Demo to include artificial life In VR, use pointer to adjust the gravity between particle color interactions Original idea from this YouTube video |
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Updated VR Demo to include loading SVG icons into extruded meshes. Icons change every 30 seconds. Based on data from simple icons |
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@IRobot1 Dude, I have absolutely no words to describe my appreciation to what you've done. This is amazing. Time has been a luxury for me to tend to Angular Three and man, seeing you putting out examples using it puts a smile on my face and sets my motivation high. Thank you for doing what you do. |
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Updated VR Demo to include directed acyclic graph example. Limited to 2D, but better layout management than forced layout. Forced layout works best for tree structured data. |
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Updated VR Demo to include object bounded collisions example Use left controller to pop boxes, right controller to pop spheres. This demonstrates having collision groups where the user's hand/finger is the source of collisions within a group. Box collisions are object bounded instead of axis align bounded for more precise overlap detection. Dispatch events fire on both meshes when collision beings, while colliding and when collision ends. Angular events fire on VR controller on collision begin and end. This is the foundation for creating a UI (buttons, sliders, menus) within a three scene without the need for physics collisions. Collision manager does not require VR, but does require something to keep calling Check Collisions method regularly. |
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Updated VR Demo to include UI components and draggable/resizable windows Controls include label, button, icon button, radio button, check box, toggle slider, number, text, drop-down list. In browser view, use touch and mouse to interact with controls. Dragging is only along x and y axes. In VR mode, use pointer to interact with controls. To drag, highlight title and pull trigger to grab. Click button to expand and collapse. Close button is not implemented since there's no way to reopen, but you get the idea. This is a foundation for other flat UI controls. Multi-line text box, chips, date/time pickers, tabular grid, tabs, stepper and tree should all be possible. Theming should also be possible and might be added in a future update. Use vertical-layout directive to automatically stack groups or controls vertically. No need for manual positioning. Similarly, use horizontal-layout directive to automatically position horizontally. Both directives support an optional margin (x for horizontal and y for vertical) to add spacing between controls. |
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Updated VR Demo to include some animated loading shapes Shapes, colors, materials and animation speeds can be customized. |
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Updated VR Demo to include NGT version of lil-gui So far, supports basic example. Works in browser and VR mode. |
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Updated VR Demo to include in-scene stats panel. Each specific panel can be added to a scene. Stats can also be placed in a UI for easy movement and interaction around the scene Click to change between FPS, MS and MB. |
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Updated VR Demo to include UI tab and data grid components. Grid supports optional pagination component. Header, footer and data cells configured using ng-templates. |
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Updated VR Demo to include a basic Kanban board. Uses new card, avatar, divider and material icon UI components and updated list and button components using ng-template. Task cards can be dragged and dropped between columns. The number of columns can be customized Would still require a lot more effort to make it fully re-usable. |
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Updated VR Demo to include examples of jdenticon and DiceBear Avatars. jdenticon's can be rendered to a texture or SVG geometry. Avatars demonstrate SVG geometry only due to overlapping shapes. |
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Updated VR Demo to include path editor that works booth in browser and VR. This was inspired by SvgPathEditor (yqnn.github.io) Uses new mini menu UI component for choosing next curve type. Menu buttons support either text label or material icon. The following keyboard shorts are supported
There's options to show/hide the grid and points, preview as extruded and lathed geometry. |
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Updated VR Demo to include examples of using Pexels API to search and show photos and videos. UI supports entry of key before API can be used. Use the paste icon to paste key and Enter to continue. Key is saved as a cookie. Works on desktop and in VR. Sound works on video. Controls to mute and loop a video. Using this as a foundation, should be possible to create image galleries (carousel) or video media player with controls and sound effects. |
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Hi @IRobot1, are you good with recording videos on the VR stuffs as maybe not a lot of people have VR set to check out these examples? |
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If you need examples of doing VR with @angular-three, see this repo and demo
Some of the functionality will eventually be moved into reusable @angular-three/webxr library.
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