I'm trying to make a component in A-frame that will move the player/camera in the direction the camera is facing. It should not move anywhere on the y plane, only in the x/y plane. The current setup in the dom is:
<a-entity>
<a-camera></a-camera>
</a-entity>
I want to move the entity element position to x units in the current camera direction but it should not move anything on the y-plane. I have tried various solutions but they seem to introduce some weird shift in the camera.
You could handle this in multiple ways.
Simple and available in most 3D engines:
The above steps within an a-frame component could look like this:
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
<script>
// define a custom component
AFRAME.registerComponent("foo", {
init: function() {
// grab the camera
var player = document.querySelector("a-camera")
// create a direction vector
var direction = new THREE.Vector3();
window.addEventListener("keydown", (e) => {
if (e.code === "KeyR") {
// get the cameras world direction
this.el.sceneEl.camera.getWorldDirection(direction);
// multiply the direction by a "speed" factor
direction.multiplyScalar(0.1)
// get the current position
var pos = player.getAttribute("position")
// add the direction vector
pos.add(direction)
// set the new position
player.setAttribute("position", pos);
// !!! NOTE - it would be more efficient to do the
// position change on the players THREE.Object:
// `player.object3D.position.add(direction)`
// but it would break "getAttribute("position")
}
})
}
})
</script>
<a-scene>
<a-box position="-1 0.5 -3" rotation="0 45 0" foo 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-camera></a-camera>
</a-scene>
However you may want to do this a bit more "math-ish" way:
Mapping angles to 2D space is a job for the polar coordinate system !
We want to calculate x/y coordinates based on the camera rotation. The coordinate conversion looks like this:
x = r * cos(a)
y = r * sin(a)
where "r" is the step, the "a" is the angle.
var angle = player.getAttribute("rotation") // grab angle
var x = 1 * Math.cos(angle.y * Math.PI / 180) // calculate shifts
var y = 1 * Math.sin(angle.y * Math.PI / 180)
var pos = player.getAttribute("position") // grab position
pos.x -= y; // update position
pos.z -= x;
player.setAttribute("position", pos);
It's quite simple - get the angle, calculate the shift, and set the new position.
We can modify the earlier example:
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
<script>
AFRAME.registerComponent("foo", {
init: function() {
var player = document.querySelector("a-camera")
window.addEventListener("keydown", (e) => {
if (e.code === "KeyR") {
var angle = player.getAttribute("rotation")
var x = 0.1 * Math.cos(angle.y * Math.PI / 180)
var y = 0.1 * Math.sin(angle.y * Math.PI / 180)
var pos = player.getAttribute("position")
pos.x -= y;
pos.z -= x;
player.setAttribute("position", pos);
}
})
}
})
</script>
<a-scene>
<a-box position="-1 0.5 -3" rotation="0 45 0" foo 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-camera></a-camera>
</a-scene>
After all, this is a 3D space we're talking about.
The concept is the same - converting the camera angles into the x/y/z coordinates. The nifty trick here are the conversions from the spherical coordinate system.Three dimensions make it a bit more difficult, but the most confusing thing - the axis are different in the spherical system, than in the clipspace(used by a-frame):
Keeping that in mind the calculations should look like in this snippet:
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
<script>
// same component as 2D - just different calculations
AFRAME.registerComponent("foo", {
init: function() {
var player = document.querySelector("a-camera")
window.addEventListener("keydown", (e) => {
if (e.code === "KeyR") {
// get the player rotation
var angle = player.getAttribute("rotation")
// calculate the angles
// the camera's theta == 0 is actually 90' in the clipspace
let theta = (angle.x * Math.PI / 180) + Math.PI / 2
let fi = angle.y * Math.PI / 180
let r = 0.1
// calculate the position shifts
let z = Math.sin(theta) * Math.cos(fi) * r
let x = Math.sin(theta) * Math.sin(fi) * r
let y = Math.cos(theta) * r
// update the position
var pos = player.getAttribute("position")
pos.x -= x;
pos.y -= y;
pos.z -= z;
player.setAttribute("position", pos);
}
})
}
})
</script>
<a-scene>
<a-box position="-1 0.5 -3" rotation="0 45 0" foo 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-camera></a-camera>
</a-scene>