Search code examples
three.jsaframear.js

Change parent of component and keep position


I am using AR.js and have a sphere positioned in the marker component.

<body style="margin : 0px; overflow: hidden;">
    <a-scene vr-mode-ui="enabled: false" embedded="" arjs="sourceType: webcam; debugUIEnabled: false;">
        <a-marker markerhandler id="marker" emitevents="true" cursor="rayOrigin: mouse" preset="hiro">
            <a-sphere id="sphere" color="green" radius="0.3" position="0 1 0" ></a-sphere>
        </a-marker>
        <!-- use this <a-entity camera> to support multiple-markers, otherwise use <a-marker-camera> instead of </a-marker>-->
        <a-entity camera="" id="camera">
                <a-entity geometry="primitive: plane; height: 0.1; width: 0.1" position="0.4 -0.2 -1"
                material="color: gray; opacity: 0.5"></a-entity>
                <a-entity id="sphere-button" geometry="primitive: plane; height: 0.1; width: 0.1" position="-0.4 -0.2 -1"
                material="color: green; opacity: 0.5"></a-entity>
        </a-entity>
    </a-scene>  
  </body>

When #sphere-button is clicked, the sphere should dettach from and attach to the camera. During the relocation in the DOM, the position should stay the same, but it does not. I tried this:

let v = new THREE.Vector3();
v.copy(sphere.object3D.position);
sphere.object3D.localToWorld(v);
camera.object3D.worldToLocal(v);
sphere.parentNode.removeChild(entity);
camera.appendChild(sphere);
entity.setAttribute('position', v);

How do i correctly translate the position between the two parents a-camera and a-marker?


Solution

  • For reparenting, I'd do it at three.js level for now and not use the DOM. Detaching and attaching on DOM atm will re-init everything and would be a mess.

    let v = new THREE.Vector3();
    v.copy(sphere.object3D.position);
    sphere.object3D.localToWorld(v);
    camera.object3D.worldToLocal(v);
    camera.object3D.add(sphere.object3D);
    sphere.object3D.position.copy(v);