app-mode
Simple system for keeping track of a modal app state
src/systems/app-mode.jsSimple system for keeping track of a modal app state
src/systems/app-mode.jsEmits an "exit" event when a user has stopped using the app for a certain period of time
src/systems/exit-on-blur.jsIterates through bubbles and invaders on every tick and sets invader state accordingly. testing multiline things
src/systems/personal-space-bubble.jsInstantiates and updates a THREE.AnimationMixer on an entity.
src/components/animation-mixer.jsSets an entity's color base on audioFrequencyChange events.
src/components/audio-feedback.jsSets the CSS class on an entity.
src/components/css-class.jsFloats a duck based on its scale.
src/components/duck.jsListens to events from an event source and re-emits them on this entity
src/components/event-repeater.jsHides entities based on the scene's quality mode
src/components/hide-when-quality.jsSets layer flags on the underlying Object3D
src/components/layers.jsLoops the given clip using this entity's animation mixer
src/components/loop-animation.jsInitializes teleport-controls when the environment bundle has loaded.
src/components/nav-mesh-helper.jsPositions an entity relative to a given target when the given event is fired.
src/components/offset-relative-to.jsFor use in environment gltf bundles to set scene shadow properties.
src/components/scene-shadow.jsMarks an entity as a potential spawn point.
src/components/spawn-controller.jsEmits audioFrequencyChange events based on a networked audio source
src/components/audio-feedback.jsSets an entity's scale base on audioFrequencyChange events.
src/components/audio-feedback.jsReplays a recorded motion capture with the given avatar body parts
src/components/avatar-replay.jsToggles the position of 2 bones into "on" and "off" positions to indicate mute state.
src/components/bone-mute-state-indicator.jsScales an object to near-zero if the object is invisible. Useful for bones representing avatar body parts.
src/components/bone-visibility.jsAvatar movement controller that listens to move, rotate and teleportation events and moves the avatar accordingly. The controller accounts for playspace offset and orientation and depends on the nav mesh system for translation.
src/components/character-controller.jsAnimates between poses based on networked pose state using an animation mixer.
src/components/hand-poses.jsSets the networked hand pose state based on hand-pose events.
src/components/hand-poses.jsProvides access to the end effectors for IK.
src/components/ik-controller.jsPerforms IK on a hip-rooted skeleton to align the hip, head and hands with camera and controller inputs.
src/components/ik-controller.jsStores networked avatar state.
src/components/networked-avatar.jsSets player info state, including avatar choice and display name.
src/components/player-info.jsUsed on a player-rig to move the player to a random spawn point on entry.
src/components/spawn-controller.jsRegisters a click handler and invokes the block method on the NAF adapter for the owner associated with its entity.
src/components/block-button.jsToggles freezing of network traffic on the given event.
src/components/freeze-controller.jsToggles the microphone on the current network connection based on the given events.
src/components/mute-mic.jsLimits networked interactables to a maximum number at any given time
src/components/networked-counter.jsInstantiates and plays a network video stream, setting the video as the source material for this entity.
src/components/networked-video-player.jsManages ownership and haptics on an interatable
src/components/super-networked-interactable.jsSpawns networked objects when grabbed.
src/components/super-spawner.jsPolls the Gamepad API for Cardboard Button input and emits cardboardbutton events.
src/components/cardboard-controls.jsSets the offset of the aframe-physics shape on this entity based on the current VR controller type
src/components/controls-shape-offset.jsControls virtual cursor behavior in various modalities to affect teleportation, interatables and UI.
src/components/cursor-controller.jsConverts events from various 6DoF and 3DoF controllers into hand-pose events.
src/components/hand-controls2.jsListens for haptic events and actuates hardware controllers accordingly
src/components/haptic-feedback.jsInstantiates 2D virtual gamepads and emits associated events.
src/components/virtual-gamepad-controls.jsConverts WASD keyboard inputs to simulated analog inputs.
src/components/wasd-to-analog2d.jsInstantiates GLTF models as specified in a bundle JSON.
src/components/gltf-bundle.jsLoads a GLTF model, optionally recursively "inflates" the child nodes of a model into a-entities and sets whitelisted components on them if defined in the node's extras.
src/components/gltf-model-plus.jsPositions the HUD and toggles app mode based on where the user is looking
src/components/hud-controller.jsA button with an image, tooltip, hover states and haptics.
src/components/icon-button.jsHUD panel for muting, freezing, and space bubble controls.
src/components/in-world-hud.jsA button with text and haptics
src/components/text-button.jsToggles the visibility of this entity when the scene is frozen.
src/components/visible-while-frozen.jsToggles the interactivity of a UI entity while the scene is frozen.
src/components/visible-while-frozen.jsToggle the isPlaying state of a component based on app mode
src/systems/app-mode.jsToggle a boolean property of a component based on app mode
src/systems/app-mode.jsToggle aframe input mappings action set based on app mode
src/systems/app-mode.jsToggle visibility of an entity based on if the user is in vr mode or not
src/systems/app-mode.jsToggle the isPlaying state of a component based on app mode
src/systems/app-mode.jsSpecifies a mesh associated with an invader.
src/systems/personal-space-bubble.jsRepresents an entity that can invade a personal space bubble
src/systems/personal-space-bubble.jsRepresents a personal space bubble on an entity.
src/systems/personal-space-bubble.js