enable orbit controls in VR











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I'm using the orbit-controls that are part of Kevin Ngo's k-frame package:
https://github.com/ngokevin/kframe/tree/master/components/orbit-controls/



the controls allow you to rotate your camera around the scene, creating the impression of rotating the scene around your view point.
unfortunately, the component automatically switches to first person look controls in the center of the scene when entering VR mode.



for my project, I want to keep the orbit perspective and orbit controls, even in VR. I thought, this simply could be achieved by disabling the part of the code after the check if VR is entered.



    el.sceneEl.addEventListener('enter-vr', () => {
if (!AFRAME.utils.device.checkHeadsetConnected() &&
!AFRAME.utils.device.isMobile()) { return; }
this.controls.enabled = false;
if (el.hasAttribute('look-controls')) {
el.setAttribute('look-controls', 'enabled', true);
oldPosition.copy(el.getObject3D('camera').position);
el.getObject3D('camera').position.set(0, 0, 0);
}
});


the orbit-controls component operates directly on the three.js camera instead of on the aframe level - however, the vr camera is managed is managed by aframe. so far everything that I tried ended up with the vr camera in the center of the scene..



I managed to see the camera moving around the scene in VR mode - however, I'm stuck in my VR position










share|improve this question


















  • 1




    Probably better results by rotating the model / scene in VR. You can create and move a parent entity that contains your scene. Moving the camera in VR is discouraged. it will create disconfort and likely induce motion sickness.
    – Diego Marcos
    Nov 23 at 0:10








  • 1




    By rotating / moving your scene via a a parent component you will also avoid collision with look-controls
    – Diego Marcos
    Nov 23 at 1:55










  • @DiegoMarcos thanks, that was actually much easier to implement - I should have though of that sooner - would have saved me a ton of headaches :D
    – jaronimoe
    Nov 23 at 14:45










  • Turning my comment into answer for better reference.
    – Diego Marcos
    Nov 26 at 16:16















up vote
0
down vote

favorite












I'm using the orbit-controls that are part of Kevin Ngo's k-frame package:
https://github.com/ngokevin/kframe/tree/master/components/orbit-controls/



the controls allow you to rotate your camera around the scene, creating the impression of rotating the scene around your view point.
unfortunately, the component automatically switches to first person look controls in the center of the scene when entering VR mode.



for my project, I want to keep the orbit perspective and orbit controls, even in VR. I thought, this simply could be achieved by disabling the part of the code after the check if VR is entered.



    el.sceneEl.addEventListener('enter-vr', () => {
if (!AFRAME.utils.device.checkHeadsetConnected() &&
!AFRAME.utils.device.isMobile()) { return; }
this.controls.enabled = false;
if (el.hasAttribute('look-controls')) {
el.setAttribute('look-controls', 'enabled', true);
oldPosition.copy(el.getObject3D('camera').position);
el.getObject3D('camera').position.set(0, 0, 0);
}
});


the orbit-controls component operates directly on the three.js camera instead of on the aframe level - however, the vr camera is managed is managed by aframe. so far everything that I tried ended up with the vr camera in the center of the scene..



I managed to see the camera moving around the scene in VR mode - however, I'm stuck in my VR position










share|improve this question


















  • 1




    Probably better results by rotating the model / scene in VR. You can create and move a parent entity that contains your scene. Moving the camera in VR is discouraged. it will create disconfort and likely induce motion sickness.
    – Diego Marcos
    Nov 23 at 0:10








  • 1




    By rotating / moving your scene via a a parent component you will also avoid collision with look-controls
    – Diego Marcos
    Nov 23 at 1:55










  • @DiegoMarcos thanks, that was actually much easier to implement - I should have though of that sooner - would have saved me a ton of headaches :D
    – jaronimoe
    Nov 23 at 14:45










  • Turning my comment into answer for better reference.
    – Diego Marcos
    Nov 26 at 16:16













up vote
0
down vote

favorite









up vote
0
down vote

favorite











I'm using the orbit-controls that are part of Kevin Ngo's k-frame package:
https://github.com/ngokevin/kframe/tree/master/components/orbit-controls/



the controls allow you to rotate your camera around the scene, creating the impression of rotating the scene around your view point.
unfortunately, the component automatically switches to first person look controls in the center of the scene when entering VR mode.



for my project, I want to keep the orbit perspective and orbit controls, even in VR. I thought, this simply could be achieved by disabling the part of the code after the check if VR is entered.



    el.sceneEl.addEventListener('enter-vr', () => {
if (!AFRAME.utils.device.checkHeadsetConnected() &&
!AFRAME.utils.device.isMobile()) { return; }
this.controls.enabled = false;
if (el.hasAttribute('look-controls')) {
el.setAttribute('look-controls', 'enabled', true);
oldPosition.copy(el.getObject3D('camera').position);
el.getObject3D('camera').position.set(0, 0, 0);
}
});


the orbit-controls component operates directly on the three.js camera instead of on the aframe level - however, the vr camera is managed is managed by aframe. so far everything that I tried ended up with the vr camera in the center of the scene..



I managed to see the camera moving around the scene in VR mode - however, I'm stuck in my VR position










share|improve this question













I'm using the orbit-controls that are part of Kevin Ngo's k-frame package:
https://github.com/ngokevin/kframe/tree/master/components/orbit-controls/



the controls allow you to rotate your camera around the scene, creating the impression of rotating the scene around your view point.
unfortunately, the component automatically switches to first person look controls in the center of the scene when entering VR mode.



for my project, I want to keep the orbit perspective and orbit controls, even in VR. I thought, this simply could be achieved by disabling the part of the code after the check if VR is entered.



    el.sceneEl.addEventListener('enter-vr', () => {
if (!AFRAME.utils.device.checkHeadsetConnected() &&
!AFRAME.utils.device.isMobile()) { return; }
this.controls.enabled = false;
if (el.hasAttribute('look-controls')) {
el.setAttribute('look-controls', 'enabled', true);
oldPosition.copy(el.getObject3D('camera').position);
el.getObject3D('camera').position.set(0, 0, 0);
}
});


the orbit-controls component operates directly on the three.js camera instead of on the aframe level - however, the vr camera is managed is managed by aframe. so far everything that I tried ended up with the vr camera in the center of the scene..



I managed to see the camera moving around the scene in VR mode - however, I'm stuck in my VR position







aframe orbit-controls






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Nov 22 at 17:04









jaronimoe

155126




155126








  • 1




    Probably better results by rotating the model / scene in VR. You can create and move a parent entity that contains your scene. Moving the camera in VR is discouraged. it will create disconfort and likely induce motion sickness.
    – Diego Marcos
    Nov 23 at 0:10








  • 1




    By rotating / moving your scene via a a parent component you will also avoid collision with look-controls
    – Diego Marcos
    Nov 23 at 1:55










  • @DiegoMarcos thanks, that was actually much easier to implement - I should have though of that sooner - would have saved me a ton of headaches :D
    – jaronimoe
    Nov 23 at 14:45










  • Turning my comment into answer for better reference.
    – Diego Marcos
    Nov 26 at 16:16














  • 1




    Probably better results by rotating the model / scene in VR. You can create and move a parent entity that contains your scene. Moving the camera in VR is discouraged. it will create disconfort and likely induce motion sickness.
    – Diego Marcos
    Nov 23 at 0:10








  • 1




    By rotating / moving your scene via a a parent component you will also avoid collision with look-controls
    – Diego Marcos
    Nov 23 at 1:55










  • @DiegoMarcos thanks, that was actually much easier to implement - I should have though of that sooner - would have saved me a ton of headaches :D
    – jaronimoe
    Nov 23 at 14:45










  • Turning my comment into answer for better reference.
    – Diego Marcos
    Nov 26 at 16:16








1




1




Probably better results by rotating the model / scene in VR. You can create and move a parent entity that contains your scene. Moving the camera in VR is discouraged. it will create disconfort and likely induce motion sickness.
– Diego Marcos
Nov 23 at 0:10






Probably better results by rotating the model / scene in VR. You can create and move a parent entity that contains your scene. Moving the camera in VR is discouraged. it will create disconfort and likely induce motion sickness.
– Diego Marcos
Nov 23 at 0:10






1




1




By rotating / moving your scene via a a parent component you will also avoid collision with look-controls
– Diego Marcos
Nov 23 at 1:55




By rotating / moving your scene via a a parent component you will also avoid collision with look-controls
– Diego Marcos
Nov 23 at 1:55












@DiegoMarcos thanks, that was actually much easier to implement - I should have though of that sooner - would have saved me a ton of headaches :D
– jaronimoe
Nov 23 at 14:45




@DiegoMarcos thanks, that was actually much easier to implement - I should have though of that sooner - would have saved me a ton of headaches :D
– jaronimoe
Nov 23 at 14:45












Turning my comment into answer for better reference.
– Diego Marcos
Nov 26 at 16:16




Turning my comment into answer for better reference.
– Diego Marcos
Nov 26 at 16:16












1 Answer
1






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1
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accepted










I recommend creating and rotating a parent a-entity of the model / scene instead. Moving the camera will collide with look-controls as you've seen, will be uncomfortable for the users and likely induce motion sickness.






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    up vote
    1
    down vote



    accepted










    I recommend creating and rotating a parent a-entity of the model / scene instead. Moving the camera will collide with look-controls as you've seen, will be uncomfortable for the users and likely induce motion sickness.






    share|improve this answer

























      up vote
      1
      down vote



      accepted










      I recommend creating and rotating a parent a-entity of the model / scene instead. Moving the camera will collide with look-controls as you've seen, will be uncomfortable for the users and likely induce motion sickness.






      share|improve this answer























        up vote
        1
        down vote



        accepted







        up vote
        1
        down vote



        accepted






        I recommend creating and rotating a parent a-entity of the model / scene instead. Moving the camera will collide with look-controls as you've seen, will be uncomfortable for the users and likely induce motion sickness.






        share|improve this answer












        I recommend creating and rotating a parent a-entity of the model / scene instead. Moving the camera will collide with look-controls as you've seen, will be uncomfortable for the users and likely induce motion sickness.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Nov 26 at 16:15









        Diego Marcos

        1,67511013




        1,67511013






























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