The A-frame advances in the direction of the camera's view

I need help creating a component in A-frame that can move the player or camera based on the direction it is facing. The movement should be restricted to the x/y plane and not affect the y axis. Currently, my DOM setup looks like this:

<a-entity>
    <a-camera></a-camera>
</a-entity>

I am looking to change the position of the entity element by x units in the direction the camera is facing without impacting the y-plane. I have tried different solutions but they all seem to cause some strange shifts in the camera's position.

Answer №1

There are various ways to approach this problem.

0) Utilizing Vectors

A straightforward method commonly found in most 3D engines:

  • Retrieve the camera's forward vector / world direction
  • Scale it by the desired distance for movement
  • Add it to your position vector

To implement the above steps within an A-Frame component, consider the following example:

<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
<script>
  // defining a custom component
  AFRAME.registerComponent("foo", {
    init: function() {
      // accessing the camera
      var player = document.querySelector("a-camera")
      // creating a directional vector
      var direction = new THREE.Vector3();

      window.addEventListener("keydown", (e) => {
        if (e.code === "KeyR") {
          // retrieving the camera's world direction
          this.el.sceneEl.camera.getWorldDirection(direction);
          // scaling the direction by a "speed" factor
          direction.multiplyScalar(0.1)
          // obtaining the current position
          var pos = player.getAttribute("position")
          // adding the directional vector
          pos.add(direction)
          // setting the new position
          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>

However, if you prefer a more mathematical approach:

1) Delving into 2D Polar Coordinates

The mapping of angles to 2D space is where the polar coordinate system comes in handy!

To calculate x and y coordinates based on camera rotation, use the following conversion formulae:

x = r * cos(a)
y = r * sin(a)

Here, "r" represents the step, and "a" denotes the angle.


Let's put theory into action with this snippet:
var angle = player.getAttribute("rotation")
var x = 1 * Math.cos(angle.y * Math.PI / 180)
var y = 1 * Math.sin(angle.y * Math.PI / 180)
var pos = player.getAttribute("position")
pos.x -= y; 
pos.z -= x;
player.setAttribute("position", pos);

In essence, obtain the angle, calculate the shift, and update the position accordingly.

We can adapt the previous example as follows:

<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>

2) Venturing into 3D Spherical Coordinates

We're dealing with a 3D environment after all.
The idea remains consistent - converting camera angles into x/y/z coordinates. The ingenious twist here lies in leveraging conversions from the spherical coordinate system. Although three dimensions add complexity, one critical difference is the axis orientation between spherical and clipspace (utilized by A-Frame):

https://i.sstatic.net/V7LGJ.png

Taking this into account, calculations should align with this code snippet:

<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
<script>
  // same logic as 2D but different computations
  AFRAME.registerComponent("foo", {
    init: function() {
      var player = document.querySelector("a-camera")
      window.addEventListener("keydown", (e) => {
        if (e.code === "KeyR") {
          // accessing player rotation
          var angle = player.getAttribute("rotation")
          // calculating angles
          let theta = (angle.x * Math.PI / 180) + Math.PI / 2 
          let fi = angle.y * Math.PI / 180
          let r = 0.1
          // computing shifts in position
          let z = Math.sin(theta) * Math.cos(fi) * r
          let x = Math.sin(theta) * Math.sin(fi) * r
          let y = Math.cos(theta) * r

          // updating 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>

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