v3.0.4
- A-Frame 1.4.0 support confirmation
- Updated dependencies and fixed tests and examples
- No API changes
v3.0.3
- A-Frame 1.3.0 support confirmation
- Updated dependencies and fixed tests and examples
- No API changes
v3.0.1
- A-Frame 1.0.4 support confirmation
- Updated dependencies and fixed tests
- No notable changes
v3.0.0
- The 'Less is More' update. This package has scope has been narrowed to keep
it maintainable, increase the frequency of updates, and allow for focus on
implementing new gestures instead of peripheral components.
progressive-controls
anda-locomotor
removed from this repo. I understandprogressive-controls
was fairly popular, but is has a compatibility issue with the latest A-Frame which was holding up releases for the entire package. I intend to refactor it and release it in another library, but you can still use the last version by including its source file in your project.
- Smarter raycasting support: chooses nearest intersected entity first, reordering stack as distances change (* if the raycaster in use updates intersection objects' distances)
- Improved nested entity handling: only one component can react to each gesture event.
- Improved stretching of complex physics bodies: all shapes, child entity shapes, and offsets are updated
- Added support for
'worker'
and otheraframe-physics-system
drivers ingrabbable
- v2.x deprecations removed:
drag-droppable
component andsuper-hands.colliderState
property.
v2.1.0
- A-Frame v0.8.0 (WIP/master branch) support
- Deprecate
super-hands.colliderState
colliderEndEvent
andcolliderEndEventProperty
now supported bysphere-collider
- Deprecate
drag-droppable
; replace with separatedraggable
anddroppable
reaction components.droppable
can selectively accept or reject attempted 'drag-drop' gestures depending on the entity being dropped on it. progressive-controls
updates- Use mixins for customization
- Remove extra controller on ground from single controller setups
- Add
controllerModel
option to bypass default controller models
v2.0.2
- A-Frame v0.7.0 and master support
- Implement aframe-machinima-testing for automated functional testing using motion captured user input
- Bug fixes:
- Improved handling of touch (eliminate doubled events)
- Fix odd behavior of repeatedly or simultaneously grabbed objects
v2.0.1
- Bug fixes:
'mouseup'
now fires correctly on target entities- Fixed lingering hover when
progressive-controls
advances from gaze mode - Fixed lingering hovers when
progressive-controls
in point mode - Fixed some new files being excluded from babelify & breaking uglify
v2.0.0
- Consistent experience across devices:
super-hands
now provides interactivity for all levels of VR controls: desktop mouse, mobile touch ("magic window"), cardboard button, 3DOF (GearVR and Daydram), and 6DOF (Vive and Oculus Touch)progressive-controls
meta-component to automatically setup interactive controls on any device from desktop to Vive- Upgraded
grabbable
reaction component.- Now works with pointing and moving at a distance, e.g. with
3DOF controllers and
laser-controls
, using controller orientation and position to move grabbed entities
- Now works with pointing and moving at a distance, e.g. with
3DOF controllers and
- Button mapping for reaction components: each reaction component now has
startButtons
andendButtons
schema properties to specify acceptable buttons. This allows different entities to react to different buttons. For examplea-locomotor
'sgrabbable
can be set to respond to different buttons than othergrabbable
entities so that grabbing entities and locomotion are separate gestures for the user. a-locomotor
now functions independently from colliders; removedadd-to-colliders
attribute.- Performance improvements in
grabbable
andstretchable
- Gesture initiation changed to occur only on button press rather than button press and collision. Pressing a button in empty space and then moving into an object will no long scoop it up in a grab.
v1.1.0
- Compatibility with desktop mouse control via A-Frame
cursor
component- Added new schema property
colliderEventProperty
to configure where in theevent.details
to look for the collision target - Requires some configuration of schema properties, see new example: Mouse Controls
- Added new schema property
- Select examples now have
avatar-replayer
to preview actions without needing VR equipment
v1.0.1
- A-Frame v0.6.0 compatibility: fixed issue with camera freezing when using
a-locomotor
's automatic camera config - Updated documentation and examples with latest versions of
aframe-extras
andaframe-physics-system
.
v1.0.0
a-locomotor
: drop-in freedom of motion for WebVR experiences with this new primitive- Maturation of A-Frame style API: Reaction components now need to cancel
gesture events in order to communicate acceptance of the gesture to
super-hands
. This improves state tracking and handling of overlapping/nested entities - Improved Global Event Handlers integration:
- When overlapping entities create multiple potential targets for GEH events, the events fire on all potential targets
click
now functions more like its mouse counterpart, only firing if a mouseup occurs after a mousedown and without losing collision with the target entity
- Two-handed grabbing:
grabbable
can now process grabs from multiplesuper-hands
entities. In non-physics interactions, this makes passing entities between hands much easier. In physics-based interactions, this creates multiple constraints for advanced handling strechable
flexibility: state tracking of hands attempting to stretch moved fromsuper-hands
tostrechable
. This should allow for different avatars in a multi-user setting to stretch a single entity cooperatively- Added machinima testing for automated testing based on motion-captured user input to improve regression detection