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aframe-vartiste-toolkit

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Toolkit to create GUI similar to VARTISTE

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# VARTISTE Toolkit The VARTISTE toolkit is a collection of components developed while creating [VARTISTE](https://vartiste.xyz). I've compiled them into a stand-alone module in the hopes that it might help folks to jump start their own projects. # Installation / Use The easiest way to use it is to include the `.js` file from a CDN, such as unpkg, specifying the version using _@version_: ```html <html> <head> <script src="https://unpkg.com/aframe-vartiste-toolkit@1.32.0/vartiste-toolkit.js"></script> </head> ... </html> ``` Latest Version: [![NPM Version](https://img.shields.io/npm/v/aframe-vartiste-toolkit.svg?style=for-the-badge&logo=npm&label=)](https://www.npmjs.com/package/aframe-vartiste-toolkit) Including the javascript file automatically registers the components and systems. **Note:** You can access the most up to date version using _@latest_, but this is not recommended as it may cause unexpected changes. ## New Project vs. Existing Project When creating a new project, I recommend pulling the entirety of aframe-vartiste-toolkit. The toolkit contains a wide variety of features; some components and systems rely on others for full functionality. Including the entire toolkit allows components and systems to work together to their full extent. If you're bringing aframe-vartiste-toolkit into an existing project, you can either [bring in specific pieces of the toolkit](#customization), or you can bring in the whole thing. If possible, I recommend pulling in the whole toolkit, since components may depend on other components or systems. If there's a concern for naming or functionality conflicts, most components can also operate on their own. # Toolkit Overview The *aframe-vartiste-toolkit* contains a wide variety of elements. It's built by exporting every little bit and piece of the [VARTISTE](https://vartiste.xyz) app. Exploring [VARTISTE](https://vartiste.xyz) and the [VARTISTE source code](https://gitlab.com/zach-geek/vartiste) is ultimately the best way to see what's available and how it works. Nonetheless, I've written some documentation as a best-spare-time-effort. Here are some of the essentials to get you started. ## Philosophy and Terms VARTISTE leans pretty heavily into the entity-component-system framework that a-frame makes available; it consists mostly of components, which use systems when needed, and can be attached to entities pretty readily. Many components also spawn their own children entities. There are a few notable exceptions in the form of utility classes, such as [`VARTISTE.Util`](#util.js) and [`VARTISTE.Undo`](#undo.js). These utility classes can be used when creating components or anywhere you'd like in your Javascript code. They are exposed under the VARTISTE object, which is created as a property in the global `window`. For instance, to access the `whenLoaded` method of [`Util`](#util.js), you can call `VARTISTE.Util.whenLoaded(...)` anywhere in your code. Most components (but not all) respond correctly to updates via `setAttribute()`; fewer things respond correctly to `remove()` so if you run into issues, double check the docs here or the source code. One extension to the ECS framework in VARTISTE are "component systems", created via [`VARTISTE.Util.registerComponentSystem`](#util.js). These are basically components for `a-scene` which get automatically attached (like systems do). They have the full schema and update abilities of components, with the auto-attach convenience of systems. These are registered as both systems _and_ components and can be accessed either by the scene `components` object (e.g., `sceneEl.components["COMPONENT NAME"]`) or the scene `systems` object (e.g., `sceneEl.systems["COMPONENT NAME"]`) within your code. ## UI Components VARTISTE has a quick-and-dirty user interface, focused around the [`icon-button`](#icon-button). These are usually collected into an [`icon-row`](#icon-row), where they're automatically laid out horizontally. Most clickable elements have a [`tooltip`](#tooltip), which are readable by the built-in [text-to-speech](#speech.js) system. In addition to [`icon-button`s](#icon-button), there are [`edit-field`s](#edit-field) for text input and [`lever`s](#lever) for adjusting values. All of these components are arranged on a [`shelf`](#shelf) which provides a background and frame. Shelves can also be closed or pinned to a controller for easy workspace management. ## User Rig I created VARTISTE's user rig layout based on a laser-pointer type interface. You can incorporate the entire rig with the [`vartiste-user-root`](#vartiste-user-root) component. It includes: - Automatic "Press any key to reset orientation" when entering VR. - Cool "VR Goggles" that show up in the spectator camera (but not during normal display) - Ultra leap hand tracking - [`hand-action-tooltip`](#hand-action-tooltip) context sensitive button help tied to the controllers - WebXR controller-only mode. I.e., you can use you controllers without your headset, but just displaying on the desktop. Uses the [`xr-controllers`](#xr-controllers.js) system - Controller motion smoothing by default. Really improves experiences for jumpy controllers (*cough*ReverbG2*cough*) Note this user rig uses the [`webxr-motion-controller`](#webxr-motion-controller) and [`webxr-laser`](#webxr-laser) components rather than the a-frame built-in `laser-controls`. I found the [webxr-input-profiles motion-controllers](https://github.com/immersive-web/webxr-input-profiles) to be more consistent and up-to-date than the built-in a-frame components, so I built the [`webxr-input-profiles`](#webxr-input-profiles) system to take advantage of that. ## Interaction Components User interaction is built around laser-control-type raycasting. Interactive elements have the `clickable` HTML class set, which makes them visible to the raycasters. `click` events are emitted when these elements are clicked. Every `clickable` entity, by default, can also be grabbed and moved. Grabbing and moving is handled via the [`manipulator`](#manipulator) component, which is installed on the user motion controllers or mouse controls. More info can be found in the documentation for [`manipulator`](#manipulator). There are also a bunch of built-in constraints, which can be set on entities to restrict how they move when grabbed. For instance [`manipulator-weight`](#manipulator-weight) makes entities feel "heavy" by slowing down their movement when grabbed. ## Drawing Components [VARTISTE](https://vartiste.xyz) is, of course, a drawing and image editing application. I've brought many drawing components into the toolkit to allow easily adding drawing to other A-Frame applications. The easiest way to add drawing to your app is to add the [`drawable`](#drawable) component to whatever you want to be able to draw on, and the [`hand-draw-tool`](#hand-draw-tool) component to whichever raycasters you want to be able to draw. These are already set up if you use the [`vartiste-user-root`](#vartiste-user-root) component. Additionally, you can create [`pencil-tool`](#pencil-tool) components to create grabbable pencils that can be easier to use in VR. You can create your own brushes with the [`set-brush`](#set-brush) component. Scene-wide drawing parameters are managed by the [`paint-system`](#paint-system). ## Other cool stuff There are lots of other nifty components and systems, for instance [`canvas-fx`](#canvas-fx), which lets you quickly apply special effects to a canvas, or [`glb-exporter`](#glb-exporter) which will let you download any arbitrary entity or `THREE.Object3D` as a glb file in a single function call. There's even a PhysX-based [physics system](#physics.js)! Ultimately, the best way to find out everything that's available is to read through these documents, play around with the examples and VARTISTE itself, and failing that, to read the source code. Also, VARTISTE uses a bunch of premade environments. These are packaged separately in the [aframe-enviropacks](https://www.npmjs.com/package/aframe-enviropacks) package. ## Assets Assets required for some of the basic component use are automatically included by the javascript source file. If you want to include *all* VARTISTE assets in your project, you will need an `a-asset` with a `vartiste-assets` property, like this: ```html <a-scene> <a-assets> <!-- Your assets ... --> <a-asset vartiste-assets=""></a-asset> </a-assets> <!-- Rest of your scene, etc --> </a-scene> ``` ## Customization You can optionally customize which components and systems are registered by the aframe-vartiste-toolkit by setting the `VARTISTE_TOOLKIT` variable *before* the vartiste-toolkit.js file is loaded. `VARTISTE_TOOLKIT` should either be `undefined` (default) or be an object having any of the following properties: - `excludeComponents`: Array of strings specifying which components, systems, or systemComponents specifically to exclude from being registered - `includeComponents`: Array of strings specifying which components, systems, or systemComponents to be registered. All other components, systems, and systemComponents will be excluded. - `excludeFiles`: Array of strings specifying all aframe-vartiste-toolkit source code files (from [the component reference](https://vartiste.xyz/docs.html)) to exclude entirely from registration. All components, systems, and systemComponents in those files will *not* be registered. Any classes in those files will not be defined. - `includeFiles`: Array of strings specifying which aframe-vartiste-toolkit source code files (from [the component reference](https://vartiste.xyz/docs.html)) to include in registration. All components, systems, and systemComponents, and classes in other files will be excluded. - `assetUrl`: VARTISTE Toolkit assets will be fetched from `assetUrl/assets/####.###`. Use this option if you want to use webpack and have a custom public-facing URL - `replaceTextWithTroikaText`: If set to `true`, it will completely replace the built-in AFRAME `text` component with a shim that will convert all `text` to `troika-text`. The shim will automatically convert all `text` properties to equivalent `troika-text` properties, and handle updates and removal. No changes to code using the `text` component should be necessary. If set to `false` the `text` component will be left at the AFRAME default. If left at the default value of `'auto'`, the toolkit will try to guess whether you want the shim or not by looking at the `includeComponents` and `excludeComponents` values. ## Component Reference The full API and component reference can be found at [https://vartiste.xyz/docs.html](https://vartiste.xyz/docs.html). Please note that it is still under construction. The source code is available as well at [https://gitlab.com/zach-geek/vartiste](https://gitlab.com/zach-geek/vartiste), and contributions, both code-wise and documentation-wise are welcome. # Examples ## Example Scene ```html <!DOCTYPE html> <html> <head> <title>VARTISTE Toolkit Demo</title> <script src="https://aframe.io/releases/1.1.0/aframe.js"></script> <!-- <script src="https://aframe.io/releases/1.0.4/aframe.js"></script> --> <!-- You can specify components / systems, or files to exclude from being registered --> <script>VARTISTE_TOOLKIT = { /*excludeComponents: ["frame"], */ // Will exclude "frame" component /*includeComponents: ["shelf", "hdri-environment"], */ // Will include *ONLY* the shelf component and hdri-environment system /*excludeFiles: ['icon-button'], */ // Will exclude all components found in aframe-vartiste-toolkit source file 'icon-button.js' /*includeFiles: ['icon-button'], */ // Will include *only* the components found in aframe-vartiste-toolkit source file 'icon-button.js' /*assetUrl: 'https://example.com:8080/', */ // Will load vartiste assets from https://example.com:8080/ rather than the script's location }</script> <!--Just include the toolkit js file--> <script src="https://unpkg.com/aframe-vartiste-toolkit@latest/vartiste-toolkit.js"></script> <link rel="icon" href="/assets/favicon.png"> </head> <body> <a-scene icon-button="shader: matcap" renderer="colorManagement: true; physicallyCorrectLights: true" xr-controllers-only="addUseControllerButton: true" spectator-camera="camera: #spectator-camera; state: SPECTATOR_CAMERA"> <a-assets timeout="600000"> <canvas height="768" id="draw-canvas-asset" width="1024"></canvas> <!-- You can easily load your own HDRI if you want! --> <a-asset id="hdr" src="asset/studio.hdr"></a-asset> <!--You can use all the default VARTISTE assets with the vartiste-asset component. Otherwise, only the ones needed for other components are included--> <a-asset vartiste-assets=""></a-asset> <!-- You can override some built-in components by defining mixins --> <a-mixin id="lever-grip" material="color: #a2c4fa"></a-mixin> <a-mixin id="shelf-bg" materia="shader: standard"></a-mixin> </a-assets> <!-- HDRIs are an easy way to get nice lighting and backgrounds really quickly --> <a-sky color="#333" hdri-environment="src: #hdr"></a-sky> <a-entity light="type: hemisphere; color: #eee; groundColor: #333; intensity: 0.6"></a-entity> <a-entity light="type: ambient; color: #fff; intensity: 0.6"></a-entity> <!-- vartiste-user-root sets up the default laser pointer / mouse & keyboard interactions. If you want to define your own user setup, you'll want to make sure to include the manipulator components on both of the hand components to ensure that things can be grabbed and resized. --> <a-entity vartiste-user-root=""></a-entity> <a-entity position="0 0 -2.5"> <!--A shelf provides a definitive place to put things. "grab-root" ensures that grab-and-move events propogate to the whole shelf--> <a-entity class="grab-root" shelf=""> <!--icon-buttons position themselves in a row automatically. So we just position this outer entity where we want the row to start--> <a-entity position="-1.5 1.1 0" icon-row=""> <!--Simply pass an asset to icon-button, and boom, you've got an icon button that responds to a wide range of clicks--> <a-entity icon-button="#asset-eye" onclick="alert('click')" tooltip="Run Javascript onclick handler"></a-entity> <!--You can make it a toggle button by adding the toggle-button component--> <a-entity icon-button="#asset-oven" toggle-button="" tooltip="Toggle Me"></a-entity> <!--You can style it, too--> <a-entity button-style="color: #ed8607; clickColor: #8607ed; intersectedColor: #07ed86" icon-button="" tooltip="Look at the colors! Woah!" onclick="this.sceneEl.systems['canvas-fx'].applyFX('invert', document.getElementById('draw-canvas-asset'))"></a-entity> <!--Add the system-click-action to easily call methods of systems--> <a-entity icon-button="#asset-account-voice" system-click-action="system: toolkit-demo; action: speak" tooltip="Speak entered text if enabled"></a-entity> <!--Or add component properties directly for the toggle buttons to toggle--> <a-entity icon-button="#asset-check-outline" toggle-button="target: a-scene; component: speech; property: speak" tooltip="Toggle Speaking Enabled"></a-entity> <!-- Easily export entities or even the entire scene to a GLB file --> <a-entity icon-button="#asset-floppy" tooltip="Download this scene as GLB" system-click-action="system: glb-exporter; action: downloadGLB"></a-entity> <!-- Use the VARTISTE undo system to easily undo changes, too --> <a-entity icon-button="#asset-undo" tooltip="Undo" onclick="VARTISTE.Undo.undo()"></a-entity> <a-entity icon-button="#asset-help-circle-outline" system-click-action="system: toolkit-demo; action: help" tooltip="VARTISTE Toolkit Documentation"></a-entity> </a-entity> <a-entity position="0 0.5 0" text="width: 3.4; wrapCount: 35; value: Welcome to the VARTISTE toolkit demo"></a-entity> <a-entity> <!--You can use edit fields which pop up a keyboard--> <a-entity edit-field="type: string; tooltip: Edit a string!" id="demo-input" text="width: 2; wrapCount: 20; value: default text"></a-entity> </a-entity> <a-entity position="0 -0.6 0"> <!--You can also have a numerical edit field--> <a-entity edit-field="type: number; tooltip: Edit a number" text="width: 2; wrapCount: 4"></a-entity> </a-entity> <!-- You can make interactables, like this lever --> <a-entity lever="valueRange: 2 0; target: a-sky; component: hdri-environment; property: exposure; initialValue: 0.724" position="-1.621 -0.917 0" scale="2 2 2" tooltip="Adjust Lighting"></a-entity> </a-entity> </a-entity> <!--You can put a frame around anything with a geometry. The frame can optionally be closeable, or pinnable to your hand--> <a-image frame="" position="0 2 -1" src="#asset-vartiste" tooltip="Here's a floating frame!" tooltip-style="offset: 0 0.5 0"></a-image> <!--Adding the clickable class to anything makes it grabbable--> <a-entity class="clickable" position="-3.0 0 -2.5" text="width: 2.4; wrapCount: 25; value: Desktop Controls:\n-Left Click: Click buttons\n-Right Mouse Buton Drag: Look around\n-Shift+Left Mouse Button Drag: Move things\n-WASD: Move around"></a-entity> <!--You can use some of the VARTISTE drawing tools, too!--> <a-entity id="draw-canvas-demo" class="clickable" drawable="canvas:#draw-canvas-asset" frame="" geometry="primitive: plane; width: 2; height: 1.75" material="shader: flat; src: #draw-canvas-asset; npot: true" position="3.1 0 -2.4" tooltip="Draw Here" tooltip-style="offset: 0 0.75 0"></a-entity> <a-entity class="clickable" color-picker="" geometry="primitive: circle; radius: 1; height: 1.75" position="3.1 2 -2.4"></a-entity> <a-entity position="4.5 2 -2.4" icon-button="#asset-brush" tooltip="Change brush" set-brush="brushType: ImageBrush; image: #asset-brush; color: blue; scale: 5; activationEvent: click"></a-entity> <a-entity position="3.1 0 -1.4" rotation="90 0 0" scale="2 2 2" pencil-tool="" tooltip="Grabbable Pencil" set-brush="brushType: ImageBrush; image: #asset-lead-pencil; color: green; scale: 5"></a-entity> <!-- There's a few handy default constraints to restrict how things can be grabbed --> <a-sphere class="clickable" constrain-to-sphere="" manipulator-weight="type: slow; weight: 0.9" grab-options="undoable: true" material="shader: standard; roughness: 0.3; metalness: 0.7" position="0 0.4 -0.4" radius="0.1"></a-sphere> <a-entity id="spectator-camera" camera="" position="2 1 1" rotation="0 80 0" camera-layers="layers: spectator"></a-entity> <!-- The toolkit also includes a PhysX-backed physics engine, with lots of nifty utilities. See https://glitch.com/edit/#!/fascinated-hip-period?path=index.html for a full demo! --> <a-box material="shader: standard; color: white" width="0.3" height="0.3" depth="0.3" position="-2.276 0.3 0.165" physx-body="type: static"></a-box> <a-entity icon-button="#asset-nudge-brush" tooltip="Start Physics" system-click-action="system: physx; action: startPhysX" position="-2.105 0.3 0.13" rotation="0 90 0" scale="0.6 0.6 0.6"></a-entity> <a-entity gltf-model="#asset-hand" preactivate-tooltip="Press Start Physics below!" position="-2.276 1 0.165" class="clickable" physx-body="type: dynamic"></a-entity> </a-scene> </body> </html> ``` [View the demo on CodePen](https://codepen.io/zach-capalbo/pen/oNbKagV) <p class="codepen" data-height="330" data-theme-id="light" data-default-tab="html,result" data-user="zach-capalbo" data-slug-hash="oNbKagV" data-preview="true" style="height: 330px; box-sizing: border-box; display: flex; align-items: center; justify-content: center; border: 2px solid; margin: 1em 0; padding: 1em;" data-pen-title="aframe-vartiste-toolkit-demo"> <span>See the Pen <a href="https://codepen.io/zach-capalbo/pen/oNbKagV"> aframe-vartiste-toolkit-demo</a> by Zachary Capalbo (<a href="https://codepen.io/zach-capalbo">@zach-capalbo</a>) on <a href="https://codepen.io">CodePen</a>.</span> </p> <script async src="https://static.codepen.io/assets/embed/ei.js"></script> ## Physics playground The [aframe-vartiste-toolkit physics playground](https://glitch.com/edit/#!/fascinated-hip-period?path=index.html%3A1%3A0) is a good example of using the toolkit for projects other than painting or drawing. It's also the best example of the [physics](#physics.js) components so far. # Source Code For more information, and to better understand VARTISTE, you can also read through the source code: [https://gitlab.com/zach-geek/vartiste/-/blob/release/src/vartiste-toolkit.js](https://gitlab.com/zach-geek/vartiste/-/blob/release/src/vartiste-toolkit.js)