Reputation: 3730
I'm trying to make a scene where there's a "hole in the wall".
This requires a plane with square removed, and then a material applied to the plane with the following properties:
There's an example of this with three.js here, but how can I do it with the a-frame material syntax?
Upvotes: 2
Views: 2233
Reputation: 14655
Looking at the box-hole example, to create the illusion, Lee creates two boxes.
1) The box which is "in the hole"
2) A slightly bigger invisible box without a top - to cloak the first one. The top is removed to work as a "hole" through which you can see the first box
The cloaking is done by preventing the second box from rendering any color. From Lee's example:
let material = new THREE.MeshBasicMaterial({
colorWrite: false;
})
The docs state, that the flag can be used to create invisible objects hiding others.
I'm afraid you can't simply make the "cloak" material in a-frame. The colorWrite
property is not exposed in the material
component.
What i think the simplest way would be - is creating a cloak
component, which will create the second box in THREE.js:
AFRAME.registerComponent('cloak', {
init: function() {
let geometry = new THREE.BoxGeometry(1, 1, 1)
geometry.faces.splice(4, 2) // cut out the top faces
let material = new THREE.MeshBasicMaterial({
colorWrite: false
})
let mesh = new THREE.Mesh(geometry, material)
mesh.scale.set(1.1, 1.1, 1.1)
this.el.object3D.add(mesh)
}
})
and use it like this:
<a-box material="src: myPic.png; side: back;" cloak>
Check it out in this codepen. With a HIRO marker, you should get a hole like this:
Here we need to apply the colorWrite=false
magic to each node/child of the model.
init: function() {
// make sure the model is loaded first
this.el.addEventListener('model-loaded', e=>{
let mesh = this.el.getObject3D('mesh') // grab the mesh
if (mesh === undefined) return; // return if no mesh :(
mesh.traverse(function(node) { // traverse through and apply settings
if (node.isMesh && node.material) { // make sure the element can be a cloak
node.material.colorWrite = false
node.material.needsUpdate = true;
}
});
})
}
Also make sure the cloak is rendered before the elements that needs cloaking:
<a-marker>
<a-entity gltf-model="#wall-with-a-hole" cloak-component></a-entity>
<!-- the other stuff that needs to be cloaked-->
</a-marker
Upvotes: 5