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en:visualizer:3d-sets [2024/01/11 14:42] – created juliaen:visualizer:3d-sets [2025/08/18 15:32] (current) – adminwiki
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 ===== 3D sets ===== ===== 3D sets =====
-3D sets are code elements that can be inserted into the scene instead of 3D objects. They are used when complex composite elements that form a unit and should react like a single model are required. 3D sets can contain interaction elements, animations and audio clips. In addition, 3D sets can also interact with other elements in a scene.+ 
 +{{INLINETOC 3}} 
 + 
 +3D sets are code elements that can be inserted into the scene instead of 3D objects. They are used when complex composite elements that form a unit and react like a single model are required. 3D sets can contain interaction elements, animations and audio clips. In addition, 3D sets can also interact with other elements in a scene.
  
 Example: Example:
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   * An animation with sounds: An animation is shown in which a cordless screwdriver tightens a screw. A sound is played.   * An animation with sounds: An animation is shown in which a cordless screwdriver tightens a screw. A sound is played.
  
-3D sets are defined in AFRAME (https://aframe.io) are defined. In addition to all the possibilities offered by AFRAME, many other components provided by vrdoro can be used.+3D sets are created with AFRAME (https://aframe.io) in the neo-code component. In addition to all the possibilities offered by AFRAME, many other components provided by vrdoro can be used.
  
 The UI with which the elements can be customised can be configured using an EditorConfig or EditorConfigGlobal attribute on each a-entity tag. The UI with which the elements can be customised can be configured using an EditorConfig or EditorConfigGlobal attribute on each a-entity tag.
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 ==== Overview ==== ==== Overview ====
  
-{{visualizer:pasted:20230929-103438.png}}+{{visualizer:pasted:20230929-103438.png?direct}}
  
-==== Syntax ====+==== Parameters of the neo-code component ==== 
 + 
 +  - <String> ''name''Name of the neo-code component 
 +  - <Boolean> ''enabled'': Activates/deactivates the component 
 +  - <String> ''code'': Selector for the code block to be executed (optional) 
 +  - <Array> ''params'': Names of the parameters p0-p14 in consecutive order 
 +  - <String> ''p0...'': Value of the respective parameter 
 +  - <Number> ''codeRunDelay'': Delay in the execution of the code block 
 +  - <Boolean> ''updateShadowMap'': Activates/deactivates an update of the shadowMap after execution of the code block 
 + 
 +=== Parsing the parameter values === 
 + 
 +The default parameter type is ''string''. Automated parsing takes place in the following cases: 
 +  - Value: 'true' or 'false' -> Boolean ''Boolean'' 
 +  - Value: '123.45' (single numeric value) -> Number ''Number'' 
 +  - Value: '0 1' (two numerical values separated by spaces) -> Vector2 ''Vector2'' 
 +  - Value: '0 1 2' (three numerical values separated by spaces) -> Vector3 ''Vector3'' 
 +  - Value: 'val1, val2, val3' (comma-separated values) or parameter name ends with '[]' -> ''array'' 
 + 
 +==== Syntax of the editorConfig attribute ====
  
 This syntax applies: This syntax applies:
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   - Value range: ''from~to'' or ''bool'' or ''colour'' or ''select''   - Value range: ''from~to'' or ''bool'' or ''colour'' or ''select''
  
-==== editorConfigGlobal vs. editorConfig ====+=== editorConfigGlobal vs. editorConfig ===
  
 The controls defined by editorConfigGlobal are displayed in the upper 'Scene settings' section of the Room Viewer UI. The editorConfig values are displayed for the individual room element below Room elements. The controls defined by editorConfigGlobal are displayed in the upper 'Scene settings' section of the Room Viewer UI. The editorConfig values are displayed for the individual room element below Room elements.
  
-==== Labels ==== +=== Attributes vs. property ===
- +
-==== Attributes vs. property ====+
  
 Values for properties such as position or colour are values for the corresponding entity attributes. The attributes can also be components, which in turn have attributes. These are then called properties (cf. the AFRAME docs). For example, the component ''material'' (set as an attribute on an ''a-entity'') has the properties ''src'' and ''colour''. Values for properties such as position or colour are values for the corresponding entity attributes. The attributes can also be components, which in turn have attributes. These are then called properties (cf. the AFRAME docs). For example, the component ''material'' (set as an attribute on an ''a-entity'') has the properties ''src'' and ''colour''.
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 Attributes are generally referred to below, but the statements also generally apply to component properties.  Attributes are generally referred to below, but the statements also generally apply to component properties. 
  
-==== Attribute value changes ====+=== Attribute value changes ===
  
  
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 Numerical values are configured using a slider. The syntax is: Numerical values are configured using a slider. The syntax is:
-  * ''Attribute name=minValue~maxValue''where minValue and maxValue can also be vectors, e.g.+  * ''Attribute name=minValue~maxValue(stepWidth)''(stepWidth) is optional, minValue and maxValue can also be vectors, e.g.
   * ''Attribute name=minValue_x minValue_y minValue_z~minValue_x minValue_y minValue_z''   * ''Attribute name=minValue_x minValue_y minValue_z~minValue_x minValue_y minValue_z''
  
-minValue and maxValue can also be replaced by ''-'' which means unlimited.+minValue and maxValue can also be represented by ''-'' which means unlimited.
  
 If minValue and maxValue are the same (the respective pair for vectors), no selection is possible and the value is fixed. If minValue and maxValue are the same (the respective pair for vectors), no selection is possible and the value is fixed.
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 A colour selection element is then displayed in the UI. A colour selection element is then displayed in the UI.
  
-==== Translations ====+=== Labels === 
 +Labels for UI elements can be added after the property separated by a tilde ('~'). The labels are specified in English. If there is a translation for the label in the dictionary, the word is translated into the respective language. For words separated by an underscore ('_'), the individual words are translated separately and the underscore is replaced by a space. 
 + 
 +Example: ''functionName~Info:button~show'' 
 +  * functionName: Name of the function to be called up 
 +  * Info: Text before the button 
 +  * button: Type of definition (can also be bool or a value range (see below)) 
 +  * show: Label text on the button 
 + 
 +=== Translations ===
 Unless explicitly specified, the label names are derived from the attribute names specified in the editorConfig. Unless explicitly specified, the label names are derived from the attribute names specified in the editorConfig.
  
-=== Creation of translation keys ===+== Creation of translation keys ==
  
 The formation of keys follows these rules (in the examples, the key is marked in bold after the ':'): The formation of keys follows these rules (in the examples, the key is marked in bold after the ':'):
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 If the value range is a vector (e.g. for position or material.repeat), the key is followed by a '-' followed by ''x'' (''y'',...) is appended to the key in order to be able to address and control the values individually. If the value range is a vector (e.g. for position or material.repeat), the key is followed by a '-' followed by ''x'' (''y'',...) is appended to the key in order to be able to address and control the values individually.
  
-The room viewer checks for each label (''getTranslationForKey(key)'') to see whether it can find a translation for it. There are two categories of translations:+The room viewer checks for each label (''getTranslationForKey(key)'') to see if it can find a translation for it. There are two categories of translations:
   - controller: Translations for standard control labels   - controller: Translations for standard control labels
   - environment: Translations for room element labels   - environment: Translations for room element labels
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 The check is performed in the specified order. This means that the translation of the standard control labels cannot be overwritten by element translations.  The check is performed in the specified order. This means that the translation of the standard control labels cannot be overwritten by element translations. 
  
-**Note: Translation keys (as with the ember-intl used) must be used in a case-sensitive manner**+//Note: Translation keys (as with the ember-intl used) must be used in a case-sensitive manner//
  
 Characters appended with an underscore '_' are removed when searching for a translation. The underscore is replaced by a space. This makes it possible to translate only the first substring. Characters appended with an underscore '_' are removed when searching for a translation. The underscore is replaced by a space. This makes it possible to translate only the first substring.
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   * Bed_Whiteline -> Bed Whiteline (Whiteline is a product name that is not translated)   * Bed_Whiteline -> Bed Whiteline (Whiteline is a product name that is not translated)
  
-=== Translation of Keys ===+== Translation of Keys ==
  
 The key is first checked in full (without the part after '_') and then shortened from the end to '-' to form a new key to be checked. The key is first checked in full (without the part after '_') and then shortened from the end to '-' to form a new key to be checked.
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   * And so on until the key cannot be shortened any further   * And so on until the key cannot be shortened any further
  
-**Please note:** Translations cannot currently be added in the Visualiser. However, existing keys can be used.+//Note: Translations cannot currently be added in the Visualiser. However, existing keys can be used.//
  
-==== Configuration examples ====+=== Configuration examples ===
  
   * ''wallFlip''   * ''wallFlip''
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     * Therefore all objects must first fit to the right wall.     * Therefore all objects must first fit to the right wall.
   * ''scale''   * ''scale''
-    * => scale in the default range of '''0 0 0~2 2 2''' which mean from current value / 2 until current value * 2+    * => scale in the default range of '''0 0 0~2 2 2''
   * ''scale=0.5 0.5 0.5~2 2 2''   * ''scale=0.5 0.5 0.5~2 2 2''
     * Adjust the scale from 0 to 2 for x, y and z.     * Adjust the scale from 0 to 2 for x, y and z.
     * The range '''0.5 0.5 0.5~2 2 2''' can also be written as '''0.5~2'''.     * The range '''0.5 0.5 0.5~2 2 2''' can also be written as '''0.5~2'''.
-  * ''scale=*0~*2'' +  * ''scale=0~2'' 
-    * Adjust the values from half of the current value to the current value multiplied by 2. +    * Adjust the values from 0 to 2 for x, y and z. 
-  * ''scale|position=*0 *2'' +  * ''scale|position=0 2'' 
-    * Adjust the values for scale and position.+    * Adjust the values for scale (with default values) and position from 0, 0, 0 to 0, 2, 2.
   * ''colour=colour;''   * ''colour=colour;''
     * Adjust the colour of the entity with a colour picker.     * Adjust the colour of the entity with a colour picker.

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en/visualizer/3d-sets.1704984151.txt.gz · Last modified: 2024/01/11 14:42 by julia
vrdoroVR made easy

Table of Contents

vrdoro - The VR platform

Structure of the manual

Registration and login

Prerequisites

vrdoro-visualiser

  • Overview
  • Menu bar
  • Integration on the website
  • Setting up the headset
  • Tips for the headset
  • 2D image mode
  • Products and tools
    • Room measurement
    • Floor coverings
    • Windows
    • Conservatory
    • Auxiliary tools

vrdoro - store

  • Assets
    • 3D models
    • 360 degree panoramas
    • 3D sets
    • Textures
  • Downloading assets
  • Asset management
  • Easy Share
  • Maker

vrdoro-editor

  • Overview
  • Create a VR room
  • Add 3D models
  • Configure environment
  • Publish project
  • Show configurator on own website
  • Expert knowledge
    • Edit textures
    • 3D sets

VR-Panorama-Tours

  • Panorama views
  • VR spot
  • 3D model
  • 3D model spot

Edit 3D models

  • Import
  • Export
  • Preparation
  • Statistics
  • Scaling
  • Measuring
  • Centring
  • Colouring
  • Reduce
    • Decimate
    • Edges
    • Meshes
  • Smoothing
  • Repair models
  • Cutting models to size
  • Aligning models
  • Set UV mapping
  • Simple modelling
  • Select
  • Requirements for models

FAQ

Glossary