This is an Aframe library for rust. It's still fairly experimental and a lot might change. I started writing this for a bit of fun to see if I could play with aframe from inside a yew app. It started getting pretty large so I decided to abstract away all the yew-specific stuff and start making a library on its own. There's still a bunch missing and a bunch to do here, but what IS there is functional.
This crate contains an init
feature which may be enabled to allow initialization from an async function:
async fn app_main() -> Result<(), aframe::InitError>
{
aframe::init_aframe().await?;
// ... Now you can safely continue
}
You can also initialize simply by adding the Aframe script to your HTML header:
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
You can either use this crate's Htmlify
trait to output raw html, or use the yew-support
feature to create a yew componment (described lower in this readme) to output your actual Aframe scene.
Instantiating a scene:
scene!
Defining a new component:
component_def!
Declaring the structure of a defined component:
component_struct!
simple_enum!
complex_enum!
Instantiating a component struct:
component!
See the component module for more information and for pre-defined component structs.
Defining a new custom geometry:
geometry_def!
Not yet implemented:
geometry_struct!
macro to declare structure of custom geometry datageometry!
macro to serve as a helper when instantiating custom geometry
Instantiating an entity or defined primitive:
entity!
Defining a new primitive:
primitive!
The assets!
and mixin!
macros are provided to define an Assets
struct.
The Htmlify
trait is is to generate HTML from the structures provided in this crate. This was abstracted into a separate crate:
You can use this to plop a Scene directly into your DOM with the web_sys crate, making this crate usable even without any supporting framework:
// Say we have some `Scene` structure already constructed:
let body = web_sys::window()?.document()?.body()?;
body.append_with_node_1(scene.as_element()?.as_ref())?;
// Or even simpler:
htmlify::append_to_document_body(&scene);
Here's a basic example of a fully-functional page being created using wasm-bindgen-test
:
test example
The lowest-level calls to Aframe are defined in the sys
module:
registerPrimitive
registerComponent
registerSystem
registerShader
registerGeometry
registerElement
The yew_support
feature adds yew support to this crate. At its core, all this does is implement From<&Scene> for Html
along with a few other conversions to yew's Html type.
See the yew-ext module page for an example.
- Event handling
- State handling
- High-level support for custom geometry
- Access to Aframe utility functions
- Some component implementations are still accepting strings where they could accept enums or more specific structures
Below is a full example of how a scene is constructed in yew (this also serves of a valid example of how to use the scene!
macro even outside of a yew context):
html!
{
<Aframe scene =
{
// Using this contant to clean up some fluff in the code below.
const CURSOR_COLOR: [(Cow<'static, str>, Cow<'static, str>); 1] =
[(Cow::Borrowed("color"), Cow::Borrowed("lightblue"))];
scene!
{
// TODO: Some of these attributes are actually components, they need to be implemented in the library!
attributes: ("inspector", "true"), ("embedded", "true"), ("cursor", "rayOrigin: mouse"),
("mixin", "intersect_ray"), ("style", "min-height: 50px;"),
assets: assets!
{
// Assume we have a few assets available to use
Image::new("ramen", "/pics/ramen.png"),
Image::new("noise", "/pics/noise.bmp"),
// Create a mixin for shadows to know what to interact with
mixin!
{
"intersect_ray",
("raycaster", component!
{
RayCaster,
objects: List(Cow::Borrowed(&[Cow::Borrowed("#ramen-cube, #water")]))
})
}
},
children:
// The camera rig
entity!
{
attributes: ("id", "rig"),
components:
("position", component::Position { x: 0.0, y: 0.0, z: 0.0 }),
("geometry", component!
{
component::Geometry,
primitive: component::GeometryPrimitive::Ring
{
radius_inner: 0.06,
radius_outer: 0.2,
segments_theta: 32,
segments_phi: 8,
theta_start: 0.0,
theta_length: 360.0
}
}),
("material", component!
{
component::Material,
props: component::MaterialProps(Cow::Borrowed(&CURSOR_COLOR)),
opacity: 0.8
}),
children:
// The camera
entity!
{
attributes: ("id", "camera"),
components:
("position", component::Position { x: 0.0, y: 1.8, z: 0.0 }),
("camera", component!(component::Camera)),
("look-controls", component!(component::LookControls))
},
},
entity!
{
attributes: ("id", "cube-rig"),
components:
("position", component::Position{x: 0.0, y: 2.5, z: -2.0}),
("sound", component!
{
component::Sound,
src: Cow::Borrowed("#ambient_music"),
volume: 0.5
}),
("light", component!
{
component::Light,
light_type: component::LightType::Point
{
decay: 1.0,
distance: 50.0,
shadow: component::OptionalLocalShadow::NoCast{},
},
intensity: 0.0
}),
("animation__mouseenter", component!
{
component::Animation,
property: Cow::Borrowed("light.intensity"),
to: Cow::Borrowed("1.0"),
start_events: component::List(Cow::Borrowed(&[Cow::Borrowed("mouseenter")])),
dur: 250
}),
("animation__mouseleave", component!
{
component::Animation,
property: Cow::Borrowed("light.intensity"),
to: Cow::Borrowed("0.0"),
start_events: component::List(Cow::Borrowed(&[Cow::Borrowed("mouseleave")])),
dur: 250
}),
// This assumes the existence of a primitive registered as "ramen-cube"
children: entity!
{
primitive: "ramen-cube",
attributes: ("id", "ramen-cube"),
components: // None
}
},
// Ambient light
entity!
{
attributes: ("id", "ambient-light"),
components: ("light", component!
{
component::Light,
light_type: component::LightType::Ambient{},
color: color::GREY73,
intensity: 0.2
})
},
// Directional light
entity!
{
attributes: ("id", "directional-light"),
components:
("position", component::Position{ x: 0.5, y: 1.0, z: 1.0 }),
("light", component!
{
component::Light,
light_type: component::LightType::Directional
{
shadow: component::OptionalDirectionalShadow::Cast
{
shadow: component!
{
component::DirectionalShadow
}
}
},
color: color::WHITE,
intensity: 0.1
})
},
// The sky
entity!
{
primitive: "a-sky",
attributes: ("id", "sky"),
components: ("material", component!
{
component::Material,
// This assumes the existence of a shader registered as "strobe"
shader: Cow::Borrowed("strobe"),
props: component::MaterialProps(Cow::Owned(vec!
(
(Cow::Borrowed("color"), Cow::Borrowed("black")),
(Cow::Borrowed("color2"), Cow::Borrowed("#222222"))
)))
})
},
// The ocean
entity!
{
primitive: "a-ocean",
attributes: ("id", "water"), ("depth", "100"), ("width", "100"), ("amplitude", "0.5"),
components: ("material", component!
{
component::Material,
// This assumes the existence of a shader registered as "water"
shader: Cow::Borrowed("water"),
props: component::MaterialProps(Cow::Owned(vec!((Cow::Borrowed("transparent"), Cow::Borrowed("true")))))
})
}
}
} />
}