Tutorial by Examples: en

Foreword This is a detailed example about how to encrypt and decrypt data with Go. The uses code is shorten, e.g. the error handling is not mentioned. The full working project with error handling and user interface could be found on Github here. Encryption Introduction and data This example de...
The core idea is to use GameObjects to represent singletons, which has multiple advantages: Keeps complexity to a minimum but supports concepts like dependency injection Singletons have a normal Unity lifecycle as part of the Entity-Component system Singletons can be lazy loaded and cached loca...
We can use the componentchanged event to listen for changes to the entity: entity.addEventListener('componentchanged', function (evt) { if (evt.detail.name === 'position') { console.log('Entity has moved from', evt.detail.oldData, 'to', evt.detail.newData, '!'); } });
We can use the child-attached and child-detached events to listen for when the scene attaches or detaches an entity: entity.addEventListener('child-attached', function (evt) { if (evt.detail.el.tagName.toLowerCase() === 'a-box') { console.log('a box element has been attached'); }; }); ...
Updating Multi-Property Component Data To update component data for a multi-property component, we can pass the name of a registered component as the componentName, and pass an object of properties as the value. A string is also acceptable (e.g., type: spot; distance: 30), but objects will save A-F...
We can simply retrieve an entity using DOM APIs. <a-entity id="mario"></a-entity> var el = document.querySelector('#mario');
For example, if we wanted to grab an entity’s three.js camera object or material object, we could reach into its components var camera = document.querySelector('a-entity[camera]').components.camera.camera; var material = document.querySelector('a-entity[material]').components.material.material; ...
There is no strict API for defining how systems manage components. A common pattern is to have components subscribe themselves to the system. The system then has references to all of its components: AFRAME.registerSystem('my-component', { init: function () { this.entities = []; }, ...
AFRAME.registerComponent (name, definition) Register an A-Frame component. We must register components before we use them anywhere in . Meaning from an HTML file, components should come in order before . {string} name - Component name. The component’s public API as represented through an HTML at...
A component holds a bucket of data in the form of one or more component properties. Components use this data to modify entities. Consider an engine component, we might define properties such as horsepower or cylinders. HTML attributes represent component names and the value of those attributes repr...
The schema is an object that defines and describes the property or properties of the component. The schema’s keys are the names of the property, and the schema’s values define the types and values of the property (in case of a multi-property component): Defining schema in your component AFRAME.reg...
Property types primarily define how the schema parses incoming data from the DOM for each property. The parsed data will then be available via the data property on the component's prototype. Below are A-Frame's built-in property types: Property TypeDescriptionDefault ValuearrayParses comma-separ...
A component’s members and methods can be accessed through the entity from the .components object. Look up the component from the entity’s map of components, and we’ll have access to the component’s internals. Consider this example component: AFRAME.registerComponent('foo', { init: function () { ...
Components can be attached to the scene as well as entities. A-Frame ships with a few components to configure the scene: ComponentDetailsembeddedRemove fullscreen styles from the canvas.fogAdd fog.keyboard-shortcutsToggle keyboard shortcuts.inspectorInject the A-Frame Inspector.statsToggle performa...
A-Frame's animation system can animate different types of properties. vec3 Properties A-Frame has standard vec3 components (i.e., position, rotation, and scale). These components consist of three factors: X, Y, and Z. We can pass three space-delimited numbers to the from and to attributes just a...
Properties of a multi-property component will merge if defined by multiple mixins and/or the entity. For example: <a-scene> <a-assets> <a-mixin id="box" geometry="primitive: box"></a-mixin> <a-mixin id="tall" geometry="heigh...
When an entity includes multiple mixins that define the same component properties, the right-most mixin takes precedence. In the example below, the entity includes both red and blue mixins, and since the blue mixin is included last, the final color of the cube will be blue. <a-scene> &l...
One common use of variable-length argument lists is to implement functions that are a thin wrapper around the printf() family of functions. One such example is a set of error reporting functions. errmsg.h #ifndef ERRMSG_H_INCLUDED #define ERRMSG_H_INCLUDED #include <stdarg.h> #include...
using System; using System.IO; using System.IO.Compression; namespace ConsoleApplication1 { class Program { static void Main(string[] args) { string zipPath = @"c:\example\start.zip"; string extractPath = @"c:\example\extract...
We can load the model by pointing using the ID to an that specifies the src to a file: <a-scene> <a-assets> <!-- At first we load skeletal animation blending JSON as asset --> <a-asset-item id="hand" src="/path/to/hand.json"></a-asset-i...

Page 260 of 275