<a-curvedimage>
Note: This documentation is for the old 1.4.0 version of A-Frame. Check out the documentation for the current 1.6.0 version
The curved image primitive creates images that bend around the user. Curved images arranged around the camera can be pleasing for legibility since each pixel sits at the same distance from the user. They can be a better choice than angled flat planes for complex layouts because they ensure a smooth surface rather than a series of awkward seams between planes.
Under the hood, a curved image is a double-sided open-ended cylinder with textures mapped to the inside of the cylinder.
Example
<a-scene> |
Attributes
Attribute | Component Mapping | Default Value |
---|---|---|
color | material.color | #FFF |
height | geometry.height | 1 |
metalness | material.metalness | 0 |
opacity | material.opacity | 1 |
open-ended | geometry.openEnded | true |
radius | geometry.radius | 2 |
repeat | material.repeat | None |
roughness | material.roughness | 0.5 |
segments-height | geometry.segmentsHeight | 18 |
segments-radial | geometry.segmentsRadial | 48 |
shader | material.shader | flat |
side | material.side | double |
src | material.src | None |
theta-length | geometry.thetaLength | 270 |
theta-start | geometry.thetaStart | 0 |
transparent | material.transparent | true |
Fine-Tuning
Ensuring that the image is not distorted by stretching requires us to carefully
set the height
, radius
, and theta-length
attributes relative to the image
aspect ratio.
According to this formula:
S = r * θ
We need to calculate r
or θ
for S
to match the height
value preserving
the original aspect ratio of the image. In this formula, θ
is set in radians
and radius
and S
properties are set in meters.
In degrees, thetaStart
defines where to start the arc and thetaLength
defines where the arc ends.
Once those values are fine-tuned to avoid distortion, we can use
scale
to safely adjust the distance of the curved image relative to the user.