b3d-panel

A declarative spatial-UI panel you drop into the scene as a child of <tosi-b3d>, instead of hard-wiring panels in code. It anchors to an XR reference frame via frame-panel, tuned with plain attributes. By default it is VR-only; presence: 'both' also puts it in the flat view, where the frames follow the flat camera — ONE panel, placed relative to the viewer in both, rather than a flat overlay plus a VR panel to keep in step (tosijs-3d#81). The hand frames have no flat analogue, so a hand panel names its flat home with flatFrame.

Demo

Four ways to show a panel, side by side. The world panel (a b3d-svg-plane) is a mesh in the scene — it renders in the regular flat view AND in VR, fixed in the world. The Settings panel (the scenePanel hook) is dual-presence: a flat ⚙ overlay (open here) that's also a floating panel in VR — its slider drives the cube in both. The VR only panel (<tosi-b3d-panel>) has no flat presence — enter VR to see it anchored to your view. The Flat + VR panel is the same element with presence: 'both': viewer-relative on the monitor AND in the headset, one panel.

import { b3d, b3dPanel, b3dSvgPlane, b3dLight, b3dSkybox, b3dGround, b3dBox, label3d, slider3d } from 'tosijs-3d'
import { tosi } from 'tosijs'

const { cfg } = tosi({ cfg: { height: 1 } })

const scene = b3d(
  {
    // Start with the flat panel open so it's visible without hunting for the ⚙.
    scenePanelOpen: true,
    // DUAL-PRESENCE: a flat ⚙ overlay AND a floating VR panel, same values.
    scenePanel: () => [
      label3d({ text: 'Settings' }),
      slider3d({ label: 'cube height', value: cfg.height, min: 0.5, max: 3, step: 0.1 }),
    ],
  },
  b3dLight({ y: 1, intensity: 0.8 }),
  b3dSkybox({ timeOfDay: 12 }),
  b3dGround({ width: 20, height: 20, texture: 'checker', textureTiles: 10 }),
  // `axes` pins a debug XYZ READOUT on any AbstractMesh geometry (glowing R/G/B).
  // It shows you an orientation; it is NOT a handle — there is nothing to grab
  // and nothing happens if you try. (It reads as Babylon's position gizmo,
  // which is a manipulator. Exposing that one is TODO — see the note below.)
  b3dBox({ meshName: 'cube', size: 1, y: cfg.height, color: '#39c5ff', axes: true }),
  // BOTH flat + VR: a world-anchored SVG panel — it IS a mesh in the scene, so it
  // shows in the regular view and in VR, always in the same spot.
  b3dSvgPlane({ url: '/tosi-test-pattern.svg', x: -2.6, y: 1.6, z: 0, width: 1.6, height: 1.6 }),
  // VR-ONLY: a <tosi-b3d-panel> anchored to the eye frame. No flat presence.
  b3dPanel({ frame: 'eye', azimuth: 45, elevation: 25, title: 'VR only', width: 0.4, reveal: 'always' }),
  // BOTH: the same kind of panel, viewer-relative in the flat view too. The
  // eye frame is LEVEL (it takes the view's yaw, not its pitch), and this orbit
  // camera looks down ~30°, so -38° lands it low in the view.
  b3dPanel({ frame: 'eye', azimuth: 16, elevation: -38, distance: 1.4, title: 'Flat + VR', width: 0.22, reveal: 'always', presence: 'both' }),
)
preview.append(scene)

The coloured axes are a readout, not a manipulator. They show the cube's orientation. Babylon ships a real position/rotation gizmo (GizmoManager) and exposing it — so a panel can be PLACED by dragging rather than by typing numbers — is on the list, not in 0.7.0.

tosi-b3d { width: 100%; height: 100%; }

Three ways to place a panel

If ANY <tosi-b3d-panel> children are present they replace the built-in default set, so you have full control:

<tosi-b3d gamepad>
  <tosi-b3d-panel frame="eye" azimuth="-60" elevation="45" title="Inventory"></tosi-b3d-panel>
  <tosi-b3d-panel frame="eye" azimuth="0"   elevation="-45" title="Quick Access"></tosi-b3d-panel>
  <tosi-b3d-panel frame="face" position="0 0 2" reveal="always" blend="add" view="first" url="/reticle.svg" width="0.24"></tosi-b3d-panel>
  <tosi-b3d-panel frame="left-hand" preset="wrist" title="Menu" width="0.09"></tosi-b3d-panel>
</tosi-b3d>

Attributes

Attribute Default Description
frame eye eye / rig / world / body / neck / face / left-hand / right-hand
preset '' A named anchor (waist, left-shoulder, right-shoulder, overhead, wrist). Overrides the angular fields.
azimuth / elevation 0 / 0 Degrees off the frame's eye: +az right, +el up
distance 1.4 Metres from the eye
position '' Explicit "x y z" local position (overrides az/el/distance)
roll 0 Roll about the panel normal (deg)
reveal gaze gaze (look toward it) or always
blend composite composite or add (additive HUD glyphs)
view both first / third / both — restrict to a camera view
title '' Placeholder card title (ignored if url set)
url '' SVG URL (e.g. a reticle)
width 0.26 Panel width (m); height follows aspect
reveal-start / reveal-full 50 / 25 Gaze half-angles (deg) where the reveal begins / completes
max-distance 0 Hide beyond this distance (m); 0 = no limit
presence 'xr' 'xr' — only in an immersive session; 'both' — also in the flat view, on frames derived from the flat camera
flatFrame '' The frame to use in the FLAT view: required for a hand panel (a monitor has no hands); 'face' measures elevation from the view instead of the horizon, so a menu stays centred under a pitched camera
resolution 0 Texture size in px (square); 0 = 384. Raise it for a menu with text
flat-frame '' The frame to use flat when frame is a hand (a monitor has none) — e.g. face with a position at the screen edge. Without one a hand panel stays VR-only and warns once