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aframe-cursor-teleport-component

Version License

Screenshot

A simple A-Frame component for navigating scenes on non-VR devices. When combined with A-Frame's cursor and look-controls components, this allows users to freely explore A-Frame scenes using device orientation and touch on mobile or using the mouse on desktop.

For A-Frame.

API

Property Description Default Value
cameraRig Selector of the camera rig to teleport
cameraHead Selector of the scene's active camera
collisionEntities Selector of the meshes used to check the collisions. If no value provided a plane at Y=0 is used.
defaultPlaneSize Size of the default plane created for collision when collisionEntities is not specified 100
ignoreEntities Selector of meshes that may obstruct the teleport raycaster, like UI or other clickable elements.
landingNormal Normal vector to detect collisions with the collisionEntities (0, 1, 0)
landingMaxAngle Angle threshold (in degrees) used together with landingNormal to detect if the mesh is so steep to jump to it. 45

Events

The cursor-teleport component will emit two events:

  • navigation-start: Entity beginning travel to a destination.
  • navigation-end: Entity has reached destination.

Installation

Browser

Install and use by directly including the browser files:

<head>
  <title>My A-Frame Scene</title>
  <script src="https://aframe.io/releases/1.5.0/aframe.min.js"></script>
  <script src="https://cdn.jsdelivr.net/gh/c-frame/aframe-cursor-teleport@1.5.0/dist/aframe-cursor-teleport-component.min.js"></script>
</head>
<body>
  <a-scene>
    <!-- see usage below -->
  </a-scene>
</body>

npm

Install via npm:

npm install aframe-cursor-teleport-component

Then require and use.

require('aframe');
require('aframe-cursor-teleport-component');

Usage

Basic Setup

<a-scene cursor="rayOrigin: mouse">
    <a-entity id="cameraRig" cursor-teleport="cameraRig: #cameraRig; cameraHead: #head">
        <a-entity id="head" position="0 1.52 0" camera look-controls="reverseMouseDrag: true">
        </a-entity>
    </a-entity>
</a-scene>

Collision Entities

To add collision objects, simply identify them with a selector:

<a-scene cursor="rayOrigin: mouse">
    <!-- camera rig -->
    <a-entity id="cameraRig" cursor-teleport="cameraRig: #cameraRig; cameraHead: #head; collisionEntities: .collision">
        <a-entity id="head" position="0 1.52 0" camera look-controls="reverseMouseDrag: true"></a-entity>
    </a-entity>

    <!-- collidable entity -->
    <a-entity class="collision" position="0 -.05 0" geometry="primitive: box; width: 8; height: .1; depth: 8"></a-entity>
</a-scene>

Ignored Entities

If your scene has interactive entities that should not initiate a teleport when clicked, you can add them to the ignoredEntities array using a selector:

<a-scene cursor="rayOrigin: mouse" raycaster="objects: .clickable" >
    <!-- camera rig -->
    <a-entity id="cameraRig" cursor-teleport="cameraRig: #cameraRig; cameraHead: #head; collisionEntities: .collision; ignoreEntities: .clickable">
        <a-entity id="head" position="0 1.52 0" camera look-controls="reverseMouseDrag: true"></a-entity>
    </a-entity>

    <!-- collidable entity -->
    <a-entity class="collision" position="0 -.05 0" geometry="primitive: box; width: 8; height: .1; depth: 8"></a-entity>

    <!-- UI element -->
    <a-entity class="clickable" color-change geometry="primitive: octahedron" scale=".2 .2 .2" position="-.8 1 -1.5"></a-entity>
</a-scene>

Use with aframe-blink-controls

This component works with aframe-blink-controls allowing for easy-to-use navigation across virtually all devices:

<a-scene cursor="rayOrigin: mouse" raycaster="objects: .clickable">
    <!-- camera rig -->
    <a-entity id="cameraRig" cursor-teleport="cameraRig: #cameraRig; cameraHead: #head; collisionEntities: .collision; ignoreEntities: .clickable">
        <a-entity id="head" position="0 1.52 0" camera look-controls="reverseMouseDrag: true"></a-entity>
        <a-entity laser-controls="hand: left" raycaster="objects: .clickable; far: 100" line="color: red; opacity: 0.75" blink-controls="cameraRig: #cameraRig; teleportOrigin: #head;"></a-entity>
        <a-entity laser-controls="hand: right" raycaster="objects: .clickable" line="color: red; opacity: 0.75" blink-controls="cameraRig: #cameraRig; teleportOrigin: #head;"></a-entity>
    </a-entity>

    <!-- collidable entity -->
    <a-entity class="collision" position="0 -.05 0" geometry="primitive: box; width: 8; height: .1; depth: 8"></a-entity>

    <!-- UI element -->
    <a-entity class="clickable" color-change geometry="primitive: octahedron" scale=".2 .2 .2" position="-.8 1 -1.5"></a-entity>
</a-scene>

Use with simple-navmesh-constraint

You should disable the simple-navmesh-constraint component during the navigation transition. You can do that like this:

<script>
AFRAME.registerComponent("character-controller", {
  events: {
    "navigation-start": function () {
      if (this.el.hasAttribute("simple-navmesh-constraint")) {
        this.el.setAttribute("simple-navmesh-constraint", "enabled", false);
      }
    },
    "navigation-end": function () {
      if (this.el.hasAttribute("simple-navmesh-constraint")) {
        this.el.setAttribute("simple-navmesh-constraint", "enabled", true);
      }
    },
  },
});
</script>

Then add character-controller component to your cameraRig entity. You also probably want to add .navmesh-hole to the cursor-teleport's ignoreEntities:

<a-entity id="cameraRig" character-controller cursor-teleport="cameraRig: #cameraRig; cameraHead: #head; collisionEntities: .collision; ignoreEntities: .clickable,.navmesh-hole">
  <a-entity id="head" position="0 1.52 0" camera look-controls="reverseMouseDrag: true"></a-entity>
</a-entity>

teleportTo API

You can use the same teleport animation programmatically to teleport to a destination knowing the position and quaternion (optional):

const cameraRig = document.getElementById('cameraRig');
const cursorTeleport = cameraRig.components['cursor-teleport'];
cursorTeleport.teleportTo(destination.object3D.position, destination.object3D.quaternion);

Look at the source code of the basic example, the black button triggers the teleportation to the black arrow on the second platform.