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aframe-cursor-teleport-component

v1.5.0

Published

Simple teleport navigation for non-XR devices.

Downloads

107

Readme

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/[email protected]/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.