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.
Property | Description | Default Value |
---|---|---|
enabled | Enable or disable the component | true |
cameraRig | Selector of the camera rig to teleport | |
cameraHead | Selector of the scene's active camera | |
cursorColor | Color of the cursor, default blue | '#4d93fd' |
cursorType | Type of the cursor, cylinder or ring | 'cylinder' |
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 |
The cursor-teleport
component will emit two events:
navigation-start
: Entity beginning travel to a destination.navigation-end
: Entity has reached destination.
Install and use by directly including the browser files:
<head>
<title>My A-Frame Scene</title>
<script src="https://aframe.io/releases/1.6.0/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>
Install via npm:
npm install aframe-cursor-teleport-component
Then require and use.
require('aframe');
require('aframe-cursor-teleport-component');
<a-scene cursor="rayOrigin: mouse">
<a-entity id="cameraRig" cursor-teleport="cameraRig: #cameraRig; cameraHead: #head">
<a-entity id="head" position="0 1.6 0" camera look-controls="reverseMouseDrag: true"></a-entity>
</a-entity>
</a-scene>
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 1.6 0" camera look-controls="reverseMouseDrag: true"></a-entity>
</a-entity>
<!-- collidable entity -->
<a-entity
class="collision"
position="0 -0.05 0"
geometry="primitive: box; width: 8; height: 0.1; depth: 8"
></a-entity>
</a-scene>
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 1.6 0" camera look-controls="reverseMouseDrag: true"></a-entity>
</a-entity>
<!-- collidable entity -->
<a-entity
class="collision"
position="0 -0.05 0"
geometry="primitive: box; width: 8; height: 0.1; depth: 8"
></a-entity>
<!-- UI element -->
<a-entity
class="clickable"
color-change
geometry="primitive: octahedron"
scale="0.2 0.2 0.2"
position="-0.8 1 -1.5"
></a-entity>
</a-scene>
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 1.6 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 -0.05 0"
geometry="primitive: box; width: 8; height: 0.1; depth: 8"
></a-entity>
<!-- UI element -->
<a-entity
class="clickable"
color-change
geometry="primitive: octahedron"
scale="0.2 0.2 0.2"
position="-0.8 1 -1.5"
></a-entity>
</a-scene>
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 1.6 0" camera look-controls="reverseMouseDrag: true"></a-entity>
</a-entity>
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.