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aframe-cursor-teleport-component

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aframe-cursor-teleport-component

Simple teleport navigation for non-XR devices.

  • 1.4.0
  • Source
  • npm
  • Socket score

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aframe-cursor-teleport-component

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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

PropertyDescriptionDefault Value
cameraRigSelector of the camera rig to teleport
cameraHeadSelector of the scene's active camera
collisionEntitiesSelector of the meshes used to check the collisions. If no value provided a plane at Y=0 is used.
ignoreEntitiesSelector of meshes that may obstruct the teleport raycaster, like UI or other clickable elements.
landingNormalNormal vector to detect collisions with the collisionEntities(0, 1, 0)
landingMaxAngleAngle 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/1.4.2/aframe.min.js"></script>
  <script src="https://cdn.jsdelivr.net/gh/c-frame/aframe-cursor-teleport@1.4.0/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>

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>

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Package last updated on 05 Jun 2023

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