cursor
Note: This documentation is for the old 1.5.0 version of A-Frame. Check out the documentation for the current 1.6.0 version
The cursor component provides hover and click states for interaction on top of
the raycaster component. The cursor component can be used for
both gaze-based and controller-based interactions, but the appearance needs
to be configured depending on the use case. The <a-cursor>
primitive provides a default reticle appearance for a gaze-based
cursor, and the laser-controls component configures the
cursor for all controllers.
The cursor component listens to events and keeps state on what’s being hovered
and pressed in order to provide mousedown
, mouseup
, mouseenter
,
mouseleave
, and click
events. We use the name mouse
to mimic
traditional web development for now. Under the hood, the cursor component uses
the raycaster-intersection
and raycaster-intersection-cleared
events,
capturing the closest visible intersected entity.
By default, the cursor is configured to be used in a gaze-based mode and will
register user input via mouse or touch. Specifying the downEvents
and
upEvents
properties allows the cursor to work with controllers. For example,
the laser-controls component automatically configures these
properties to work with most controllers.
To provide a shape or appearance to the cursor, we should apply either the
geometry and material components or use the raycaster
component’s showLine
property to draw a line using the line
component.
Example
For example, we can create a ring-shaped cursor fixed to the center of the screen. To fix the cursor to the screen so the cursor is always present no matter where we look, we place it as a child of the active camera entity. We pull it in front of the camera by placing it on the negative Z axis. When the cursor clicks on the box, we can listen to the click event.
<a-entity camera look-controls> |
// Component to change to a sequential color on click. |
Properties
Property | Description | Default Value |
---|---|---|
downEvents | Array of additional events on the entity to listen to for triggering mousedown (e.g., triggerdown for vive-controls). |
[] |
fuse | Whether cursor is fuse-based. | false on desktop, true on mobile |
fuseTimeout | How long to wait (in milliseconds) before triggering a fuse-based click event. | 1500 |
mouseCursorStylesEnabled | Whether to show pointer cursor in rayOrigin: mouse mode when hovering over entity. |
true |
rayOrigin | Where the intersection ray is cast from (i.e. xrselect ,entity or mouse). rayOrigin: mouse is extremely useful for VR development on a mouse and keyboard. |
entity |
upEvents | Array of additional events on the entity to listen to for triggering mouseup . |
[] |
To further customize the cursor component, we configure the cursor’s dependency component, the raycaster component.
Events
Event | Description |
---|---|
click | Emitted on both cursor and intersected entity if a currently intersected entity is clicked (whether by mouse or by fuse). |
fusing | Emitted on both cursor and intersected entity when fuse-based cursor starts counting down. |
mousedown | Emitted on both cursor and intersected entity (if any) on mousedown on the canvas element. |
mouseenter | Emitted on both cursor and intersected entity (if any) when cursor intersects with an entity. |
mouseleave | Emitted on both cursor and intersected entity (if any) when cursor no longer intersects with previously intersected entity. |
mouseup | Emitted on both cursor and intersected entity (if any) on mouseup on the canvas element. |
Event Data
Additional detail is included in the detail
object on the event as follows:
intersection
Relevant events will contain in the event detail intersection
, which will
contain {distance, point, face, faceIndex, indices, object}
about specific
data about the intersection:
this.el.addEventListener('click', function (evt) { |
intersectedEl
Events emitted on the cursor entity also include event detail intersectedEl
, which provides a reference to the intersected entity.
mouseEvent and touchEvent
Where the trigger for a cursor event is a MouseEvent or TouchEvent, event detail mouseEvent
or touchEvent
provides a reference to that event.
These events provide a wealth of additional detail about the event, as detailed in the APIs linked above. Among other things, they can indicate:
- which mouse button was used
- information about the state of the mouse buttons (or multi-touch for touch events), and relevant keys shuch as Shift, Ctrl etc. at the time of the mouse or touch event.
- the screen co-ordinates where the event occured.
This information can be used by applications to handle cursor events differently, depending on this information (e.g. different handling of left click & right click).
For example:
this.el.addEventListener('click', function (evt) { |
At most one of mouseEvent
or touchEvent
will be present on a cursor event, and sometimes neither will. Neither will be present on mousenter
, mouseleave
and fusing
events, nor on a click
event that has been triggered by a fuse timeout rather than a mouse click or touch event.
States
The cursor will add states to the cursor entity on certain events:
State | Description |
---|---|
cursor-fusing | Added when the cursor is fusing on another entity. |
cursor-hovering | Added when the cursor is hovering over another entity. |
The cursor will add states to intersected entities on certain events:
State | Description |
---|---|
cursor-hovered | Added to the intersected entity when the cursor is hovering over it. |
Configuring the Cursor through the Raycaster Component
The cursor builds on top of and depends on the raycaster component. If we want to customize the raycasting pieces of the cursor, we can do by changing the raycaster component properties. Say we want set a max distance, check for intersections less frequently, and set which objects are clickable:
<a-entity cursor raycaster="far: 20; interval: 1000; objects: .clickable"></a-entity> |
Fuse-Based Cursor
Also known as gaze-based cursor. If we set the cursor to be fuse-based, the
cursor will trigger a click if the user gazes at an entity for a set amount of
time. Imagine a laser strapped to the user’s head, and the laser extends out
into the scene. If the user stares at an entity long enough (i.e., the
fuseTimeout
), then the cursor will trigger a click.
The advantage of fuse-based interactions for VR is that it does not require extra input devices other than the headset. The fuse-based cursor is primarily intended for Google Cardboard applications. The disadvantage of fuse-based interactions is that it requires the user to turn their head a lot.
Adding Visual Feedback
To add visual feedback to the cursor to show when the cursor is clicking or
fusing, we can use the animation component. When the cursor
intersects the entity, it will emit an event, and the animation system will
pick up event with the begin
attribute:
<a-entity |
To play with an example of a cursor with visual feedback, check out the Cursor with Visual Feedback example on CodePen.
XR Select Cursor
When an XR "selectstart"
event happens the raycaster picks an element based upon it’s current location.
This works for handheld AR, and headmounted VR and AR. This works well with the mouse rayOrigin
too.
<a-scene |