Entity
Note: This documentation is for the old 0.2.0 version of A-Frame. Check out the documentation for the current 1.6.0 version
An entity is represented by the <a-entity>
element. As defined in the entity-component-system pattern, entities are placeholder objects to which we plug in components to in order to provide them apperance, behavior, and functionality.
In A-Frame, entities have inherently have attached the position, rotation, and scale components.
Example
Consider the entity below. By itself, it has no appearance, behavior, or functionality. It does nothing:
<a-entity> |
We can attach components to it to make it render something or do something. To give it shape and appearance, we can attach the geometry and material components:
<a-entity geometry="primitive: box" material="color: red"> |
Or to make it emit light, we can further attach the light component:
<a-entity geometry="primitive: box" material="color: red" |
Retrieving an Entity
We can simply retrieve an entity using DOM APIs.
<a-entity id="mario"></a-entity> |
var el = document.querySelector('#mario'); |
Once we have an entity, we have access to all of its properties and methods, which are detailed below.
Properties
components
<a-entity>.components
is an object of components attached to the entity. This gives us access to all of the entity’s components including their data, methods, and API.
For example, if we wanted to grab an entity’s three.js camera object or material object, we could reach into its components:
var camera = document.querySelector('a-entity[camera]').components.camera.camera; |
Or if a component exposes an API, we can call its methods:
document.querySelector('a-entity[sound]').components.sound.pause(); |
isPlaying
Whether or not the entity is active and playing. If the entity is paused, then isPlaying
will be false.
object3D
<a-entity>.object3D
is a reference to the entity’s three.js Object3D
representation. More specifically, object3D
will be a THREE.Group
object that may contain different types of THREE.Object3D
s such as cameras, meshes, lights, or sounds:
// Gaining access to the internal three.js scene graph. |
The different types Object3D
s can be accessed through object3DMap
.
object3DMap
An entity’s object3DMap
is an JavaScript object that gives access to the different types of THREE.Object3D
s (e.g., camera, meshes, lights, sounds) that may have been registered by components.
For an entity with a geometry and light components attached, object3DMap
might look like:
{ |
An entity’s THREE.Object3D
s can be managed using getOrCreateObject3D
, setObject3D
, and removeObject3D
.
sceneEl
An entity has a reference to its scene element.
var sceneEl = document.querySelector('a-scene'); |
Methods
addState (stateName)
addState
will push a state onto the entity. This will emit the stateadded
event, and the state can then be checked for existence using .is
:
entity.addEventListener('stateadded', function (evt) { |
emit (name, detail, bubbles)
emit
emits a custom DOM event on the entity. For example, we can emit an event to
trigger an animation:
// <a-entity> |
We can also pass event detail or data as the second argument:
entity.emit('collide', { target: collidingEntity }); |
The event will bubble by default. we can tell it not to bubble by passing false
for bubble
:
entity.emit('sink', null, false); |
getAttribute (attr)
getAttribute
can be used to retrieve parsed component data. If attr
is the name of a registered component. getAttribute
will return only the component data defined in the HTML as a parsed object. getAttribute
for components is the partial form of getComputedAttribute
since the returned component data does not include applied mixins or default values:
// <a-entity geometry="primitive: box; width: 3"> |
If attr
is not the name of a registered component, getAttribute
will behave as it normally would:
// <a-entity data-position="0 1 1"> |
getComputedAttribute (attr)
getComputedAttribute
is similar to getAttribute
, but it will return all of the component’s properties for multi-property components. It can be thought of as an analog to getComputedStyle
, which in CSS returns all CSS properties after applying stylesheets and computations. getComputedAttribute
will return all component properties after applying mixins and default values.
Compare the output of the above example of getAttribute
:
// <a-entity geometry="primitive: box; width: 3"> |
More often we will want to use getComputedAttribute
to inspect the component’s data. Though sometimes we might want to use getAttribute
to discern which properties were explicitly defined.
getObject3D (type)
getObject3D
looks up a child THREE.Object3D
of the entity that is registered under type
for object3DMap
:
AFRAME.registerComponent('example-mesh', { |
`getOrCreateObject3D (type, Constructor)
If the entity does not have a THREE.Object3D
registered under type
, getOrCreateObject3D
will register an instantiated THREE.Object3D
using the passed Constructor
. If the entity does have an THREE.Object3D
registered under type
, getOrCreateObject3D
will act as getObject3D
:
AFRAME.registerComponent('example-geometry', { |
pause ()
pause
will stop any dynamic behavior as defined by animations and components. When an entity is paused, it will stop all of its animations and call Component.pause
on each of its components. It is up to the components to implement how they paused, but they generally remove event listeners and background behavior. An entity will call pause
on all of its children when it is paused itself.
// <a-entity id="spinning-jumping-ball"> |
For example, the look-controls component on pause will remove event handlers that listen for input.
play ()
play
will start any dynamic behavior as defined by animations and components. This is automatically called when the entity is attached. When an entity calls play
, it will call play
on all of its children.
entity.pause(); |
For example, the sound component on play will begin playing the sound.
setAttribute (attr, value, componentAttrValue)
If attr
is not the name of a registered component or the component is a single-property component, setAttribute
behaves mostly as it normally would:
entity.setAttribute('visible', false); |
Though if attr
is the name of a registered component, it may handle special parsing for the value. For example, the position component is a single-property component, but its property type parser allows it to take an object:
entity.setAttribute('position', { x: 1, y: 2, z: 3 }); |
Putting Multi-Property Component Data
To set or replace component data for a multi-property component, we can pass the name of a registered component as the attr
, and pass an object of properties as the value
:
// All previous properties for the light component will be removed and overwritten. |
Updating Multi-Property Component Data
To update individual properties for a multi-property component, we can pass the name of registered component as the attr
, a property name as the second argument, and the property value to set as the third argument:
// All previous properties for the material component (besides the color) will be unaffected. |
setObject3D (type, obj)
setObject3D
will register the passed obj
, a THREE.Object3D
, as type
under the entity’s object3DMap
. obj
will be added as a child of the entity’s root object3D
. Passing in the value null
for obj
has the effect of unregistered the THREE.Object3D
previously registered under type
.
AFRAME.registerComponent('example-orthogonal-camera', { |
removeAttribute (attr)
If attr
is the name of a registered component, along with removing the attribute from the DOM, removeAttribute
will also detach the component from the entity, invoking the component’s remove
lifecycle method.
entity.removeAttribute('sound'); // The entity will no longer play sound. |
removeObject3D (type)
removeObject3D
removes the object specified by type
from the entity’s THREE.Group
and thus from the scene. This will update the entity’s object3DMap
, setting the value of the type
key to null
. This is generally called from a component, often within the remove handler:
AFRAME.registerComponent('example-light', { |
removeState (stateName)
removeState
will pop a state from the entity. This will emit the stateremove
event, and the state can then be checked for its removal using .is
:
entity.addEventListener('stateremoved', function (evt) { |
Events
Event Name | Description |
---|---|
child-attached | A child was attached to the entity. The event detail will provide the attached child. |
componentchanged | One of the entity’s component’s data was modified. The event detail will provide what data on what changed. |
loaded | The entity has attached and initialized all of its components. |
pause | The entity is now inactive and paused in terms of dynamic behavior. |
play | The entity is now active and playing in terms of dynamic behavior. |
stateadded | The entity received a new state. The event detail will provide which state was attached. |
stateremoved | The entity no longer has a certain state. The event detail will provide which state was detached. |
Listening for Component Changes
We can use the componentchanged
event to listen for changes to the entity:
entity.addEventListener('componentchanged', function (evt) { |
Event Detail
Below is what the event detail will contain for componentchanged
:
Property | Description |
---|---|
name | Name of component that had its data modified. |
newData | Component’s new data, after it was modified. |
oldData | Component’s previous data, before it was modified. |