Entity
Note: This documentation is for the old 0.4.0 version of A-Frame. Check out the documentation for the current 1.6.0 version
.
A-Frame represents an entity via the <a-entity>
element. As defined in the
entity-component-system pattern, entities are placeholder objects to
which we plug in components to provide them appearance, behavior, and
functionality.
In A-Frame, entities are inherently attached with 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 its properties and methods detailed below.
Properties
components
<a-entity>.components
is an object of components attached to the entity. This
gives us access to the entity’s components including each component’s data,
state, and methods.
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 the entity is active and playing. If we pause the entity , then
isPlaying
becomes 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. |
We can access the different types of Object3D
s through object3DMap
.
object3DMap
An entity’s object3DMap
is an object that gives access to the different types
of THREE.Object3D
s (e.g., camera, meshes, lights, sounds) that components
have set.
For an entity with a geometry and light components
attached, object3DMap
might look like:
{ |
We can manage an entity’s set of THREE.Object3D
s by 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 we can check the state can 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); |
flushToDOM (recursive)
flushToDOM
will manually serialize an entity’s components’ data and update the DOM.
Read more about component-to-DOM serialization.
getAttribute (componentName)
getAttribute
retrieves parsed component data (including mixins and defaults).
// <a-entity geometry="primitive: box; width: 3"> |
If componentName
is not the name of a registered component, getAttribute
will behave as it normally would:
// <a-entity data-position="0 1 1"> |
getDOMAttribute (componentName)
getDOMAttribute
retrieves only parsed component data that is explicitly
defined in the DOM or via setAttribute
. If componentName
is the name of a
registered component, getDOMAttribute
will return only the component data
defined in the HTML as a parsed object. getDOMAttribute
for components is
the partial form of getAttribute
since the returned component data does not
include applied mixins or default values:
Compare the output of the above example of getAttribute
:
// <a-entity geometry="primitive: box; width: 3"> |
getObject3D (type)
getObject3D
looks up a child THREE.Object3D
referenced by type
on 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 we pause an entity, it will stop its animations and call
Component.pause()
on each of its components. The components decide to
implement what happens on pause, which is often removing event listeners. An
entity will call pause()
on its child entities when we pause an entity.
// <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 DOM attaches an entity. When
an entity play()
, the entity calls play()
on its child entities.
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 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
. A-Frame adds obj
as a child of the entity’s
root object3D
.
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
stateremoved
event, and we can check the state its removal using .is
:
entity.addEventListener('stateremoved', function (evt) { |
Events
Event Name | Description |
---|---|
child-attached | A child entity was attached to the entity. |
child-detached | A child entity was detached from the entity. |
componentchanged | One of the entity’s components was modified. |
componentinit | One of the entity’s components was initialized. |
componentremoved | One of the entity’s components was removed. |
loaded | The entity has attached and initialized 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. |
stateremoved | The entity no longer has a certain state. |
schemachanged | The schema of a component was changed. |
Event Detail
Below is what the event detail contains for each event:
Event Name | Property | Description |
---|---|---|
child-attached | el | Reference to the attached child element. |
componentchanged | name | Name of component that had its data modified. |
id | ID 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. | |
componentinitialized | name | Name of component that was initialized. |
id | ID of component that had its data modified. | |
data | Component data. | |
componentremoved | name | Name of component that was removed. |
id | ID of component that was removed. | |
stateadded | state | The state that was attached (string). |
stateremoved | state | The state that was detached (string). |
schemachanged | component | Name of component that had it’s schema changed. |
Listening for Component Changes
We can use the componentchanged
event to listen for changes to the entity:
entity.addEventListener('componentchanged', function (evt) { |
Listening for Child Elements Being Attached and Detached
We can use the child-attached
and child-detached
events to listen for when
the scene attaches or detaches an entity:
entity.addEventListener('child-attached', function (evt) { |