Building with Components
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
Fork the 360° Image Gallery Boilerplate on GitHub.
Let’s create an example of building a scene using an entity-component-system workflow. This guide will introduce three concepts:
- Using the standard components that ship with A-Frame.
- Using community components from the ecosystem.
- Writing custom components to accomplish whatever we want.
The scene we will build is a 360° image gallery. There will be three panels which the user can click on. Once clicked, the background will fade and swap the 360° images.
Skeleton
This is the starting point for our scene:
<a-scene> |
We have predefined:
- Several images to choose from in the Asset Management System within
<a-assets>
. - Our 360° image placeholder with
<a-sky>
. - A cursor with visual feedback using event-driven animations, fixed to the camera.
Using Standard Components
Standard components are components that ship with A-Frame, like any standard library. We’ll go over how to attach these components to entities and configure them from HTML.
We want to build a textured plane to act as a link that when clicked, will change the 360° image. We start with an empty entity. Without any components, any empty entity does nothing and renders nothing:
<a-entity class="link"></a-entity> |
To give our entity shape, we can attach the geometry component, configured to a plane shape. We specify the component data using a syntax that resembles that of inline CSS styles:
<a-entity class="link" |
Then to give our entity appearance, we can attach the material
component. We set shader
to flat
so the image isn’t affected
negatively by lighting. And we set src
to #cubes-thumb
, a selector to one
of the images defined in the Asset Management System.
<a-entity class="link" |
We can continue adding features to our entity by plugging in more components.
Let’s attach one more standard component, the sound component. We want
to make it such that when we click (via gazing) on the link, it plays a click
sound. The syntax is the same as before, but instead we are now using the sound
component’s properties. We set on
to click
so the sound is played on click.
And we set src
to #click-sound
, a selector to our <audio>
element.
<a-entity class="link" |
Now we have a textured plane that plays a click sound when clicked.
Using Community Components
A-Frame comes with a small core of standard components, but the magic is in the large number of open source community components in the A-Frame ecosystem. We can find community components from places such as the A-Frame Registry or the awesome-aframe repo. We can drop them into our scene and use them straight in our HTML. Components can do anything. By using components that other people have developed, we gain power without needing to write our own code.
We’ll go through using three community components:
Community components are generally available through both GitHub and published on npm. An easy way to include components is to use the unpkg.com CDN, which lets us include components hosted on npm as a script tag, even with support for specifying fuzzy versions. We usually just need to know the component’s npm package name and the path:
<html> |
Community components are curated to the A-Frame Registry. If a component is on the Registry, there is a way to include it without having to know which version of the component is compatible with your A-Frame version and without having to know the path. angle is a command-line tool for A-Frame that has a command to install components straight to our HTML files.
npm install -g angle |
Template Component
Currently, we have one link. We want to create three of them, one for each of our 360° images.
The template component integrates templating engines into A-Frame. This lets us do things such as encapsulate groups of entities, passing data to generate entities, or iteration. Since we want to turn one link into three, without copy-and-pasting HTML, we can use the template component.
If we read the template component’s documentation, we see one way
to define a template is via a script tag in <a-assets>
. Let’s make our link a
template and give it a name using an id
:
<a-assets> |
Then we can use the template to create multiple planes without much work:
<a-entity template="src: #plane"></a-entity> |
But then they’ll all be displaying the same image texture and look the same.
Here is where we’ll need a template engine with variable substitution. The
template component comes with simple ES6 string
interpolation (i.e., ${var}
format). Though the template
component supports many popular templating engines such as Nunjucks, Jade,
Handlebars, or Mustache.
To allow each instance of the template to be customizable, we define a
${thumb}
variable in the template, which we can pass using data
attributes:
<a-assets> |
The template component has allowed us to not have to repeat a lot of HTML, keeping our scene very readable.
Layout Component
Because the default position of an entity is 0 0 0
, the entities will
overlap. While we could manually position each link, we could instead use the
layout component to do it for us. The layout component will
automatically position its children to the specified layout.
We create a wrapper entity around our links and attach the layout component
using the line
layout:
<a-entity id="links" layout="layout: line; margin: 1.5" position="-3 -1 -4"> |
Now our links are no longer overlapping without us having to calculate and fiddle with positions. The layout component supports other layouts including grid, circle, and dodecahedron.
Event-Set Component
Lastly, we’ll add some visual feedback to our links. We want them to scale up
and scale back when they are hovered or clicked. This involves writing an event
listener to do setAttribute
s on the scale component in response to
cursor events. This is a fairly common pattern so there is an
event-set component that does setAttribute
in response to
events.
Let’s attach event listeners on our links to scale them up when they are gazed
over, scale them down as they are being clicked, and scale them back when they
are no longer gazed upon. We are mimicking CSS :hover
states. We can specify
event names with _event
properties, and the rest of the properties define the
setAttribute
calls. Notice that the event-set component can have multiple
instances:
<a-assets> |
Wielding components, we were able to do a lot with surprisingly little HTML. Though the ecosystem has a lot to offer, non-trivial VR applications will require us to write application-specific components.
Writing an Application-Specific Component
View the full
set-image
component on GitHub.
We want to write the component that fades the sky into a new 360° image
once one of the links are clicked. We’ll call it set-image
. The component
API documentation provides a detailed reference for writing a
component. A basic component skeleton might look like:
Here is the skeleton for our set-image component.
AFRAME.registerComponent('set-image', { |
Now we decide what the API for our image-setting component will be. We need:
- An event name to listen to.
- Which entity to change the texture of.
- The image texture.
- An animation fade duration.
So we translate those properties to the schema:
AFRAME.registerComponent('set-image', { |
Now we set up the event listener to change the image while the texture has
faded to black. Whenever the event is emitted (in our case, a click), then the
component will trigger the animation (which is listening for set-image-fade
),
wait the appropriate amount of time, and swap the image:
//... |
And that concludes our 360° image gallery.