Writing a Component
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
Components of A-Frame’s entity-component framework are JavaScript modules that can be mixed, matched, and composed onto entities to build appearance, behavior, and functionality. We can register component in JavaScript and use it declaratively from the DOM. Components are configurable, reusable, and shareable. Most code in an A-Frame application should live within components.
Image by Ruben Mueller from vrjump.de
This guide will take it pretty slow. We recommend skimming over the Component
API documentation before going through this guide as that
documentation will be more concise. Note that components should be defined
before <a-scene>
like:
<html> |
We’ll go over examples on writing components. The examples will do mostly trivial things, but will demonstrate data flow, API, and usage. To see examples of non-trivial components, see the Learning Through Components in Ecosystem section.
Example: hello-world
Component
Let’s start with the most basic component to get a general idea. This component
will log a simple message once when the component’s entity is attached using
the .init()
handler.
Registering the Component with AFRAME.registerComponent
Components are registered with AFRAME.registerComponent()
. We pass the name of
the component, which will be used as the HTML attribute name in the component’s
representation in the DOM. Then we pass the component definition which is a
JavaScript object of methods and properties. Within the definition, we can
define lifecycle handler methods. One of which is .init()
, which
is called once when the component is first plugged into its entity.
In the example below, we just have our .init()
handler log a simple message.
AFRAME.registerComponent('hello-world', { |
Using the Component from HTML
Then we can use our hello-world
component declaratively as an HTML attribute.
<a-scene> |
Now after the entity is attached and initialized, it will initialize our
hello-world
component. The wonderful thing about components is that they are
called only after the entity is ready. We don’t have to worry about waiting
for the scene or entity to set up, it’ll just work! If we check the console,
Hello, World!
will be logged once after the scene has started running and the
entity has attached.
Using the Component from JS
Another way to set a component, rather than via static HTML, is to set it
programmatically with .setAttribute()
. The scene element can take components
too, let’s set our hello-world
component on the scene programmatically:
document.querySelector('a-scene').setAttribute('hello-world', ''); |
Example: log
Component
Similar to the hello-world
component, let’s make a log
component. It’ll
still only just do console.log
, but we’ll make it able to console.log
more
than just Hello, World!
. Our log
component will log whatever string its
passed in. We’ll find out how to pass data to components by defining
configurable properties via the schema.
Defining Properties with the Schema
The schema defines the properties of its component. As an analogy, if we think of a component as a function, then a component’s properties are like its function arguments. A property has a name (if the component has more than one property), a default value, and a property type. Property types define how data is parsed if its passed as a string (i.e., from the DOM).
For our log
component, let’s define a message
property type via the
schema
. The message
property type will have a string
property type and
have a default value of Hello, World!
:
AFRAME.registerComponent('log', { |
Using Property Data from a Lifecycle Handler
The string
property type doesn’t do any parsing on the incoming data and will
pass it to the lifecycle method handlers as is. Now let’s console.log
that
message
property type. Like the hello-world
component, we write a .init()
handler, but this time we won’t be logging a hardcoded string. The component’s
property type values are available through this.data
. So let’s log
this.data.message
!
AFRAME.registerComponent('log', { |
Then from HTML, we can attach the component to an entity. For a multi-property
component, the syntax is the same as inline css styles (property
name/value pairs separated by :
and properties separated by ;
):
<a-scene> |
Handling Property Updates
So far, we’ve been using just the .init()
handler which is called only once
at the beginning of the component lifecycle with only its initial properties.
But components often have their properties updated dynamically. We can use the
.update()
handler to handle property updates.
Lifecycle method handlers. Image by Ruben Mueller from vrjump.de
To demonstrate this, we’ll have our log
component only log whenever its
entity emits an event. First, we’ll add an event
property type that
specifies which event the component should listen on.
// ... |
Then we’ll actually move everything from our .init()
handler to our
.update()
handler. The .update()
handler is also called right after
.init()
when the component is attached. Sometimes, we have most of our logic
in the .update()
handler so we can initialize and handle updates all at
once without repeating code.
What we want to do is add an event listener that will
listen to the event before logging a message. If the event
property type is
not specified, we’ll just log the message:
AFRAME.registerComponent('log', { |
Now that we’ve added our event listener property, let’s handle an actual
property update. When the event
property type changes (e.g., as a result of
.setAttribute()
), we need to remove the previous event listener, and add a
new one.
But to remove an event listener, we need a reference to the function. So
let’s first store the function on this.eventHandlerFn
whenever we attach an
event listener. When we attach properties to the component via this
, they’ll
be available throughout all the other lifecycle handlers.
AFRAME.registerComponent('log', { |
Now that we have the event handler function stored. We can remove the event
listener whenever the event
property type changes. We want to only update the
event listener when the event
property type changes. We do this by checking
this.data
against the oldData
argument provided by the .update()
handler:
AFRAME.registerComponent('log', { |
Now let’s test our component with an updating event listener. Here’s our scene:
<a-scene> |
Let’s have our entity emit the event to test it out:
var el = document.querySelector('a-entity'); |
Now let’s update our event to test the .update()
handler:
var el = document.querySelector('a-entity'); |
Handling Component Removal
Let’s handle the case where the component unplugs from the entity
(i.e., .removeAttribute('log')
). We can implement the .remove()
handler
which is called when the component is removed. For the log
component, we
remove any event listeners the component attached to the entity:
AFRAME.registerComponent('log', { |
Now let’s test out the remove handler. Let’s remove the component and check that emitting the event no longer does anything:
<a-scene> |
var el = document.querySelector('a-entity'); |
Allowing Multiple Instances of a Component
Let’s allow having multiple log
components attached to the same entity. To do
so, we enable multiple instancing with the .multiple
flag. Let’s
set that to true
:
AFRAME.registerComponent('log', { |
The syntax for an attribute name for a multiple-instanced component has the
form of <COMPONENTNAME>__<ID>
, a double-underscore with an ID suffix. The ID
can be whatever we choose. For example, in HTML:
<a-scene> |
Or from JS:
var el = document.querySelector('a-entity'); |
Within the component, if we wanted, we can tell between different instances
using this.id
and this.attrName
. Given log__helloworld
, this.id
would
be helloworld
and this.attrName
would be the full log__helloworld
.
And there we have our basic log
component!
Example: box
Component
For a less trivial example, let’s find out how we can add 3D objects and affect
the scene graph by writing a component that uses three.js. To get
the idea, we’ll just make a basic box
component that creates a box mesh with both
geometry and material.
Image by Ruben Mueller from vrjump.de
Note: this is just a 3D equivalent of writing a Hello, World!
component.
A-Frame provides geometry and material components if we
actually wanted to make a box in practice.
Schema and API
Let’s start with the schema. The schema defines the API of your component.
We’ll make the width
, height
, depth
, and color
configurable through the
properties. The width
, height
, and depth
will be number types (i.e.,
floats) with a default of 1 meter. The color
type will have a color type
(i.e., a string) with a default of gray:
AFRAME.registerComponent('box', { |
Later, when we use this component via HTML, the syntax will look like:
<a-scene> |
Creating the Box Mesh
Let’s create our three.js box mesh from the .init()
, and we’ll later let the
.update()
handler handle all the property updates. To create a box in
three.js, we’ll create a THREE.BoxGeometry
.
Generators such as BoxGeometry
now create a BufferGeometry.
See the three.js manual to
learn about creating a custom BufferGeometry
. (The less-performant Geometry
class is not
available in recent versions of three.js nor A-Frame.)
We’ll also need a
THREE.MeshStandardMaterial
, and finally a
THREE.Mesh
. Then we set the mesh on our entity to add the mesh to the
three.js scene graph using .setObject3D(name, object)
:
AFRAME.registerComponent('box', { |
Now let’s handle updates. If the geometry-related properties (i.e., width
,
height
, depth
) update, we’ll just recreate the geometry. If the
material-related properties (i.e., color
) update, we’ll just update the
material in place. To access the mesh to update it, we use
.getObject3D('mesh')
.
AFRAME.registerComponent('box', { |
Removing the Box Mesh
Lastly, we’ll handle when the component or entity is removed. In this case,
we’ll want to remove the mesh from the scene. We can do so with the .remove()
handler and .removeObject3D(name)
:
AFRAME.registerComponent('box', { |
And that wraps up the basic three.js box
component! In practice, a three.js
component would do something more useful. Anything that can be accomplished in
three.js can be wrapped in an A-Frame component to make it declarative. So
check out the three.js features and ecosystem and see what components you can
write!
Example: follow
Component
Let’s write a follow
component where we tell one entity to follow another.
This will demonstrate the use of the .tick()
handler which adds a
continuously running behavior that runs on every frame of the render loop to
the scene. This will also demonstrate relationships between entities.
Schema and API
First off, we’ll need a target
property that specifies which entity to
follow. A-Frame has a selector
property type to do the trick, allowing
us to pass in a query selector and get back an entity element. We’ll also add a
speed
property (in m/s) to tell specify how fast the entity should follow.
AFRAME.registerComponent('follow', { |
Later, when we use this component via HTML, the syntax will look like:
<a-scene> |
Creating a Helper Vector
Since the .tick()
handler will be called on every frame (e.g., 90 times per
second), we want to make sure its performant. One thing we don’t want to do is
be creating unnecessary objects on each tick such as THREE.Vector3
objects.
That would help lead to garbage collection pauses. Since we’ll need to do
some vector operations using a THREE.Vector3
, we’ll create it once in the
.init()
handler so we can later reuse it:
AFRAME.registerComponent('follow', { |
Defining a Behavior With the .tick()
Handler
Now we’ll write the .tick()
handler so the component continuously moves the
entity towards its target at the desired speed. A-Frame passes in the global
scene uptime as time
and time since the last frame as timeDelta
into the
tick()
handler, in milliseconds. We can use the timeDelta
to calculate how
far the entity should travel towards the target this frame, given the speed.
To calculate the direction the entity should head in, we subtract the entity’s
position vector from the target entity’s direction vector. We have access to
the entities’ three.js objects via .object3D
, and from there the position
vector .position
. We store the direction vector in the this.directionVec3
we previously allocated in the init()
handler.
Then we factor in the distance to go, the desired speed, and how much time
has passed since the last frame to find the appropriate vector to add to
the entity’s position. We translate the entity with .setAttribute
and in
the next frame, the .tick()
handler will be run again.
The full .tick()
handler is below. .tick()
is great because it allows an
easy way to hook into the render loop without actually having a reference to
the render loop. We just have to define a method. Follow along below with the
code comments:
AFRAME.registerComponent('follow', { |
Learning Through Components in Ecosystem
There are a large number of components in the ecosystem, most of them open source on GitHub. One way to learn is to browse the source code of other components to see how they’re built and what use cases they provide for. Here are a few places to look:
- A-Frame core components - Source code of A-Frame’s standard components.
- A-Painter components - Application-specific components for A-Painter.
- A Week of A-Frame Weekly Series
- Official Site
- Community
- Components on npm
Publishing a Component
Many components in practice will be application-specific or one-off components. But if you wrote a component that could be useful to the community and is generalized enough to work in other applications, you should publish it!
For a component template, we recommend using angle
. angle
is a
command-line interface for A-Frame; one of its features is to set up a
component template for publishing to GitHub and npm and also to be consistent
with all the other components in the ecosystem. To install the template:
npm install -g angle && angle initcomponent |
initcomponent
will ask for some information like the component name to get
the template set up. Write some code, examples, and documentation, and publish
to GitHub and npm!