Component
NOTE: This version of the documentation tracks unstable development happening on A-Frame’s
master
branch. If you wish to try it out, grab the unstable build. Otherwise, head to the documentation for the current 1.6.0 version
In the entity-component-system pattern, a component is a reusable and modular chunk of data that we plug into an entity to add appearance, behavior, and/or functionality.
In A-Frame, components modify entities which are 3D objects in the scene. We mix and compose components together to build complex objects. They let us encapsulate three.js and JavaScript code into modules that we can use declaratively from HTML.
As an abstract analogy, if we define a smartphone as an entity, we might use components to give it appearance (color, shape), to define its behavior (vibrate when called, shut down on low battery), or to add functionality (camera, screen).
Components are roughly analogous to CSS. Like how CSS rules modify the appearance of elements, component properties modify the appearance, behavior, and functionality of entities.
Component HTML Form
A component holds a bucket of data in the form of one or more component properties. Components use this data to modify entities. Consider an engine component, we might define properties such as horsepower or cylinders.
HTML attributes represent component names and the value of those attributes represent component data.
Single-Property Component
If a component is a single-property component, meaning its data consists of a single value, then in HTML, the component value looks like a normal HTML attribute:
<!-- `position` is the name of the position component. --> |
Multi-Property Component
If a component is a multi-property component, meaning the data consists of multiple properties and values, then in HTML, the component value resembles inline CSS styles:
<!-- `light` is the name of the light component. --> |
Register a Component
AFRAME.registerComponent (name, definition)
Register an A-Frame component. We must register components before we use them
anywhere in <a-scene>
. Meaning from an HTML file, components should come in
order before <a-scene>
.
{string} name
- Component name. The component’s public API as represented through an HTML attribute name.{Object} definition
- Component definition. Contains schema and lifecycle handler methods.
// Registering component in foo-component.js |
<!-- Usage of `foo` component. --> |
Schema
The schema is an object that defines and describes the property or properties of the component. The schema’s keys are the names of the property, and the schema’s values define the types and values of the property (in case of a multi-property component):
AFRAME.registerComponent('bar', { |
<a-scene> |
Image by Ruben Mueller from vrjump.de
Property Types
Property types primarily define how the schema parses incoming data from the
DOM for each property. The parsed data will then be available via the data
property on the component’s prototype. Below are A-Frame’s built-in property
types:
Property Type | Description | Default Value |
---|---|---|
array | Parses comma-separated values to array (i.e., "1, 2, 3" to ['1', '2', '3']) . |
[] |
asset | For URLs pointing to general assets. Can parse URL out of a string in the form of url(<url>) . If the value is an element ID selector (e.g., #texture ), this property type will call getElementById and getAttribute('src') to return a URL. The asset property type may or may not change to handle XHRs or return MediaElements directly (e.g., <img> elements). |
‘’ |
audio | Same parsing as the asset property type. Will possibly be used by the A-Frame Inspector to present audio assets. |
‘’ |
boolean | Parses string to boolean (i.e., "false" to false, everything else truthy). |
false |
color | Currently doesn’t do any parsing. Primarily used by the A-Frame Inspector to present a color picker. Also, it is required to use color type for color animations to work. | #FFF |
int | Calls parseInt (e.g., "124.5" to 124 ). |
0 |
map | Same parsing as the asset property type. Will possibly be used by the A-Frame Inspector to present texture assets. |
‘’ |
model | Same parsing as the asset property type. Will possibly be used by the A-Frame Inspector to present model assets. |
‘’ |
number | Calls parseFloat (e.g., "124.5" to 124.5 ). |
0 |
selector | Calls querySelector (e.g., "#box" to <a-entity id="box"> ). |
null |
selectorAll | Calls querySelectorAll and converts NodeList to Array (e.g., ".boxes" to [<a-entity class=”boxes”, …]), |
null |
string | Doesn’t do any parsing. | ‘’ |
vec2 | Parses two numbers into an {x, y} object (e.g., 1 -2 to {x: 1, y: -2} . |
{x: 0, y: 0} |
vec3 | Parses three numbers into an {x, y, z} object (e.g., 1 -2 3 to {x: 1, y: -2, z: 3} . |
{x: 0, y: 0, z: 0} |
vec4 | Parses four numbers into an {x, y, z, w} object (e.g., 1 -2 3 -4.5 to {x: 1, y: -2, z: 3, w: -4.5} . |
{x: 0, y: 0, z: 0, w: 0} |
Property Type Inference
The schema will try to infer a property type given only a default value:
schema: {default: 10} // type: "number" |
The schema will set a default value if not provided, given the property type:
schema: {type: 'number'} // default: 0 |
Custom Property Type
We can also define our own property type by providing a parse
and stringify
function in place of a type
:
schema: { |
parse
is called when component properties are updated by setAttribute
method.
stringify
is called when DOM is updated by flushToDom method.
Single-Property Schema
A component can either be a single-property component (consisting of one anonymous value) or a multi-property component (consisting of multiple named values). A-Frame will infer whether a component is single-property vs. multi-property based on the structure of the schema.
A single-property component’s schema contains type
and/or default
keys, and
the schema’s values are plain values rather than objects:
AFRAME.registerComponent('foo', { |
<a-scene> |
Definition Lifecycle Handler Methods
With the schema being the anatomy, the lifecycle methods are the physiology; the schema defines the shape of the data, the lifecycle handler methods use the data to modify the entity. The handlers will usually interact with the Entity API.
Lifecycle method handlers. Image by Ruben Mueller from vrjump.de
Overview of Methods
Method | Description |
---|---|
init | Called once when the component is initialized. Used to set up initial state and instantiate variables. |
update | Called both when the component is initialized and whenever any of the component’s properties is updated (e.g, via setAttribute). Used to modify the entity. |
remove | Called when the component is removed from the entity (e.g., via removeAttribute) or when the entity is detached from the scene. Used to undo all previous modifications to the entity. |
tick | Called on each render loop or tick of the scene. Used for continuous changes or checks. |
tock | Called on each render loop or tick of the scene after the scene has rendererd. Used for post processing effects or other logic that needs to happen after the scene has been drawn. |
play | Called whenever the scene or entity plays to add any background or dynamic behavior. Also called once when the component is initialized. Used to start or resume behavior. |
pause | Called whenever the scene or entity pauses to remove any background or dynamic behavior. Also called when the component is removed from the entity or when the entity is detached from the scene. Used to pause behavior. |
updateSchema | Called whenever any of the component’s properties is updated. Can be used to dynamically modify the schema. |
Component Prototype Properties
Within the methods, we have access to the component prototype via this
:
Property | Description |
---|---|
this.data | Parsed component properties computed from the schema default values, mixins, and the entity’s attributes. Important: Do not modify the data attribute directly. It is updated internally by A-Frame. To modify a component, use setAttribute. |
this.el | Reference to the entity as an HTML element. |
this.el.sceneEl | Reference to the scene as an HTML element. |
this.id | If the component can have multiple instances, the ID of the individual instance of the component (e.g., foo from sound__foo ). |
.init ()
.init ()
is called once at the beginning of the component’s lifecycle.
An entity can call the component’s init
handler:
- When the component is statically set on the entity in the HTML file and the page is loaded.
- When the component is set on an attached entity via
setAttribute
. - When the component is set on an unattached entity, and the entity is
then attached to the scene via
appendChild
.
The init
handler is often used to:
- Set up initial state and variables
- Bind methods
- Attach event listeners
For example, a cursor component’s init
would set state variables, bind
methods, and add event listeners:
AFRAME.registerComponent('cursor', { |
.update (oldData)
.update (oldData)
is called whenever the component’s properties change,
including at the beginning of the component’s lifecycle. An entity can call a
component’s update
handler:
- After
init ()
is called, at the beginning of component’s lifecycle. - When the component’s properties are updated with
.setAttribute
.
The update
handler is often used to:
- Do most of the work in making modifications to the entity, using
this.data
. - Modify the entity whenever one or more component properties change.
Granular modifications to the entity can be done by diffing the current
dataset (this.data
) with the previous dataset before the update (oldData
).
A-Frame calls .update()
both at the beginning of a component’s lifecycle and every
time a component’s data changes (e.g., as a result of setAttribute
). The
update handler often uses this.data
to modify the entity. The update handler
has access to the previous state of a component’s data via its first argument.
We can use the previous data of a component to tell exactly which
properties changed to do granular updates.
For example, the visible component’s update
sets the visibility of
the entity.
AFRAME.registerComponent('visible', { |
.remove ()
.remove ()
is called whenever the component is detached from the entity. An
entity can call a component’s remove
handler:
- When the component is removed from the entity via
removeAttribute
. - When the entity is detached from the scene (e.g.,
removeChild
).
The remove
handler is often used to:
- Remove, undo, or clean up all of the component’s modifications to the entity.
- Detach event listeners.
For example, when the light component is removed, the light component will remove the light object that it had previously set on the entity, thus removing it from the scene.
AFRAME.registerComponent('light', { |
.tick (time, timeDelta)
.tick ()
is called on each tick or frame of the scene’s render loop. The scene
will call a component’s tick
handler:
- On each frame of the render loop.
- On the order of 60 to 120 times per second.
- If the entity or scene is not paused (e.g., the Inspector is open).
- If the entity is still attached to the scene.
The tick
handler is often used to:
- Continuously modify the entity on each frame or on an interval.
- Poll for conditions.
The tick
handler is provided the global uptime of the scene in milliseconds
(time
) and the time difference in milliseconds since the last frame
(timeDelta
). These can be used for interpolation or to only run parts of the
tick
handler on a set interval.
For example, the tracked controls component will progress the controller’s animations, update the controller’s position and rotation, and check for button presses.
AFRAME.registerComponent('tracked-controls', { |
.tock (time, timeDelta, camera)
Identical to the tick method but invoked after the scene has rendered.
The tock
handler is used to run logic that needs access to the drawn scene before it’s pushed into the headset like postprocessing effects.
.pause ()
.pause ()
is called when the entity or scene pauses. The entity can call a
component’s pause
handler:
- Before the component is removed, before the
remove
handler is called. - When the entity is paused with
Entity.pause ()
. - When the scene is paused with
Scene.pause ()
(e.g., the Inspector is opened).
The pause
handler is often used to:
- Remove event listeners.
- Remove any chances of dynamic behavior.
For example, the sound component will pause the sound and remove an event listener that would have played a sound on an event:
AFRAME.registerComponent('sound', { |
.play ()
.play ()
is called when the entity or scene resumes. The entity can call
a component’s play
handler:
- When the component is first attached, after the
update
handler is called. - When the entity was paused but then resumed with
Entity.play ()
. - When the scene was paused but then resumed with
Scene.play ()
.
The play
handler is often use to:
- Add event listeners.
For example, the sound component will play the sound and update the event listener that would play a sound on an event:
AFRAME.registerComponent('sound', { |
.updateSchema (data)
.updateSchema ()
, if defined, is called on every update in order to check if
the schema needs to be dynamically modified.
The updateSchema
handler is often used to:
- Dynamically update or extend the schema, usually depending on the value of a property.
For example, the geometry component checks if the primitive
property changed to determine whether to update the schema for a different
type of geometry:
AFRAME.registerComponent('geometry', { |
Definition Properties
dependencies
dependencies
allows for control on ordering of component initialization if a
component depends on one or more other components. Component names specified in
the dependencies
array will be initialized left-to-right before initializing
the current component. If the dependency have other dependency components,
those other dependency components will be ordered in the same manner:
// Initializes last. |
multiple
The multiple
flag allows for a component to have multiple instances of itself
on an entity. Since multiple
is set to false
by default, an entity could
only have a single instance of a component. For example, an entity could only
have one geometry component.
But if a component has multiple
set to true
, then the component can have
multiple instances:
AFRAME.registerComponent('foo', { |
In the DOM, we can differentiate between instances of the component by giving a
suffix of a double underscore and ID (__<ID>
). For example, to attach
multiple instances of the sound component:
<a-scene> |
From the component lifecycle handler methods, we can differentiate between
instances of the component with this.id
. If a component instance is set with
foo__bar
, then this.id
would be "bar"
:
AFRAME.registerComponent('foo', { |
If we’re doing a setObject3D()
, we’ll usually want to use this.attrName
. If
a component instance is set with foo__bar
, then this.attrName
would be
foo__bar
. This gives us a namespace and an ID to set an object3D
on the
entity’s object3DMap
:
AFRAME.registerComponent('foo', { |
sceneOnly
The sceneOnly
flag indicates if a component can only be applied to the scene
entity. Since sceneOnly
is set to false
by default, the component can be added
to any entity. For example, any entity could have a geometry component.
But if a component has sceneOnly
set to true
, then the component can only be
applied to <a-scene>
:
AFRAME.registerComponent('foo', { |
events
The events
object allows for conveniently defining event handlers that get
binded and automatically attached and detached at appropriate times during the
component’s lifecycle:
- Attached on
.play()
- Detached on
.pause()
and.remove()
Using events
ensures that event handlers properly clean themselves up when
the entity or scene is paused, or the component is detached. If a component’s
event handlers are registered manually and not detached properly, the event
handler can still fire even after the component no longer exists.
AFRAME.registerComponent('foo', { |
before
/ after
The before
and after
properties allow a component to specify when their .tick()
and .tock()
methods should be called in relation to other components. This is
useful in cases where the component depends on the result of others. For example, a
component that uses the world position of the users hands would want to run after the
hand-tracking-controls
component so that the position it sees is up to date.
While both a before
and a after
constraint can be specified, only one is needed.
A-Frame will automatically determine a suitable order among all registered components.
In case the constraints cause an impossible situation, e.g. when one component would
need to be both before and after another component, a warning will be logged and
the resulting order is undefined.
Here’s an example showing how to use before
and after
:
AFRAME.registerComponent('foo', { |
Note that the order is global, meaning in the above example all bar
components get
their .tick()
method called before any foo
component. It does not matter if these
components are on the same entity or not.
Component Prototype Methods
.flushToDOM ()
To save on CPU time on stringification, A-Frame will only update in debug mode
the component’s serialized representation in the actual DOM. Calling
flushToDOM ()
will manually serialize the component’s data and update the
DOM:
document.querySelector('[geometry]').components.geometry.flushToDOM(); |
Read more about component-to-DOM serialization.
Accessing a Component’s Members and Methods
A component’s members and methods can be accessed through the entity from the
.components
object. Look up the component from the entity’s map of
components, and we’ll have access to the component’s internals. Consider this
example component:
AFRAME.registerComponent('foo', { |
Let’s access the bar
member and qux
method:
var fooComponent = document.querySelector('[foo]').components.foo; |