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Ring

Ring Geometry.

All wire objects have a set of basic attributes {object_id, action, type, persist, data}. The data attribute defines the object-specific attributes

Ring Attributes

Attribute Type Default Description Required
object_id string   A uuid or otherwise unique identifier for this object. Yes
persist boolean True Persist this object in the database. Yes
type string; Must be: object 'object' AFrame 3D Object Yes
action string; One of: ['create', 'delete', 'update'] 'create' Message action create, update, delete. Yes
ttl integer   When applied to an entity, the entity will remove itself from DOM after the specified number of seconds. Update is allowed, which will reset the timer to start from that moment. No
data Ring data   Ring Data Yes

Ring Data Attributes

Attribute Type Default Description Required
object_type string; Must be: ring ring 3D object type. Yes
radiusInner number 0.8 radius inner Yes
radiusOuter number 1.2 radius outer Yes
segmentsPhi integer 10 segments phi No
segmentsTheta integer 32 segments theta No
thetaLength number 360 theta length No
thetaStart number 0 theta start No
parent string   Parent’s object_id. Child objects inherit attributes of their parent, for example scale and translation. No
position position   3D object position. Yes
rotation rotation   3D object rotation in quaternion representation; Right-handed coordinate system. Euler degrees are deprecated in wire message format. Yes
scale scale   3D object scale. No
visible boolean True Whether object is visible. Property is inherited. No
animation animation   Animate and tween values. No
armarker armarker   A location marker (such as an AprilTag, a lightAnchor, or an UWB tag), used to anchor scenes, or scene objects, in the real world. No
click-listener click-listener   Object will listen for mouse events like clicks. No
box-collision-listener box-collision-listener   Listen for bounding-box collisions with user camera and hands. Must be applied to an object or model with geometric mesh. Collisions are determined by course bounding-box overlaps. No
collision-listener string   Name of the collision-listener, default can be empty string. Collisions trigger click events. No
blip blip   When the object is created or deleted, it will animate in/out of the scene instead of appearing/disappearing instantly. Must have a geometric mesh. No
static-body static-body   A fixed-position or animated object. Other objects may collide with static bodies, but static bodies themselves are unaffected by gravity and collisions. No
dynamic-body dynamic-body   A freely-moving object. Dynamic bodies have mass, collide with other objects, bounce or slow during collisions, and fall if gravity is enabled. No
goto-landmark goto-landmark   Teleports user to the landmark with the given name. Requires click-listener. No
goto-url goto-url   Load new URL when object is clicked. Requires click-listener. No
hide-on-enter-ar boolean; Must be: True True Hide object when entering AR. Remove component to not hide. No
hide-on-enter-vr boolean; Must be: True True Hide object when entering VR. Remove component to not hide. No
show-on-enter-ar boolean; Must be: True True Show object when entering AR. Hidden otherwise. No
show-on-enter-vr boolean; Must be: True True Show object when entering VR. Hidden otherwise. No
impulse impulse   Apply an impulse to an object to set it in motion. This happens in conjunction with an event. Requires click-listener and physics. No
landmark landmark   Define entities as a landmark; Landmarks appears in the landmark list and you can move (teleport) to them; You can define the behavior of the teleport: if you will be at a fixed or random distance, looking at the landmark, fixed offset or if it is constrained by a navmesh (when it exists). No
material-extras material-extras   Define extra material properties, namely texture encoding, whether to render the material’s color and render order. No
shadow shadow   The shadow component enables shadows for an entity and its children. Adding the shadow component alone is not enough to display shadows in your scene. We must have at least one light with castShadow: true enabled. No
sound sound   The sound component defines the entity as a source of sound or audio. The sound component can be positional and is thus affected by the component’s position. No
textinput textinput   Opens an HTML prompt when clicked. Sends text input as an event on MQTT. Requires click-listener. No
url string   Use File Store paths under ‘store/users/username’, see CDN and other storage options in the description above. No
remote-render remote-render   Whether or not an object should be remote rendered [Experimental]. No
video-control video-control   Adds a video to an entity and controls its playback. No
attribution attribution   Attribution Component. Saves attribution data in any entity. No
spe-particles spe-particles   GPU based particle systems in A-Frame. No
look-at string   The look-at component defines the behavior for an entity to dynamically rotate or face towards another entity or position. Use ‘#my-camera’ to face the user camera, otherwise can take either a vec3 position or a query selector to another entity. No
buffer boolean True Transform geometry into a BufferGeometry to reduce memory usage at the cost of being harder to manipulate (geometries only: box, circle, cone, …). No
jitsi-video jitsi-video   Apply a jitsi video source to the geometry. No
material material {'color': '#7f7f7f'} The material properties of the object’s surface. No
multisrc multisrc   Define multiple visual sources applied to an object. No
screenshareable boolean True Whether or not a user can screenshare on an object. No
skipCache boolean False Disable retrieving the shared geometry object from the cache. (geometries only: box, circle, cone, …). No