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docs: sync expanded schema update
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mwfarb committed Feb 13, 2025
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28 changes: 28 additions & 0 deletions content/schemas/message/ar-hit-test.md
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---
title: AR Hit Test Settings
layout: default
parent: Objects Schema
grand_parent: ARENA Objects
---

<!--CAUTION: This file is autogenerated from https://github.com/arenaxr/arena-schemas. Changes made here may be overwritten.-->


AR Hit Test Settings
====================


A-Frame AR Hit Test Settings.

More properties at <a href='https://aframe.io/docs/1.5.0/components/ar-hit-test.html'>AR Hit Test</a> component.

AR Hit Test Settings Attributes
--------------------------------

|Attribute|Type|Default|Description|Required|
| :--- | :--- | :--- | :--- | :--- |
|**enabled**|boolean|```True```|Whether to do hit-testing or not.|Yes|
|**src**|string|```'static/images/reticle-gray.png'```|Image to use for the reticle.|Yes|
|**type**|string; One of: ```['footprint', 'map']```|```'footprint'```|Footprint is the shape of the model.|No|
|**footprintDepth**|number|```0.1```|Amount of the model used for the footprint, 1 is full height.|No|
|**mapSize**|string|```'0.5 0.5'```|If no target is set then this is the size of the map.|No|
1 change: 1 addition & 0 deletions content/schemas/message/arenaui-button-panel.md
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Expand Up @@ -63,6 +63,7 @@ ARENAUI Button Panel Attributes
|**impulse**|[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](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](material-extras)||Define extra material properties, namely texture encoding, whether to render the material's color and render order.|No|
|**model-container**|[model-container](model-container)||Overrides absolute size for a 3D model. The model can be a glTF, glb, obj, or any other supported format. The model will be rescaled to fit to the sizes specified for each axes.|No|
|**shadow**|[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](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|
|**submodel-parent**|string|```''```|When this object is parented to a hierarchical model, attaches to a named subcomponent of that model instead of the root position|No|
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1 change: 1 addition & 0 deletions content/schemas/message/arenaui-card.md
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Expand Up @@ -71,6 +71,7 @@ ARENAUI Card Panel Attributes
|**impulse**|[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](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](material-extras)||Define extra material properties, namely texture encoding, whether to render the material's color and render order.|No|
|**model-container**|[model-container](model-container)||Overrides absolute size for a 3D model. The model can be a glTF, glb, obj, or any other supported format. The model will be rescaled to fit to the sizes specified for each axes.|No|
|**shadow**|[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](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|
|**submodel-parent**|string|```''```|When this object is parented to a hierarchical model, attaches to a named subcomponent of that model instead of the root position|No|
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1 change: 1 addition & 0 deletions content/schemas/message/arenaui-prompt.md
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Expand Up @@ -64,6 +64,7 @@ ARENAUI Prompt Attributes
|**impulse**|[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](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](material-extras)||Define extra material properties, namely texture encoding, whether to render the material's color and render order.|No|
|**model-container**|[model-container](model-container)||Overrides absolute size for a 3D model. The model can be a glTF, glb, obj, or any other supported format. The model will be rescaled to fit to the sizes specified for each axes.|No|
|**shadow**|[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](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|
|**submodel-parent**|string|```''```|When this object is parented to a hierarchical model, attaches to a named subcomponent of that model instead of the root position|No|
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25 changes: 25 additions & 0 deletions content/schemas/message/bloom.md
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---
title: Bloom
layout: default
parent: Objects Schema
grand_parent: ARENA Objects
---

<!--CAUTION: This file is autogenerated from https://github.com/arenaxr/arena-schemas. Changes made here may be overwritten.-->


Bloom
=====


Use bloom post-processing effect.

Bloom Attributes
-----------------

|Attribute|Type|Default|Description|Required|
| :--- | :--- | :--- | :--- | :--- |
|**resolution**|number|```256```|Resolution of the bloom effect (width and height).|Yes|
|**strength**|number|```0.5```|Strength of the bloom effect.|Yes|
|**radius**|number|```0.1```|Radius of the bloom effect.|Yes|
|**threshold**|number|```0```|Threshold of the bloom effect.|Yes|
1 change: 1 addition & 0 deletions content/schemas/message/box.md
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Expand Up @@ -63,6 +63,7 @@ Box Attributes
|**impulse**|[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](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](material-extras)||Define extra material properties, namely texture encoding, whether to render the material's color and render order.|No|
|**model-container**|[model-container](model-container)||Overrides absolute size for a 3D model. The model can be a glTF, glb, obj, or any other supported format. The model will be rescaled to fit to the sizes specified for each axes.|No|
|**shadow**|[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](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|
|**submodel-parent**|string|```''```|When this object is parented to a hierarchical model, attaches to a named subcomponent of that model instead of the root position|No|
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1 change: 1 addition & 0 deletions content/schemas/message/capsule.md
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Expand Up @@ -61,6 +61,7 @@ Capsule Attributes
|**impulse**|[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](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](material-extras)||Define extra material properties, namely texture encoding, whether to render the material's color and render order.|No|
|**model-container**|[model-container](model-container)||Overrides absolute size for a 3D model. The model can be a glTF, glb, obj, or any other supported format. The model will be rescaled to fit to the sizes specified for each axes.|No|
|**shadow**|[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](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|
|**submodel-parent**|string|```''```|When this object is parented to a hierarchical model, attaches to a named subcomponent of that model instead of the root position|No|
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1 change: 1 addition & 0 deletions content/schemas/message/circle.md
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Expand Up @@ -61,6 +61,7 @@ Circle Attributes
|**impulse**|[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](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](material-extras)||Define extra material properties, namely texture encoding, whether to render the material's color and render order.|No|
|**model-container**|[model-container](model-container)||Overrides absolute size for a 3D model. The model can be a glTF, glb, obj, or any other supported format. The model will be rescaled to fit to the sizes specified for each axes.|No|
|**shadow**|[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](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|
|**submodel-parent**|string|```''```|When this object is parented to a hierarchical model, attaches to a named subcomponent of that model instead of the root position|No|
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1 change: 1 addition & 0 deletions content/schemas/message/cone.md
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Expand Up @@ -65,6 +65,7 @@ Cone Attributes
|**impulse**|[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](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](material-extras)||Define extra material properties, namely texture encoding, whether to render the material's color and render order.|No|
|**model-container**|[model-container](model-container)||Overrides absolute size for a 3D model. The model can be a glTF, glb, obj, or any other supported format. The model will be rescaled to fit to the sizes specified for each axes.|No|
|**shadow**|[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](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|
|**submodel-parent**|string|```''```|When this object is parented to a hierarchical model, attaches to a named subcomponent of that model instead of the root position|No|
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1 change: 1 addition & 0 deletions content/schemas/message/cube.md
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Expand Up @@ -63,6 +63,7 @@ Cube (deprecated; don't use) Attributes
|**impulse**|[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](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](material-extras)||Define extra material properties, namely texture encoding, whether to render the material's color and render order.|No|
|**model-container**|[model-container](model-container)||Overrides absolute size for a 3D model. The model can be a glTF, glb, obj, or any other supported format. The model will be rescaled to fit to the sizes specified for each axes.|No|
|**shadow**|[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](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|
|**submodel-parent**|string|```''```|When this object is parented to a hierarchical model, attaches to a named subcomponent of that model instead of the root position|No|
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1 change: 1 addition & 0 deletions content/schemas/message/cylinder.md
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Expand Up @@ -64,6 +64,7 @@ Cylinder Attributes
|**impulse**|[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](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](material-extras)||Define extra material properties, namely texture encoding, whether to render the material's color and render order.|No|
|**model-container**|[model-container](model-container)||Overrides absolute size for a 3D model. The model can be a glTF, glb, obj, or any other supported format. The model will be rescaled to fit to the sizes specified for each axes.|No|
|**shadow**|[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](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|
|**submodel-parent**|string|```''```|When this object is parented to a hierarchical model, attaches to a named subcomponent of that model instead of the root position|No|
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1 change: 1 addition & 0 deletions content/schemas/message/dodecahedron.md
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Expand Up @@ -59,6 +59,7 @@ Dodecahedron Attributes
|**impulse**|[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](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](material-extras)||Define extra material properties, namely texture encoding, whether to render the material's color and render order.|No|
|**model-container**|[model-container](model-container)||Overrides absolute size for a 3D model. The model can be a glTF, glb, obj, or any other supported format. The model will be rescaled to fit to the sizes specified for each axes.|No|
|**shadow**|[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](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|
|**submodel-parent**|string|```''```|When this object is parented to a hierarchical model, attaches to a named subcomponent of that model instead of the root position|No|
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1 change: 1 addition & 0 deletions content/schemas/message/entity.md
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Expand Up @@ -59,6 +59,7 @@ Entity (generic object) Attributes
|**impulse**|[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](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](material-extras)||Define extra material properties, namely texture encoding, whether to render the material's color and render order.|No|
|**model-container**|[model-container](model-container)||Overrides absolute size for a 3D model. The model can be a glTF, glb, obj, or any other supported format. The model will be rescaled to fit to the sizes specified for each axes.|No|
|**shadow**|[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](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|
|**submodel-parent**|string|```''```|When this object is parented to a hierarchical model, attaches to a named subcomponent of that model instead of the root position|No|
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22 changes: 22 additions & 0 deletions content/schemas/message/fxaa.md
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---
title: FXAA
layout: default
parent: Objects Schema
grand_parent: ARENA Objects
---

<!--CAUTION: This file is autogenerated from https://github.com/arenaxr/arena-schemas. Changes made here may be overwritten.-->


FXAA
====


Use FXAA post-processing effect. You may want to place this last in effects list.

FXAA Attributes
----------------

|Attribute|Type|Default|Description|Required|
| :--- | :--- | :--- | :--- | :--- |
|**options**|string|```' '```|placeholder options|Yes|
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