API Reference

Class List

pc.ModelComponent

Extends: pc.Component

Enables an Entity to render a model or a primitive shape. This Component attaches additional model geometry in to the scene graph below the Entity.

Summary

Properties

assetThe asset for the model (only applies to models of type 'asset') - can also be an asset id.
castShadowsIf true, this model will cast shadows for lights that have shadow casting enabled.
castShadowsLightmapIf true, this model will cast shadows when rendering lightmaps
isStaticMark model as non-movable (optimization)
lightmapSizeMultiplierLightmap resolution multiplier
lightmappedIf true, this model will be lightmapped after using lightmapper.
mappingA dictionary that holds material overrides for each mesh instance.
materialAssetThe material pc.Asset that will be used to render the model (not used on models of type 'asset')
meshInstancesAn array of meshInstances contained in the component's model.
modelThe model that is added to the scene graph.
receiveShadowsIf true, shadows will be cast on this model
typeThe type of the model, which can be one of the following values:
  • asset: The component will render a model asset
  • box: The component will render a box
  • capsule: The component will render a capsule
  • cone: The component will render a cone
  • cylinder: The component will render a cylinder
  • sphere: The component will render a sphere

Methods

hideStop rendering model without removing it from the scene hierarchy.
showEnable rendering of the model if hidden using pc.ModelComponent#hide.

Inherited

Properties

enabledEnables or disables the component.

Details

Constructor

ModelComponent(system, entity)

Create a new ModelComponent

Parameters

systempc.ModelComponentSystemThe ComponentSystem that created this Component
entitypc.EntityThe Entity that this Component is attached to.

Properties

pc.Assetasset

The asset for the model (only applies to models of type 'asset') - can also be an asset id.

BooleancastShadows

If true, this model will cast shadows for lights that have shadow casting enabled.

BooleancastShadowsLightmap

If true, this model will cast shadows when rendering lightmaps

BooleanisStatic

Mark model as non-movable (optimization)

NumberlightmapSizeMultiplier

Lightmap resolution multiplier

Booleanlightmapped

If true, this model will be lightmapped after using lightmapper.bake()

Objectmapping

A dictionary that holds material overrides for each mesh instance. Only applies to model components of type 'asset'. The mapping contains pairs of mesh instance index - material asset id.

NumbermaterialAsset

The material pc.Asset that will be used to render the model (not used on models of type 'asset')

pc.MeshInstance[]meshInstances

An array of meshInstances contained in the component's model. If model is not set or loaded for component it will return null.

pc.Modelmodel

The model that is added to the scene graph. It can be not set or loaded, so will return null.

BooleanreceiveShadows

If true, shadows will be cast on this model

Stringtype

The type of the model, which can be one of the following values:

  • asset: The component will render a model asset
  • box: The component will render a box
  • capsule: The component will render a capsule
  • cone: The component will render a cone
  • cylinder: The component will render a cylinder
  • sphere: The component will render a sphere

Methods

hide()

Stop rendering model without removing it from the scene hierarchy. This method sets the pc.MeshInstance#visible property of every MeshInstance in the model to false Note, this does not remove the model or mesh instances from the scene hierarchy or draw call list. So the model component still incurs some CPU overhead.

this.timer = 0;
  this.visible = true;
  // ...
  // blink model every 0.1 seconds
  this.timer += dt;
  if (this.timer > 0.1) {
      if (!this.visible) {
          this.entity.model.show();
          this.visible = true;
      } else {
          this.entity.model.hide();
          this.visible = false;
      }
      this.timer = 0;
  }

show()

Enable rendering of the model if hidden using pc.ModelComponent#hide. This method sets all the pc.MeshInstance#visible property on all mesh instances to true.

Inherited

Properties

Booleanenabled

Enables or disables the component.