API Reference

Class List

pc.AnimationComponent

Extends: pc.Component

The Animation Component allows an Entity to playback animations on models.

Summary

Properties

activate

If true the first animation asset will begin playing when the scene is loaded.

animations

Get or Set dictionary of animations by name.

assets

The array of animation assets - can also be an array of asset ids.

currentTime

Get or Set the current time position (in seconds) of the animation.

duration

Get the duration in seconds of the current animation.

loop

If true the animation will restart from the beginning when it reaches the end.

skeleton

Get the skeleton for the current model; unless model is from glTF/glb, then skeleton is null.

speed

Speed multiplier for animation play back speed.

Methods

getAnimation

Return an animation.

play

Start playing an animation.

Inherited

Properties

system

The ComponentSystem used to create this Component.

entity

The Entity that this Component is attached to.

enabled

Enables or disables the component.

Methods

fire

Fire an event, all additional arguments are passed on to the event listener.

hasEvent

Test if there are any handlers bound to an event name.

off

Detach an event handler from an event.

on

Attach an event handler to an event.

once

Attach an event handler to an event.

Details

Constructor

AnimationComponent(system, entity)

Create a new AnimationComponent.

Parameters

systempc.AnimationComponentSystem

The pc.ComponentSystem that created this Component.

entitypc.Entity

The Entity that this Component is attached to.

Properties

booleanactivate

If true the first animation asset will begin playing when the scene is loaded.

object.animations

Get or Set dictionary of animations by name.

pc.Asset[], number[]assets

The array of animation assets - can also be an array of asset ids.

numbercurrentTime

Get or Set the current time position (in seconds) of the animation.

numberduration

Get the duration in seconds of the current animation. [read only]

booleanloop

If true the animation will restart from the beginning when it reaches the end.

pc.Skeleton, nullskeleton

Get the skeleton for the current model; unless model is from glTF/glb, then skeleton is null. [read only]

numberspeed

Speed multiplier for animation play back speed. 1.0 is playback at normal speed, 0.0 pauses the animation.

Methods

getAnimation(name)

Return an animation.

Parameters

namestring

The name of the animation asset.

Returns

pc.Animation

An Animation.

play(name, [blendTime])

Start playing an animation.

Parameters

namestring

The name of the animation asset to begin playing.

blendTimenumber

The time in seconds to blend from the current animation state to the start of the animation being set.

Inherited

Properties

pc.ComponentSystemsystem

The ComponentSystem used to create this Component.

pc.Entityentity

The Entity that this Component is attached to.

booleanenabled

Enables or disables the component.

Methods

fire(name, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6], [arg7], [arg8])

Fire an event, all additional arguments are passed on to the event listener.

obj.fire('test', 'This is the message');

Parameters

nameobject

Name of event to fire.

arg1*

First argument that is passed to the event handler.

arg2*

Second argument that is passed to the event handler.

arg3*

Third argument that is passed to the event handler.

arg4*

Fourth argument that is passed to the event handler.

arg5*

Fifth argument that is passed to the event handler.

arg6*

Sixth argument that is passed to the event handler.

arg7*

Seventh argument that is passed to the event handler.

arg8*

Eighth argument that is passed to the event handler.

Returns

pc.EventHandler

Self for chaining.

hasEvent(name)

Test if there are any handlers bound to an event name.

obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false

Parameters

namestring

The name of the event to test.

Returns

boolean

True if the object has handlers bound to the specified event name.

off([name], [callback], [scope])

Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

var handler = function () {
};
obj.on('test', handler);

obj.off(); // Removes all events
obj.off('test'); // Removes all events called 'test'
obj.off('test', handler); // Removes all handler functions, called 'test'
obj.off('test', handler, this); // Removes all hander functions, called 'test' with scope this

Parameters

namestring

Name of the event to unbind.

callbackpc.callbacks.HandleEvent

Function to be unbound.

scopeobject

Scope that was used as the this when the event is fired.

Returns

pc.EventHandler

Self for chaining.

on(name, callback, [scope])

Attach an event handler to an event.

obj.on('test', function (a, b) {
    console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console

Parameters

namestring

Name of the event to bind the callback to.

callbackpc.callbacks.HandleEvent

Function that is called when event is fired. Note the callback is limited to 8 arguments.

scopeobject

Object to use as 'this' when the event is fired, defaults to current this.

Returns

pc.EventHandler

Self for chaining.

once(name, callback, [scope])

Attach an event handler to an event. This handler will be removed after being fired once.

obj.once('test', function (a, b) {
    console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
obj.fire('test', 1, 2); // not going to get handled

Parameters

namestring

Name of the event to bind the callback to.

callbackpc.callbacks.HandleEvent

Function that is called when event is fired. Note the callback is limited to 8 arguments.

scopeobject

Object to use as 'this' when the event is fired, defaults to current this.

Returns

pc.EventHandler

Self for chaining.