Entity
Extends: GraphNode
The Entity is the core primitive of a PlayCanvas game. Generally speaking an object in your game will consist of an Entity, and a set of Components which are managed by their respective ComponentSystems. One of those components maybe a ScriptComponent which allows you to write custom code to attach to your Entity.
The Entity uniquely identifies the object and also provides a transform for position and
orientation which it inherits from GraphNode so can be added into the scene graph. The
Component and ComponentSystem provide the logic to give an Entity a specific type of behavior.
e.g. the ability to render a model or play a sound. Components are specific to an instance of an
Entity and are attached (e.g. this.entity.model
) ComponentSystems allow access to all Entities
and Components and are attached to the AppBase.
const entity = new pc.Entity();
// Add a Component to the Entity
entity.addComponent("camera", {
fov: 45,
nearClip: 1,
farClip: 10000
});
// Add the Entity into the scene graph
app.root.addChild(entity);
// Move the entity
entity.translate(10, 0, 0);
// Or translate it by setting its position directly
const p = entity.getPosition();
entity.setPosition(p.x + 10, p.y, p.z);
// Change the entity's rotation in local space
const e = entity.getLocalEulerAngles();
entity.setLocalEulerAngles(e.x, e.y + 90, e.z);
// Or use rotateLocal
entity.rotateLocal(0, 90, 0);
Summary
Properties
anim | Gets the AnimComponent attached to this entity.[read only] |
animation | Gets the AnimationComponent attached to this entity.[read only] |
audiolistener | Gets the AudioListenerComponent attached to this entity.[read only] |
button | Gets the ButtonComponent attached to this entity.[read only] |
camera | Gets the CameraComponent attached to this entity.[read only] |
collision | Gets the CollisionComponent attached to this entity.[read only] |
element | Gets the ElementComponent attached to this entity.[read only] |
layoutchild | Gets the LayoutChildComponent attached to this entity.[read only] |
layoutgroup | Gets the LayoutGroupComponent attached to this entity.[read only] |
light | Gets the LightComponent attached to this entity.[read only] |
model | Gets the ModelComponent attached to this entity.[read only] |
particlesystem | Gets the ParticleSystemComponent attached to this entity.[read only] |
render | Gets the RenderComponent attached to this entity.[read only] |
rigidbody | Gets the RigidBodyComponent attached to this entity.[read only] |
screen | Gets the ScreenComponent attached to this entity.[read only] |
script | Gets the ScriptComponent attached to this entity.[read only] |
scrollbar | Gets the ScrollbarComponent attached to this entity.[read only] |
scrollview | Gets the ScrollViewComponent attached to this entity.[read only] |
sound | Gets the SoundComponent attached to this entity.[read only] |
sprite | Gets the SpriteComponent attached to this entity.[read only] |
Methods
addComponent | Create a new component and add it to the entity. |
clone | Create a deep copy of the Entity. |
destroy | Remove all components from the Entity and detach it from the Entity hierarchy. |
findByGuid | Find a descendant of this entity with the GUID. |
findComponent | Search the entity and all of its descendants for the first component of specified type. |
findComponents | Search the entity and all of its descendants for all components of specified type. |
removeComponent | Remove a component from the Entity. |
Events
destroy | Fired after the entity is destroyed. |
Inherited
Properties
children | A read-only property to get the children of this graph node. |
enabled | Enable or disable a GraphNode. |
forward | The normalized local space negative Z-axis vector of the graph node in world space. |
graphDepth | A read-only property to get the depth of this child within the graph. |
name | The non-unique name of a graph node. |
parent | A read-only property to get a parent graph node. |
path | A read-only property to get the path of the graph node relative to the root of the hierarchy. |
right | The normalized local space X-axis vector of the graph node in world space. |
root | A read-only property to get highest graph node from current node. |
tags | Interface for tagging graph nodes. |
up | The normalized local space Y-axis vector of the graph node in world space. |
Methods
addChild | Add a new child to the child list and update the parent value of the child node. |
find | Search the graph node and all of its descendants for the nodes that satisfy some search criteria. |
findByName | Get the first node found in the graph with the name. |
findByPath | Get the first node found in the graph by its full path in the graph. |
findByTag | Return all graph nodes that satisfy the search query. |
findOne | Search the graph node and all of its descendants for the first node that satisfies some search criteria. |
fire | Fire an event, all additional arguments are passed on to the event listener. |
forEach | Executes a provided function once on this graph node and all of its descendants. |
getEulerAngles | Get the world space rotation for the specified GraphNode in Euler angle form. |
getLocalEulerAngles | Get the rotation in local space for the specified GraphNode. |
getLocalPosition | Get the position in local space for the specified GraphNode. |
getLocalRotation | Get the rotation in local space for the specified GraphNode. |
getLocalScale | Get the scale in local space for the specified GraphNode. |
getLocalTransform | Get the local transform matrix for this graph node. |
getPosition | Get the world space position for the specified GraphNode. |
getRotation | Get the world space rotation for the specified GraphNode. |
getWorldTransform | Get the world transformation matrix for this graph node. |
hasEvent | Test if there are any handlers bound to an event name. |
insertChild | Insert a new child to the child list at the specified index and update the parent value of the child node. |
isAncestorOf | Check if node is ancestor for another node. |
isDescendantOf | Check if node is descendant of another node. |
lookAt | Reorients the graph node so that the negative z-axis points towards the target. |
off | Detach an event handler from an event. |
on | Attach an event handler to an event. |
once | Attach an event handler to an event. |
remove | Remove graph node from current parent. |
removeChild | Remove the node from the child list and update the parent value of the child. |
reparent | Remove graph node from current parent and add as child to new parent. |
rotate | Rotates the graph node in world-space by the specified Euler angles. |
rotateLocal | Rotates the graph node in local-space by the specified Euler angles. |
setEulerAngles | Sets the world-space rotation of the specified graph node using euler angles. |
setLocalEulerAngles | Sets the local-space rotation of the specified graph node using euler angles. |
setLocalPosition | Sets the local-space position of the specified graph node. |
setLocalRotation | Sets the local-space rotation of the specified graph node. |
setLocalScale | Sets the local-space scale factor of the specified graph node. |
setPosition | Sets the world-space position of the specified graph node. |
setRotation | Sets the world-space rotation of the specified graph node. |
translate | Translates the graph node in world-space by the specified translation vector. |
translateLocal | Translates the graph node in local-space by the specified translation vector. |
Details
Constructor
Entity([name], [app])
Create a new Entity.
const entity = new pc.Entity();
// Add a Component to the Entity
entity.addComponent("camera", {
fov: 45,
nearClip: 1,
farClip: 10000
});
// Add the Entity into the scene graph
app.root.addChild(entity);
// Move the entity
entity.translate(10, 0, 0);
// Or translate it by setting its position directly
const p = entity.getPosition();
entity.setPosition(p.x + 10, p.y, p.z);
// Change the entity's rotation in local space
const e = entity.getLocalEulerAngles();
entity.setLocalEulerAngles(e.x, e.y + 90, e.z);
// Or use rotateLocal
entity.rotateLocal(0, 90, 0);
Parameters
name | string | The non-unique name of the entity, default is "Untitled". |
app | AppBase | The application the entity belongs to, default is the current application. |
Properties
Gets the AnimationComponent attached to this entity.
[read only]Gets the AudioListenerComponent attached to this entity.
[read only]Gets the CollisionComponent attached to this entity.
[read only]Gets the LayoutChildComponent attached to this entity.
[read only]Gets the LayoutGroupComponent attached to this entity.
[read only]Gets the ParticleSystemComponent attached to this entity.
[read only]Gets the RigidBodyComponent attached to this entity.
[read only]Gets the ScrollbarComponent attached to this entity.
[read only]Gets the ScrollViewComponent attached to this entity.
[read only]Methods
addComponent(type, [data])
Create a new component and add it to the entity. Use this to add functionality to the entity like rendering a model, playing sounds and so on.
const entity = new pc.Entity();
// Add a light component with default properties
entity.addComponent("light");
// Add a camera component with some specified properties
entity.addComponent("camera", {
fov: 45,
clearColor: new pc.Color(1, 0, 0)
});
Parameters
type | string | The name of the component to add. Valid strings are:
|
data | object | The initialization data for the specific component type. Refer to each specific component's API reference page for details on valid values for this parameter. |
Returns
Component, nullThe new Component that was attached to the entity or null if there was an error.
clone()
Create a deep copy of the Entity. Duplicate the full Entity hierarchy, with all Components and all descendants. Note, this Entity is not in the hierarchy and must be added manually.
const e = this.entity.clone();
// Add clone as a sibling to the original
this.entity.parent.addChild(e);
Returns
thisA new Entity which is a deep copy of the original.
destroy()
Remove all components from the Entity and detach it from the Entity hierarchy. Then recursively destroy all ancestor Entities.
const firstChild = this.entity.children[0];
firstChild.destroy(); // delete child, all components and remove from hierarchy
findByGuid(guid)
Find a descendant of this entity with the GUID.
Parameters
guid | string | The GUID to search for. |
Returns
Entity, nullThe entity with the matching GUID or null if no entity is found.
findComponent(type)
Search the entity and all of its descendants for the first component of specified type.
// Get the first found light component in the hierarchy tree that starts with this entity
const light = entity.findComponent("light");
Parameters
type | string | The name of the component type to retrieve. |
Returns
ComponentA component of specified type, if the entity or any of its descendants has one. Returns undefined otherwise.
findComponents(type)
Search the entity and all of its descendants for all components of specified type.
// Get all light components in the hierarchy tree that starts with this entity
const lights = entity.findComponents("light");
Parameters
type | string | The name of the component type to retrieve. |
Returns
Component[]All components of specified type in the entity or any of its descendants. Returns empty array if none found.
removeComponent(type)
Remove a component from the Entity.
const entity = new pc.Entity();
entity.addComponent("light"); // add new light component
entity.removeComponent("light"); // remove light component
Parameters
type | string | The name of the Component type. |
Events
destroy
Fired after the entity is destroyed.
entity.on("destroy", function (e) {
console.log('entity ' + e.name + ' has been destroyed');
});
Parameters
entity | Entity | The entity that was destroyed. |
Inherited
Properties
Enable or disable a GraphNode. If one of the GraphNode's parents is disabled there will be no other side effects. If all the parents are enabled then the new value will activate or deactivate all the enabled children of the GraphNode.
A read-only property to get the depth of this child within the graph. Note that for performance reasons this is only recalculated when a node is added to a new parent, i.e. It is not recalculated when a node is simply removed from the graph.
A read-only property to get the path of the graph node relative to the root of the hierarchy.
Methods
addChild(node)
Add a new child to the child list and update the parent value of the child node. If the node already had a parent, it is removed from its child list.
const e = new pc.Entity(app);
this.entity.addChild(e);
Parameters
node | GraphNode | The new child to add. |
find(attr, [value])
Search the graph node and all of its descendants for the nodes that satisfy some search criteria.
// Finds all nodes that have a model component and have 'door' in their lower-cased name
const doors = house.find(function (node) {
return node.model && node.name.toLowerCase().indexOf('door') !== -1;
});
// Finds all nodes that have the name property set to 'Test'
const entities = parent.find('name', 'Test');
Parameters
attr | FindNodeCallback, string | This can either be a function or a string. If it's a function, it is executed for each descendant node to test if node satisfies the search logic. Returning true from the function will include the node into the results. If it's a string then it represents the name of a field or a method of the node. If this is the name of a field then the value passed as the second argument will be checked for equality. If this is the name of a function then the return value of the function will be checked for equality against the valued passed as the second argument to this function. |
value | object | If the first argument (attr) is a property name then this value will be checked against the value of the property. |
Returns
GraphNode[]The array of graph nodes that match the search criteria.
findByName(name)
Get the first node found in the graph with the name. The search is depth first.
Parameters
name | string | The name of the graph. |
Returns
GraphNode, nullThe first node to be found matching the supplied name. Returns null if no node is found.
findByPath(path)
Get the first node found in the graph by its full path in the graph. The full path has this form 'parent/child/sub-child'. The search is depth first.
// String form
const grandchild = this.entity.findByPath('child/grandchild');
// Array form
const grandchild = this.entity.findByPath(['child', 'grandchild']);
Parameters
path | string, string[] | The full path of the GraphNode as either a string or array of GraphNode names. |
Returns
GraphNode, nullThe first node to be found matching the supplied path. Returns null if no node is found.
findByTag(query)
Return all graph nodes that satisfy the search query. Query can be simply a string, or comma separated strings, to have inclusive results of assets that match at least one query. A query that consists of an array of tags can be used to match graph nodes that have each tag of array.
// Return all graph nodes that tagged by `animal`
const animals = node.findByTag("animal");
// Return all graph nodes that tagged by `bird` OR `mammal`
const birdsAndMammals = node.findByTag("bird", "mammal");
// Return all assets that tagged by `carnivore` AND `mammal`
const meatEatingMammals = node.findByTag(["carnivore", "mammal"]);
// Return all assets that tagged by (`carnivore` AND `mammal`) OR (`carnivore` AND `reptile`)
const meatEatingMammalsAndReptiles = node.findByTag(["carnivore", "mammal"], ["carnivore", "reptile"]);
Parameters
query | * | Name of a tag or array of tags. |
Returns
GraphNode[]A list of all graph nodes that match the query.
findOne(attr, [value])
Search the graph node and all of its descendants for the first node that satisfies some search criteria.
// Find the first node that is called 'head' and has a model component
const head = player.findOne(function (node) {
return node.model && node.name === 'head';
});
// Finds the first node that has the name property set to 'Test'
const node = parent.findOne('name', 'Test');
Parameters
attr | FindNodeCallback, string | This can either be a function or a string. If it's a function, it is executed for each descendant node to test if node satisfies the search logic. Returning true from the function will result in that node being returned from findOne. If it's a string then it represents the name of a field or a method of the node. If this is the name of a field then the value passed as the second argument will be checked for equality. If this is the name of a function then the return value of the function will be checked for equality against the valued passed as the second argument to this function. |
value | object | If the first argument (attr) is a property name then this value will be checked against the value of the property. |
Returns
GraphNode, nullA graph node that match the search criteria. Returns null if no node is found.
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
name | string | 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
EventHandlerSelf for chaining.
forEach(callback, [thisArg])
Executes a provided function once on this graph node and all of its descendants.
// Log the path and name of each node in descendant tree starting with "parent"
parent.forEach(function (node) {
console.log(node.path + "/" + node.name);
});
Parameters
callback | ForEachNodeCallback | The function to execute on the graph node and each descendant. |
thisArg | object | Optional value to use as this when executing callback function. |
getEulerAngles()
Get the world space rotation for the specified GraphNode in Euler angle form. The rotation is returned as euler angles in a Vec3. The value returned by this function should be considered read-only. In order to set the world-space rotation of the graph node, use GraphNode#setEulerAngles.
const angles = this.entity.getEulerAngles();
angles.y = 180; // rotate the entity around Y by 180 degrees
this.entity.setEulerAngles(angles);
Returns
Vec3The world space rotation of the graph node in Euler angle form.
getLocalEulerAngles()
Get the rotation in local space for the specified GraphNode. The rotation is returned as euler angles in a Vec3. The returned vector should be considered read-only. To update the local rotation, use GraphNode#setLocalEulerAngles.
const angles = this.entity.getLocalEulerAngles();
angles.y = 180;
this.entity.setLocalEulerAngles(angles);
Returns
Vec3The local space rotation of the graph node as euler angles in XYZ order.
getLocalPosition()
Get the position in local space for the specified GraphNode. The position is returned as a Vec3. The returned vector should be considered read-only. To update the local position, use GraphNode#setLocalPosition.
const position = this.entity.getLocalPosition();
position.x += 1; // move the entity 1 unit along x.
this.entity.setLocalPosition(position);
Returns
Vec3The local space position of the graph node.
getLocalRotation()
Get the rotation in local space for the specified GraphNode. The rotation is returned as a Quat. The returned quaternion should be considered read-only. To update the local rotation, use GraphNode#setLocalRotation.
const rotation = this.entity.getLocalRotation();
Returns
QuatThe local space rotation of the graph node as a quaternion.
getLocalScale()
Get the scale in local space for the specified GraphNode. The scale is returned as a Vec3. The returned vector should be considered read-only. To update the local scale, use GraphNode#setLocalScale.
const scale = this.entity.getLocalScale();
scale.x = 100;
this.entity.setLocalScale(scale);
Returns
Vec3The local space scale of the graph node.
getLocalTransform()
Get the local transform matrix for this graph node. This matrix is the transform relative to the node's parent's world transformation matrix.
const transform = this.entity.getLocalTransform();
Returns
Mat4The node's local transformation matrix.
getPosition()
Get the world space position for the specified GraphNode. The position is returned as a Vec3. The value returned by this function should be considered read-only. In order to set the world-space position of the graph node, use GraphNode#setPosition.
const position = this.entity.getPosition();
position.x = 10;
this.entity.setPosition(position);
Returns
Vec3The world space position of the graph node.
getRotation()
Get the world space rotation for the specified GraphNode. The rotation is returned as a Quat. The value returned by this function should be considered read-only. In order to set the world-space rotation of the graph node, use GraphNode#setRotation.
const rotation = this.entity.getRotation();
Returns
QuatThe world space rotation of the graph node as a quaternion.
getWorldTransform()
Get the world transformation matrix for this graph node.
const transform = this.entity.getWorldTransform();
Returns
Mat4The node's world transformation matrix.
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
name | string | The name of the event to test. |
Returns
booleanTrue if the object has handlers bound to the specified event name.
insertChild(node, index)
Insert a new child to the child list at the specified index and update the parent value of the child node. If the node already had a parent, it is removed from its child list.
const e = new pc.Entity(app);
this.entity.insertChild(e, 1);
Parameters
node | GraphNode | The new child to insert. |
index | number | The index in the child list of the parent where the new node will be inserted. |
isAncestorOf(node)
Check if node is ancestor for another node.
if (body.isAncestorOf(foot)) {
// foot is within body's hierarchy
}
Parameters
node | GraphNode | Potential descendant of node. |
Returns
booleanIf node is ancestor for another node.
isDescendantOf(node)
Check if node is descendant of another node.
if (roof.isDescendantOf(house)) {
// roof is descendant of house entity
}
Parameters
node | GraphNode | Potential ancestor of node. |
Returns
booleanIf node is descendant of another node.
lookAt(x, [y], [z], [ux], [uy], [uz])
Reorients the graph node so that the negative z-axis points towards the target. This function has two valid signatures. Either pass 3D vectors for the look at coordinate and up vector, or pass numbers to represent the vectors.
// Look at another entity, using the (default) positive y-axis for up
const position = otherEntity.getPosition();
this.entity.lookAt(position);
// Look at another entity, using the negative world y-axis for up
const position = otherEntity.getPosition();
this.entity.lookAt(position, pc.Vec3.DOWN);
// Look at the world space origin, using the (default) positive y-axis for up
this.entity.lookAt(0, 0, 0);
// Look at world-space coordinate [10, 10, 10], using the negative world y-axis for up
this.entity.lookAt(10, 10, 10, 0, -1, 0);
Parameters
x | Vec3, number | If passing a 3D vector, this is the world-space coordinate to look at. Otherwise, it is the x-component of the world-space coordinate to look at. |
y | Vec3, number | If passing a 3D vector, this is the world-space up vector for look at transform. Otherwise, it is the y-component of the world-space coordinate to look at. |
z | number | Z-component of the world-space coordinate to look at. |
ux | number | X-component of the up vector for the look at transform. |
uy | number | Y-component of the up vector for the look at transform. |
uz | number | Z-component of the up vector for the look at transform. |
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.
const 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 handler functions, called 'test' with scope this
Parameters
name | string | Name of the event to unbind. |
callback | HandleEventCallback | Function to be unbound. |
scope | object | Scope that was used as the this when the event is fired. |
Returns
EventHandlerSelf 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
name | string | Name of the event to bind the callback to. |
callback | HandleEventCallback | Function that is called when event is fired. Note the callback is limited to 8 arguments. |
scope | object | Object to use as 'this' when the event is fired, defaults to current this. |
Returns
EventHandlerSelf 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
name | string | Name of the event to bind the callback to. |
callback | HandleEventCallback | Function that is called when event is fired. Note the callback is limited to 8 arguments. |
scope | object | Object to use as 'this' when the event is fired, defaults to current this. |
Returns
EventHandlerSelf for chaining.
remove()
Remove graph node from current parent.
removeChild(child)
Remove the node from the child list and update the parent value of the child.
const child = this.entity.children[0];
this.entity.removeChild(child);
Parameters
child | GraphNode | The node to remove. |
reparent(parent, [index])
Remove graph node from current parent and add as child to new parent.
Parameters
parent | GraphNode | New parent to attach graph node to. |
index | number | The child index where the child node should be placed. |
rotate(x, [y], [z])
Rotates the graph node in world-space by the specified Euler angles. Eulers are specified in degrees in XYZ order. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the world-space rotation.
// Rotate via 3 numbers
this.entity.rotate(0, 90, 0);
// Rotate via vector
const r = new pc.Vec3(0, 90, 0);
this.entity.rotate(r);
Parameters
x | Vec3, number | 3-dimensional vector holding world-space rotation or rotation around world-space x-axis in degrees. |
y | number | Rotation around world-space y-axis in degrees. |
z | number | Rotation around world-space z-axis in degrees. |
rotateLocal(x, [y], [z])
Rotates the graph node in local-space by the specified Euler angles. Eulers are specified in degrees in XYZ order. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the local-space rotation.
// Rotate via 3 numbers
this.entity.rotateLocal(0, 90, 0);
// Rotate via vector
const r = new pc.Vec3(0, 90, 0);
this.entity.rotateLocal(r);
Parameters
x | Vec3, number | 3-dimensional vector holding local-space rotation or rotation around local-space x-axis in degrees. |
y | number | Rotation around local-space y-axis in degrees. |
z | number | Rotation around local-space z-axis in degrees. |
setEulerAngles(x, [y], [z])
Sets the world-space rotation of the specified graph node using euler angles. Eulers are interpreted in XYZ order. Eulers must be specified in degrees. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the world-space euler rotation.
// Set rotation of 90 degrees around world-space y-axis via 3 numbers
this.entity.setEulerAngles(0, 90, 0);
// Set rotation of 90 degrees around world-space y-axis via a vector
const angles = new pc.Vec3(0, 90, 0);
this.entity.setEulerAngles(angles);
Parameters
x | Vec3, number | 3-dimensional vector holding eulers or rotation around world-space x-axis in degrees. |
y | number | Rotation around world-space y-axis in degrees. |
z | number | Rotation around world-space z-axis in degrees. |
setLocalEulerAngles(x, [y], [z])
Sets the local-space rotation of the specified graph node using euler angles. Eulers are interpreted in XYZ order. Eulers must be specified in degrees. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the local-space euler rotation.
// Set rotation of 90 degrees around y-axis via 3 numbers
this.entity.setLocalEulerAngles(0, 90, 0);
// Set rotation of 90 degrees around y-axis via a vector
const angles = new pc.Vec3(0, 90, 0);
this.entity.setLocalEulerAngles(angles);
Parameters
x | Vec3, number | 3-dimensional vector holding eulers or rotation around local-space x-axis in degrees. |
y | number | Rotation around local-space y-axis in degrees. |
z | number | Rotation around local-space z-axis in degrees. |
setLocalPosition(x, [y], [z])
Sets the local-space position of the specified graph node. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the local-space position.
// Set via 3 numbers
this.entity.setLocalPosition(0, 10, 0);
// Set via vector
const pos = new pc.Vec3(0, 10, 0);
this.entity.setLocalPosition(pos);
Parameters
x | Vec3, number | 3-dimensional vector holding local-space position or x-coordinate of local-space position. |
y | number | Y-coordinate of local-space position. |
z | number | Z-coordinate of local-space position. |
setLocalRotation(x, [y], [z], [w])
Sets the local-space rotation of the specified graph node. This function has two valid signatures: you can either pass a quaternion or 3 numbers to specify the local-space rotation.
// Set via 4 numbers
this.entity.setLocalRotation(0, 0, 0, 1);
// Set via quaternion
const q = pc.Quat();
this.entity.setLocalRotation(q);
Parameters
x | Quat, number | Quaternion holding local-space rotation or x-component of local-space quaternion rotation. |
y | number | Y-component of local-space quaternion rotation. |
z | number | Z-component of local-space quaternion rotation. |
w | number | W-component of local-space quaternion rotation. |
setLocalScale(x, [y], [z])
Sets the local-space scale factor of the specified graph node. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the local-space scale.
// Set via 3 numbers
this.entity.setLocalScale(10, 10, 10);
// Set via vector
const scale = new pc.Vec3(10, 10, 10);
this.entity.setLocalScale(scale);
Parameters
x | Vec3, number | 3-dimensional vector holding local-space scale or x-coordinate of local-space scale. |
y | number | Y-coordinate of local-space scale. |
z | number | Z-coordinate of local-space scale. |
setPosition(x, [y], [z])
Sets the world-space position of the specified graph node. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the world-space position.
// Set via 3 numbers
this.entity.setPosition(0, 10, 0);
// Set via vector
const position = new pc.Vec3(0, 10, 0);
this.entity.setPosition(position);
Parameters
x | Vec3, number | 3-dimensional vector holding world-space position or x-coordinate of world-space position. |
y | number | Y-coordinate of world-space position. |
z | number | Z-coordinate of world-space position. |
setRotation(x, [y], [z], [w])
Sets the world-space rotation of the specified graph node. This function has two valid signatures: you can either pass a quaternion or 3 numbers to specify the world-space rotation.
// Set via 4 numbers
this.entity.setRotation(0, 0, 0, 1);
// Set via quaternion
const q = pc.Quat();
this.entity.setRotation(q);
Parameters
x | Quat, number | Quaternion holding world-space rotation or x-component of world-space quaternion rotation. |
y | number | Y-component of world-space quaternion rotation. |
z | number | Z-component of world-space quaternion rotation. |
w | number | W-component of world-space quaternion rotation. |
translate(x, [y], [z])
Translates the graph node in world-space by the specified translation vector. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the world-space translation.
// Translate via 3 numbers
this.entity.translate(10, 0, 0);
// Translate via vector
const t = new pc.Vec3(10, 0, 0);
this.entity.translate(t);
Parameters
x | Vec3, number | 3-dimensional vector holding world-space translation or x-coordinate of world-space translation. |
y | number | Y-coordinate of world-space translation. |
z | number | Z-coordinate of world-space translation. |
translateLocal(x, [y], [z])
Translates the graph node in local-space by the specified translation vector. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the local-space translation.
// Translate via 3 numbers
this.entity.translateLocal(10, 0, 0);
// Translate via vector
const t = new pc.Vec3(10, 0, 0);
this.entity.translateLocal(t);
Parameters
x | Vec3, number | 3-dimensional vector holding local-space translation or x-coordinate of local-space translation. |
y | number | Y-coordinate of local-space translation. |
z | number | Z-coordinate of local-space translation. |