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.
batchGroupIdAssign model to a specific batch group (see pc.BatchGroup).
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)
layersAn array of layer IDs (pc.Layer#id) to which this model should belong.
lightmapSizeMultiplierLightmap resolution multiplier
lightmappedIf true, this model will be lightmapped after using lightmapper.
mappingA dictionary that holds material overrides for each mesh instance.
materialThe material pc.Material that will be used to render the model.
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 (1 unit in each dimension)
  • capsule: The component will render a capsule (radius 0.

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.
entityThe Entity that this Component is attached to
systemThe ComponentSystem used to create this Component

Methods

fireFire an event, all additional arguments are passed on to the event listener
hasEventTest if there are any handlers bound to an event name
offDetach an event handler from an event.
onAttach an event handler to an event
onceAttach an event handler to an event.

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.Asset, Numberasset

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

NumberbatchGroupId

Assign model to a specific batch group (see pc.BatchGroup). Default value is -1 (no group).

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)

Number[]layers

An array of layer IDs (pc.Layer#id) to which this model should belong. Don't push/pop/splice or modify this array, if you want to change it - set a new one instead.

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.

pc.Materialmaterial

The material pc.Material that will be used to render the model. Setting this property will apply the material to all mesh instances of the model.

pc.Asset, 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 (1 unit in each dimension)
  • capsule: The component will render a capsule (radius 0.5, height 2)
  • cone: The component will render a cone (radius 0.5, height 1)
  • cylinder: The component will render a cylinder (radius 0.5, height 1)
  • plane: The component will render a plane (1 unit in each dimension)
  • sphere: The component will render a sphere (radius 0.5)

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.

pc.Entityentity

The Entity that this Component is attached to

pc.ComponentSystemsystem

The ComponentSystem used to create this 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

nameObjectName 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

nameStringThe 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

nameStringName of the event to unbind
callbackpc.callbacks.HandleEventFunction to be unbound.
scopeObjectScope 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

nameStringName of the event to bind the callback to
callbackpc.callbacks.HandleEventFunction that is called when event is fired. Note the callback is limited to 8 arguments.
scopeObjectObject 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

nameStringName of the event to bind the callback to
callbackpc.callbacks.HandleEventFunction that is called when event is fired. Note the callback is limited to 8 arguments.
scopeObjectObject to use as 'this' when the event is fired, defaults to current this

Returns

pc.EventHandler Self for chaining.