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

asset

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

batchGroupId

Assign model to a specific batch group (see pc.BatchGroup).

castShadows

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

castShadowsLightmap

If true, this model will cast shadows when rendering lightmaps.

isStatic

Mark model as non-movable (optimization).

layers

An array of layer IDs (pc.Layer#id) to which this model should belong.

lightmapSizeMultiplier

Lightmap resolution multiplier.

lightmapped

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

mapping

A dictionary that holds material overrides for each mesh instance.

material

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

materialAsset

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

meshInstances

An array of meshInstances contained in the component's model.

model

The model that is added to the scene graph.

receiveShadows

If true, shadows will be cast on this model.

type

The type of the model.

Methods

hide

Stop rendering model without removing it from the scene hierarchy.

show

Enable rendering of the model if hidden using pc.ModelComponent#hide.

Inherited

Properties

enabled

Enables or disables the component.

entity

The Entity that this Component is attached to.

system

The ComponentSystem used to create this 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

ModelComponent(system, entity)

Create a new ModelComponent.

Parameters

systempc.ModelComponentSystem

The ComponentSystem that created this Component.

entitypc.Entity

The 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 (not used on models of type 'asset').

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. Can be one of the following:

  • "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

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.