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<Render/>

<Render/> コンポーネントは <Entity/> が 3D Asset またはプリミティブ形状を表示できるようにします。<Render/> コンポーネントを <Entity/> に追加すると、Entity に RenderComponent が追加されます。type Prop でレンダリングするプリミティブ形状を選択できます。

Asset のレンダリング

URL からロードした 3D モデルをレンダリングするには、asset タイプを使用して asset Prop に直接 Asset を渡します。Asset のロードについての詳細は Asset ロードガイド を参照してください。

import { Render } from '@playcanvas/react/components'
import { useModel } from '@playcanvas/react/hooks'

const RenderModel = () => {
const { asset } = useModel('model.glb')

if (!asset) return null

return <Entity>
<Render type="asset" asset={asset} />
</Entity>
}

PlayCanvas ドキュメントの Render Component で詳細を確認できます。

プロパティ

NameTypeDefault
type
"asset" | "box" | "capsule" | "cone" | "cylinder" | "plane" | "sphere" | "torus"
The type of primitive shape to render.
"box"
asset?
Asset
The asset to render.
-
children?
ReactNode
-
isStatic?
boolean
Mark meshes as non-movable (optimization).
-
renderStyle?
number
Sets the render style of this component's MeshInstances. Can be: - RENDERSTYLE_SOLID - RENDERSTYLE_WIREFRAME - RENDERSTYLE_POINTS Defaults to RENDERSTYLE_SOLID. Gets the render style of this component's MeshInstances.
-
customAabb?
BoundingBox | null
Sets the custom object space bounding box that is used for visibility culling of attached mesh instances. This is an optimization, allowing an oversized bounding box to be specified for skinned characters in order to avoid per frame bounding box computations based on bone positions. Gets the custom object space bounding box that is used for visibility culling of attached mesh instances.
-
meshInstances?
readonly MeshInstance[]
Sets the array of meshInstances contained in the component. Gets the array of meshInstances contained in the component. Use the setter to replace the array; do not mutate the returned array.
-
lightmapped?
boolean
Sets whether the component is affected by the runtime lightmapper. If true, the meshes will be lightmapped after using lightmapper.bake(). Gets whether the component is affected by the runtime lightmapper.
-
castShadows?
boolean
Sets whether attached meshes will cast shadows for lights that have shadow casting enabled. Gets whether attached meshes will cast shadows for lights that have shadow casting enabled.
-
shadowCascadeMask?
number
Sets a bitmask that controls which shadow cascades the attached meshes contribute to when rendered with a LIGHTTYPE_DIRECTIONAL light source. Combine the SHADOW_CASCADE_0 .. SHADOW_CASCADE_3 flags to select individual cascades. This is only effective when castShadows is enabled. Defaults to SHADOW_CASCADE_ALL, which contributes to all available cascades. Note that this filters the meshes per cascade at render time, it does not remove them from the shadow casters of the Layer - use castShadows to disable shadow casting completely. Gets the bitmask that controls which shadow cascades the attached meshes contribute to.
-
receiveShadows?
boolean
Sets whether shadows will be cast on attached meshes. Gets whether shadows will be cast on attached meshes.
-
castShadowsLightmap?
boolean
Sets whether meshes instances will cast shadows when rendering lightmaps. Gets whether meshes instances will cast shadows when rendering lightmaps.
-
lightmapSizeMultiplier?
number
Sets the lightmap resolution multiplier. Gets the lightmap resolution multiplier.
-
layers?
readonly number[]
Sets the array of layer IDs (Layer#id ) to which the mesh instances belong. Don't push, pop, splice or modify this array. If you want to change it, set a new one instead. Gets the array of layer IDs (Layer#id ) to which the mesh instances belong.
-
batchGroupId?
number
Sets the batch group for the mesh instances in this component (see BatchGroup). Default is -1 (no group). Gets the batch group for the mesh instances in this component (see BatchGroup).
-
material?
Material
Sets the material Material that will be used to render the component. The material is ignored for renders of type 'asset' — which is the type every entity produced by `instantiateRenderEntity` carries, so this setter has no effect on models loaded from a container. For those, assign `material` on each entry of RenderComponent#meshInstances instead. Gets the material Material that will be used to render the component.
-
materialAssets?
Asset[] | number[]
Sets the material assets that will be used to render the component. Each material corresponds to the respective mesh instance. Gets the material assets that will be used to render the component.
-
rootBone?
Entity | null
Sets the root bone entity (or entity guid) for the render component. Gets the root bone entity for the render component.
-
materialAsset?
any
-
system?
ComponentSystem
The ComponentSystem used to create this Component.
-
entity?
Entity
The Entity that this Component is attached to.
-
enabled?
boolean
Sets the enabled state of the component. Gets the enabled state of the component.
-