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@aidinabedi/playcanvas

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PlayCanvas WebGL game engine

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<!doctype html> <html lang="en"> <head> <title>pc.ModelComponent | PlayCanvas API Reference</title> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <link rel="icon" type="image/png" href="images/playcanvas-favicon.png"> <link href="styles/styles.css" rel="stylesheet"> <link href="styles/playcanvas-theme.css" rel="stylesheet"> <script src="scripts/interface.js"></script> <script src="scripts/highlight.min.js"></script> <script>hljs.initHighlightingOnLoad();</script> </head> <body> <header> <nav class="header-width"> <a href="/" class="header-title"><img src="images/playcanvas-manual.png"></a> <ul class="header-menu"> <li class="user-manual"><a href="https://developer.playcanvas.com/en/user-manual/">User Manual</a></li> <li class="tutorials"><a href="https://developer.playcanvas.com/en/tutorials">Tutorials</a></li> <li class="forum"><a href="https://forum.playcanvas.com/" target="_blank">Forum</a></li> <li class="api active"><a href="/api/">API Reference</a></li> </ul> </nav> <div class="header-content header-page header-width"> <h1><span class="font-icon">&#58195;</span>API Reference</h1> <input id="search" class="search" type="text" placeholder="Search"></input> </div> </header> <div class="container content-width"> <nav class="sidebar"> <div class="sidebarFilter"> <input id="filter-input" type="text" placeholder="Filter"> </div> <ul> <li id="nav-pc"><a href="pc.html">pc</a></li> <li id="nav-pc.callbacks"><a href="pc.callbacks.html">pc.callbacks</a></li> <li id="nav-pc.guid"><a href="pc.guid.html">pc.guid</a></li> <li id="nav-pc.math"><a href="pc.math.html">pc.math</a></li> <li id="nav-pc.path"><a href="pc.path.html">pc.path</a></li> <li id="nav-pc.platform"><a href="pc.platform.html">pc.platform</a></li> <li id="nav-pc.script"><a href="pc.script.html">pc.script</a></li> <li id="nav-pc.string"><a href="pc.string.html">pc.string</a></li> <li id="nav-pc.Animation"><a href="pc.Animation.html">Animation</a></li> <li id="nav-pc.AnimationComponent"><a href="pc.AnimationComponent.html">AnimationComponent</a></li> <li id="nav-pc.AnimationComponentSystem"><a href="pc.AnimationComponentSystem.html">AnimationComponentSystem</a></li> <li id="nav-pc.AnimationHandler"><a href="pc.AnimationHandler.html">AnimationHandler</a></li> <li id="nav-pc.AnimCache"><a href="pc.AnimCache.html">AnimCache</a></li> <li id="nav-pc.AnimClip"><a href="pc.AnimClip.html">AnimClip</a></li> <li id="nav-pc.AnimController"><a href="pc.AnimController.html">AnimController</a></li> <li id="nav-pc.AnimCurve"><a href="pc.AnimCurve.html">AnimCurve</a></li> <li id="nav-pc.AnimData"><a href="pc.AnimData.html">AnimData</a></li> <li id="nav-pc.AnimSnapshot"><a href="pc.AnimSnapshot.html">AnimSnapshot</a></li> <li id="nav-pc.AnimTarget"><a href="pc.AnimTarget.html">AnimTarget</a></li> <li id="nav-pc.AnimTrack"><a href="pc.AnimTrack.html">AnimTrack</a></li> <li id="nav-pc.Application"><a href="pc.Application.html">Application</a></li> <li id="nav-pc.Asset"><a href="pc.Asset.html">Asset</a></li> <li id="nav-pc.AssetReference"><a href="pc.AssetReference.html">AssetReference</a></li> <li id="nav-pc.AssetRegistry"><a href="pc.AssetRegistry.html">AssetRegistry</a></li> <li id="nav-pc.AudioHandler"><a href="pc.AudioHandler.html">AudioHandler</a></li> <li id="nav-pc.AudioListenerComponent"><a href="pc.AudioListenerComponent.html">AudioListenerComponent</a></li> <li id="nav-pc.AudioListenerComponentSystem"><a href="pc.AudioListenerComponentSystem.html">AudioListenerComponentSystem</a></li> <li id="nav-pc.BasicMaterial"><a href="pc.BasicMaterial.html">BasicMaterial</a></li> <li id="nav-pc.Batch"><a href="pc.Batch.html">Batch</a></li> <li id="nav-pc.BatchGroup"><a href="pc.BatchGroup.html">BatchGroup</a></li> <li id="nav-pc.BatchManager"><a href="pc.BatchManager.html">BatchManager</a></li> <li id="nav-pc.BoundingBox"><a href="pc.BoundingBox.html">BoundingBox</a></li> <li id="nav-pc.BoundingSphere"><a href="pc.BoundingSphere.html">BoundingSphere</a></li> <li id="nav-pc.ButtonComponent"><a href="pc.ButtonComponent.html">ButtonComponent</a></li> <li id="nav-pc.ButtonComponentSystem"><a href="pc.ButtonComponentSystem.html">ButtonComponentSystem</a></li> <li id="nav-pc.CameraComponent"><a href="pc.CameraComponent.html">CameraComponent</a></li> <li id="nav-pc.CameraComponentSystem"><a href="pc.CameraComponentSystem.html">CameraComponentSystem</a></li> <li id="nav-pc.CollisionComponent"><a href="pc.CollisionComponent.html">CollisionComponent</a></li> <li id="nav-pc.CollisionComponentSystem"><a href="pc.CollisionComponentSystem.html">CollisionComponentSystem</a></li> <li id="nav-pc.Color"><a href="pc.Color.html">Color</a></li> <li id="nav-pc.Component"><a href="pc.Component.html">Component</a></li> <li id="nav-pc.ComponentSystem"><a href="pc.ComponentSystem.html">ComponentSystem</a></li> <li id="nav-pc.ComponentSystemRegistry"><a 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href="pc.ElementDragHelper.html">ElementDragHelper</a></li> <li id="nav-pc.ElementInput"><a href="pc.ElementInput.html">ElementInput</a></li> <li id="nav-pc.ElementInputEvent"><a href="pc.ElementInputEvent.html">ElementInputEvent</a></li> <li id="nav-pc.ElementMouseEvent"><a href="pc.ElementMouseEvent.html">ElementMouseEvent</a></li> <li id="nav-pc.ElementTouchEvent"><a href="pc.ElementTouchEvent.html">ElementTouchEvent</a></li> <li id="nav-pc.Entity"><a href="pc.Entity.html">Entity</a></li> <li id="nav-pc.EventHandler"><a href="pc.EventHandler.html">EventHandler</a></li> <li id="nav-pc.Font"><a href="pc.Font.html">Font</a></li> <li id="nav-pc.FontHandler"><a href="pc.FontHandler.html">FontHandler</a></li> <li id="nav-pc.ForwardRenderer"><a href="pc.ForwardRenderer.html">ForwardRenderer</a></li> <li id="nav-pc.Frustum"><a href="pc.Frustum.html">Frustum</a></li> <li id="nav-pc.GamePads"><a href="pc.GamePads.html">GamePads</a></li> <li id="nav-pc.GraphicsDevice"><a href="pc.GraphicsDevice.html">GraphicsDevice</a></li> <li id="nav-pc.GraphNode"><a href="pc.GraphNode.html">GraphNode</a></li> <li id="nav-pc.Http"><a href="pc.Http.html">Http</a></li> <li id="nav-pc.I18n"><a href="pc.I18n.html">I18n</a></li> <li id="nav-pc.IndexBuffer"><a href="pc.IndexBuffer.html">IndexBuffer</a></li> <li id="nav-pc.Keyboard"><a href="pc.Keyboard.html">Keyboard</a></li> <li id="nav-pc.KeyboardEvent"><a href="pc.KeyboardEvent.html">KeyboardEvent</a></li> <li id="nav-pc.Layer"><a href="pc.Layer.html">Layer</a></li> <li id="nav-pc.LayerComposition"><a href="pc.LayerComposition.html">LayerComposition</a></li> <li id="nav-pc.LayoutChildComponent"><a href="pc.LayoutChildComponent.html">LayoutChildComponent</a></li> <li id="nav-pc.LayoutChildComponentSystem"><a href="pc.LayoutChildComponentSystem.html">LayoutChildComponentSystem</a></li> <li id="nav-pc.LayoutGroupComponent"><a href="pc.LayoutGroupComponent.html">LayoutGroupComponent</a></li> <li id="nav-pc.LayoutGroupComponentSystem"><a href="pc.LayoutGroupComponentSystem.html">LayoutGroupComponentSystem</a></li> <li id="nav-pc.LightComponent"><a href="pc.LightComponent.html">LightComponent</a></li> <li id="nav-pc.LightComponentSystem"><a href="pc.LightComponentSystem.html">LightComponentSystem</a></li> <li id="nav-pc.Lightmapper"><a href="pc.Lightmapper.html">Lightmapper</a></li> <li id="nav-pc.Mat3"><a href="pc.Mat3.html">Mat3</a></li> <li id="nav-pc.Mat4"><a href="pc.Mat4.html">Mat4</a></li> <li id="nav-pc.Material"><a href="pc.Material.html">Material</a></li> <li id="nav-pc.MaterialHandler"><a href="pc.MaterialHandler.html">MaterialHandler</a></li> <li id="nav-pc.Mesh"><a href="pc.Mesh.html">Mesh</a></li> <li id="nav-pc.MeshInstance"><a href="pc.MeshInstance.html">MeshInstance</a></li> <li id="nav-pc.Model"><a href="pc.Model.html">Model</a></li> <li id="nav-pc.ModelComponent"><a href="pc.ModelComponent.html">ModelComponent</a></li> <li id="nav-pc.ModelComponentSystem"><a href="pc.ModelComponentSystem.html">ModelComponentSystem</a></li> <li id="nav-pc.ModelHandler"><a href="pc.ModelHandler.html">ModelHandler</a></li> <li id="nav-pc.Morph"><a href="pc.Morph.html">Morph</a></li> <li id="nav-pc.MorphInstance"><a href="pc.MorphInstance.html">MorphInstance</a></li> <li id="nav-pc.MorphTarget"><a href="pc.MorphTarget.html">MorphTarget</a></li> <li id="nav-pc.Mouse"><a href="pc.Mouse.html">Mouse</a></li> <li id="nav-pc.MouseEvent"><a href="pc.MouseEvent.html">MouseEvent</a></li> <li id="nav-pc.Node"><a href="pc.Node.html">Node</a></li> <li id="nav-pc.OrientedBox"><a href="pc.OrientedBox.html">OrientedBox</a></li> <li id="nav-pc.ParticleSystemComponent"><a href="pc.ParticleSystemComponent.html">ParticleSystemComponent</a></li> <li id="nav-pc.ParticleSystemComponentSystem"><a href="pc.ParticleSystemComponentSystem.html">ParticleSystemComponentSystem</a></li> <li id="nav-pc.Picker"><a href="pc.Picker.html">Picker</a></li> <li id="nav-pc.PostEffect"><a href="pc.PostEffect.html">PostEffect</a></li> <li id="nav-pc.PostEffectQueue"><a href="pc.PostEffectQueue.html">PostEffectQueue</a></li> <li id="nav-pc.Quat"><a href="pc.Quat.html">Quat</a></li> <li id="nav-pc.Ray"><a href="pc.Ray.html">Ray</a></li> <li id="nav-pc.RaycastResult"><a href="pc.RaycastResult.html">RaycastResult</a></li> <li id="nav-pc.RenderTarget"><a href="pc.RenderTarget.html">RenderTarget</a></li> <li id="nav-pc.ResourceHandler"><a href="pc.ResourceHandler.html">ResourceHandler</a></li> <li id="nav-pc.ResourceLoader"><a href="pc.ResourceLoader.html">ResourceLoader</a></li> <li id="nav-pc.RigidBodyComponent"><a href="pc.RigidBodyComponent.html">RigidBodyComponent</a></li> <li id="nav-pc.RigidBodyComponentSystem"><a href="pc.RigidBodyComponentSystem.html">RigidBodyComponentSystem</a></li> <li id="nav-pc.Scene"><a href="pc.Scene.html">Scene</a></li> <li id="nav-pc.SceneHandler"><a href="pc.SceneHandler.html">SceneHandler</a></li> <li id="nav-pc.ScopeId"><a href="pc.ScopeId.html">ScopeId</a></li> <li id="nav-pc.ScopeSpace"><a href="pc.ScopeSpace.html">ScopeSpace</a></li> <li id="nav-pc.ScreenComponent"><a href="pc.ScreenComponent.html">ScreenComponent</a></li> <li id="nav-pc.ScreenComponentSystem"><a href="pc.ScreenComponentSystem.html">ScreenComponentSystem</a></li> <li id="nav-pc.ScriptAttributes"><a href="pc.ScriptAttributes.html">ScriptAttributes</a></li> <li id="nav-pc.ScriptComponent"><a href="pc.ScriptComponent.html">ScriptComponent</a></li> <li id="nav-pc.ScriptComponentSystem"><a href="pc.ScriptComponentSystem.html">ScriptComponentSystem</a></li> <li id="nav-pc.ScriptHandler"><a href="pc.ScriptHandler.html">ScriptHandler</a></li> <li id="nav-pc.ScriptRegistry"><a href="pc.ScriptRegistry.html">ScriptRegistry</a></li> <li id="nav-pc.ScriptType"><a href="pc.ScriptType.html">ScriptType</a></li> <li id="nav-pc.ScrollbarComponent"><a href="pc.ScrollbarComponent.html">ScrollbarComponent</a></li> <li id="nav-pc.ScrollbarComponentSystem"><a href="pc.ScrollbarComponentSystem.html">ScrollbarComponentSystem</a></li> <li id="nav-pc.ScrollViewComponent"><a href="pc.ScrollViewComponent.html">ScrollViewComponent</a></li> <li id="nav-pc.ScrollViewComponentSystem"><a href="pc.ScrollViewComponentSystem.html">ScrollViewComponentSystem</a></li> <li id="nav-pc.Shader"><a href="pc.Shader.html">Shader</a></li> <li id="nav-pc.SingleContactResult"><a href="pc.SingleContactResult.html">SingleContactResult</a></li> <li id="nav-pc.Skeleton"><a href="pc.Skeleton.html">Skeleton</a></li> <li id="nav-pc.Skin"><a href="pc.Skin.html">Skin</a></li> <li id="nav-pc.SkinInstance"><a href="pc.SkinInstance.html">SkinInstance</a></li> <li id="nav-pc.Sound"><a href="pc.Sound.html">Sound</a></li> <li id="nav-pc.SoundComponent"><a href="pc.SoundComponent.html">SoundComponent</a></li> <li id="nav-pc.SoundComponentSystem"><a href="pc.SoundComponentSystem.html">SoundComponentSystem</a></li> <li id="nav-pc.SoundInstance"><a href="pc.SoundInstance.html">SoundInstance</a></li> <li id="nav-pc.SoundInstance3d"><a href="pc.SoundInstance3d.html">SoundInstance3d</a></li> <li id="nav-pc.SoundManager"><a href="pc.SoundManager.html">SoundManager</a></li> <li id="nav-pc.SoundSlot"><a href="pc.SoundSlot.html">SoundSlot</a></li> <li id="nav-pc.Sprite"><a href="pc.Sprite.html">Sprite</a></li> <li id="nav-pc.SpriteAnimationClip"><a href="pc.SpriteAnimationClip.html">SpriteAnimationClip</a></li> <li id="nav-pc.SpriteComponent"><a href="pc.SpriteComponent.html">SpriteComponent</a></li> <li id="nav-pc.SpriteComponentSystem"><a href="pc.SpriteComponentSystem.html">SpriteComponentSystem</a></li> <li id="nav-pc.SpriteHandler"><a href="pc.SpriteHandler.html">SpriteHandler</a></li> <li id="nav-pc.StandardMaterial"><a href="pc.StandardMaterial.html">StandardMaterial</a></li> <li id="nav-pc.StencilParameters"><a href="pc.StencilParameters.html">StencilParameters</a></li> <li id="nav-pc.Tags"><a href="pc.Tags.html">Tags</a></li> <li id="nav-pc.Texture"><a href="pc.Texture.html">Texture</a></li> <li id="nav-pc.TextureAtlas"><a href="pc.TextureAtlas.html">TextureAtlas</a></li> <li id="nav-pc.TextureAtlasHandler"><a href="pc.TextureAtlasHandler.html">TextureAtlasHandler</a></li> <li id="nav-pc.TextureHandler"><a href="pc.TextureHandler.html">TextureHandler</a></li> <li id="nav-pc.Touch"><a href="pc.Touch.html">Touch</a></li> <li id="nav-pc.TouchDevice"><a href="pc.TouchDevice.html">TouchDevice</a></li> <li id="nav-pc.TouchEvent"><a href="pc.TouchEvent.html">TouchEvent</a></li> <li id="nav-pc.TransformFeedback"><a href="pc.TransformFeedback.html">TransformFeedback</a></li> <li id="nav-pc.Vec2"><a href="pc.Vec2.html">Vec2</a></li> <li id="nav-pc.Vec3"><a href="pc.Vec3.html">Vec3</a></li> <li id="nav-pc.Vec4"><a href="pc.Vec4.html">Vec4</a></li> <li id="nav-pc.VertexAttributeDescription"><a href="pc.VertexAttributeDescription.html">VertexAttributeDescription</a></li> <li id="nav-pc.VertexAttributeElement"><a href="pc.VertexAttributeElement.html">VertexAttributeElement</a></li> <li id="nav-pc.VertexBuffer"><a href="pc.VertexBuffer.html">VertexBuffer</a></li> <li id="nav-pc.VertexFormat"><a href="pc.VertexFormat.html">VertexFormat</a></li> <li id="nav-pc.VertexIterator"><a href="pc.VertexIterator.html">VertexIterator</a></li> <li id="nav-pc.VertexIteratorAccessor"><a href="pc.VertexIteratorAccessor.html">VertexIteratorAccessor</a></li> <li id="nav-pc.XrInput"><a href="pc.XrInput.html">XrInput</a></li> <li id="nav-pc.XrInputSource"><a href="pc.XrInputSource.html">XrInputSource</a></li> <li id="nav-pc.XrManager"><a href="pc.XrManager.html">XrManager</a></li> </ul> </nav> <div class='sidebarToggle'><span></span>Class List</div> <main class="cls"> <h1>pc.ModelComponent</h1> <p class="extends">Extends: <a href="pc.Component.html">pc.Component</a></p> <p><p>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.</p></p> <!-- summary --> <h1>Summary</h1> <!--type definitions--> <!--static properties--> <!--static methods--> <!--properties--> <h3>Properties</h3> <table class="properties"> <tr> <td><a href="#asset">asset</a></td><td><p>The asset for the model (only applies to models of type 'asset') - can also be an asset id.</td> </tr> <tr> <td><a href="#batchGroupId">batchGroupId</a></td><td><p>Assign model to a specific batch group (see <a href="pc.BatchGroup.html">pc.BatchGroup</a>).</td> </tr> <tr> <td><a href="#castShadows">castShadows</a></td><td><p>If true, this model will cast shadows for lights that have shadow casting enabled.</td> </tr> <tr> <td><a href="#castShadowsLightmap">castShadowsLightmap</a></td><td><p>If true, this model will cast shadows when rendering lightmaps.</td> </tr> <tr> <td><a href="#isStatic">isStatic</a></td><td><p>Mark model as non-movable (optimization).</td> </tr> <tr> <td><a href="#layers">layers</a></td><td><p>An array of layer IDs (pc.Layer#id) to which this model should belong.</td> </tr> <tr> <td><a href="#lightmapSizeMultiplier">lightmapSizeMultiplier</a></td><td><p>Lightmap resolution multiplier.</td> </tr> <tr> <td><a href="#lightmapped">lightmapped</a></td><td><p>If true, this model will be lightmapped after using lightmapper.</td> </tr> <tr> <td><a href="#mapping">mapping</a></td><td><p>A dictionary that holds material overrides for each mesh instance.</td> </tr> <tr> <td><a href="#material">material</a></td><td><p>The material <a href="pc.Material.html">pc.Material</a> that will be used to render the model.</td> </tr> <tr> <td><a href="#materialAsset">materialAsset</a></td><td><p>The material <a href="pc.Asset.html">pc.Asset</a> that will be used to render the model (not used on models of type 'asset').</td> </tr> <tr> <td><a href="#meshInstances">meshInstances</a></td><td><p>An array of meshInstances contained in the component's model.</td> </tr> <tr> <td><a href="#model">model</a></td><td><p>The model that is added to the scene graph.</td> </tr> <tr> <td><a href="#receiveShadows">receiveShadows</a></td><td><p>If true, shadows will be cast on this model.</td> </tr> <tr> <td><a href="#type">type</a></td><td><p>The type of the model.</td> </tr> </table> <!--methods--> <h3>Methods</h3> <table class="properties"> <tr> <td><a href="#hide">hide</a></td><td><p>Stop rendering model without removing it from the scene hierarchy.</td> </tr> <tr> <td><a href="#show">show</a></td><td><p>Enable rendering of the model if hidden using <a href="pc.ModelComponent.html#hide">pc.ModelComponent#hide</a>.</td> </tr> </table> <!--events--> <h2>Inherited</h2> <!--inherited methods--> <!--inherited properties--> <h3>Properties</h3> <table class="properties"> <tr> <td><a href="#enabled">enabled</a></td><td><p>Enables or disables the component.</td> </tr> <tr> <td><a href="#entity">entity</a></td><td><p>The Entity that this Component is attached to.</td> </tr> <tr> <td><a href="#system">system</a></td><td><p>The ComponentSystem used to create this Component.</td> </tr> </table> <!--inherited static methods--> <h3>Methods</h3> <table class="properties"> <tr> <td><a href="#fire">fire</a></td><td><p>Fire an event, all additional arguments are passed on to the event listener.</td> </tr> <tr> <td><a href="#hasEvent">hasEvent</a></td><td><p>Test if there are any handlers bound to an event name.</td> </tr> <tr> <td><a href="#off">off</a></td><td><p>Detach an event handler from an event.</td> </tr> <tr> <td><a href="#on">on</a></td><td><p>Attach an event handler to an event.</td> </tr> <tr> <td><a href="#once">once</a></td><td><p>Attach an event handler to an event.</td> </tr> </table> <!--inherited events--> <h1>Details</h1> <!--type definitions--> <!--static members--> <!--static methods--> <h2>Constructor</h2> <!-- Constructor --> <div id="ModelComponent"> <h3 class="methodname">ModelComponent(system, entity) <a class="font-icon" href="#ModelComponent">&#58216;</a></h3> <p><p>Create a new ModelComponent.</p></p> <h4>Parameters</h4> <table> <tr> <td>system</td><td><a href="pc.ModelComponentSystem.html">pc.ModelComponentSystem</a></td><td><p>The ComponentSystem that created this Component.</p></td> </tr> <tr> <td>entity</td><td><a href="pc.Entity.html">pc.Entity</a></td><td><p>The Entity that this Component is attached to.</p></td> </tr> </table> </div> <!--properties--> <h2>Properties</h2> <div id="asset"> <span class="property"><a href="pc.Asset.html">pc.Asset</a>, <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">asset <a class="font-icon" href="#asset">&#58216;</a></span> <p><p>The asset for the model (only applies to models of type 'asset') - can also be an asset id.</p></p> </div> <div id="batchGroupId"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">batchGroupId <a class="font-icon" href="#batchGroupId">&#58216;</a></span> <p><p>Assign model to a specific batch group (see <a href="pc.BatchGroup.html">pc.BatchGroup</a>). Default value is -1 (no group).</p></p> </div> <div id="castShadows"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">castShadows <a class="font-icon" href="#castShadows">&#58216;</a></span> <p><p>If true, this model will cast shadows for lights that have shadow casting enabled.</p></p> </div> <div id="castShadowsLightmap"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">castShadowsLightmap <a class="font-icon" href="#castShadowsLightmap">&#58216;</a></span> <p><p>If true, this model will cast shadows when rendering lightmaps.</p></p> </div> <div id="isStatic"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">isStatic <a class="font-icon" href="#isStatic">&#58216;</a></span> <p><p>Mark model as non-movable (optimization).</p></p> </div> <div id="layers"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number[]</a></span><span class="property">layers <a class="font-icon" href="#layers">&#58216;</a></span> <p><p>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.</p></p> </div> <div id="lightmapSizeMultiplier"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">lightmapSizeMultiplier <a class="font-icon" href="#lightmapSizeMultiplier">&#58216;</a></span> <p><p>Lightmap resolution multiplier.</p></p> </div> <div id="lightmapped"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">lightmapped <a class="font-icon" href="#lightmapped">&#58216;</a></span> <p><p>If true, this model will be lightmapped after using lightmapper.bake().</p></p> </div> <div id="mapping"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></span><span class="property">mapping <a class="font-icon" href="#mapping">&#58216;</a></span> <p><p>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.</p></p> </div> <div id="material"> <span class="property"><a href="pc.Material.html">pc.Material</a></span><span class="property">material <a class="font-icon" href="#material">&#58216;</a></span> <p><p>The material <a href="pc.Material.html">pc.Material</a> that will be used to render the model. Setting this property will apply the material to all mesh instances of the model.</p></p> </div> <div id="materialAsset"> <span class="property"><a href="pc.Asset.html">pc.Asset</a>, <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">materialAsset <a class="font-icon" href="#materialAsset">&#58216;</a></span> <p><p>The material <a href="pc.Asset.html">pc.Asset</a> that will be used to render the model (not used on models of type 'asset').</p></p> </div> <div id="meshInstances"> <span class="property"><a href="pc.MeshInstance.html">pc.MeshInstance[]</a></span><span class="property">meshInstances <a class="font-icon" href="#meshInstances">&#58216;</a></span> <p><p>An array of meshInstances contained in the component's model. If model is not set or loaded for component it will return null.</p></p> </div> <div id="model"> <span class="property"><a href="pc.Model.html">pc.Model</a></span><span class="property">model <a class="font-icon" href="#model">&#58216;</a></span> <p><p>The model that is added to the scene graph. It can be not set or loaded, so will return null.</p></p> </div> <div id="receiveShadows"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">receiveShadows <a class="font-icon" href="#receiveShadows">&#58216;</a></span> <p><p>If true, shadows will be cast on this model.</p></p> </div> <div id="type"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></span><span class="property">type <a class="font-icon" href="#type">&#58216;</a></span> <p><p>The type of the model. Can be one of the following:</p> <ul> <li>&quot;asset&quot;: The component will render a model asset</li> <li>&quot;box&quot;: The component will render a box (1 unit in each dimension)</li> <li>&quot;capsule&quot;: The component will render a capsule (radius 0.5, height 2)</li> <li>&quot;cone&quot;: The component will render a cone (radius 0.5, height 1)</li> <li>&quot;cylinder&quot;: The component will render a cylinder (radius 0.5, height 1)</li> <li>&quot;plane&quot;: The component will render a plane (1 unit in each dimension)</li> <li>&quot;sphere&quot;: The component will render a sphere (radius 0.5)</li> </ul></p> </div> <!--methods--> <h2>Methods</h2> <div id="hide"> <h3 class="methodname">hide() <a class="font-icon" href="#hide">&#58216;</a></h3> <p><p>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.</p></p> <pre><code class="javascript">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; }</code></pre> </div> <div id="show"> <h3 class="methodname">show() <a class="font-icon" href="#show">&#58216;</a></h3> <p><p>Enable rendering of the model if hidden using <a href="pc.ModelComponent.html#hide">pc.ModelComponent#hide</a>. This method sets all the pc.MeshInstance#visible property on all mesh instances to true.</p></p> </div> <!--events--> <h2>Inherited</h2> <!--inherited properties--> <h2>Properties</h2> <div id="enabled"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></span><span class="property">enabled <a class="font-icon" href="#enabled">&#58216;</a></span> <p><p>Enables or disables the component.</p></p> </div> <div id="entity"> <span class="property"><a href="pc.Entity.html">pc.Entity</a></span><span class="property">entity <a class="font-icon" href="#entity">&#58216;</a></span> <p><p>The Entity that this Component is attached to.</p></p> </div> <div id="system"> <span class="property"><a href="pc.ComponentSystem.html">pc.ComponentSystem</a></span><span class="property">system <a class="font-icon" href="#system">&#58216;</a></span> <p><p>The ComponentSystem used to create this Component.</p></p> </div> <!--inherited methods--> <h2>Methods</h2> <div id="fire"> <h3 class="methodname">fire(name, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6], [arg7], [arg8]) <a class="font-icon" href="#fire">&#58216;</a></h3> <p><p>Fire an event, all additional arguments are passed on to the event listener.</p></p> <pre><code class="javascript">obj.fire('test', 'This is the message');</code></pre> <h4>Parameters</h4> <table> <tr> <td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Name of event to fire.</p></td> </tr> <tr> <td>arg1</td><td><a href="#">*</a></td><td><p>First argument that is passed to the event handler.</p></td> </tr> <tr> <td>arg2</td><td><a href="#">*</a></td><td><p>Second argument that is passed to the event handler.</p></td> </tr> <tr> <td>arg3</td><td><a href="#">*</a></td><td><p>Third argument that is passed to the event handler.</p></td> </tr> <tr> <td>arg4</td><td><a href="#">*</a></td><td><p>Fourth argument that is passed to the event handler.</p></td> </tr> <tr> <td>arg5</td><td><a href="#">*</a></td><td><p>Fifth argument that is passed to the event handler.</p></td> </tr> <tr> <td>arg6</td><td><a href="#">*</a></td><td><p>Sixth argument that is passed to the event handler.</p></td> </tr> <tr> <td>arg7</td><td><a href="#">*</a></td><td><p>Seventh argument that is passed to the event handler.</p></td> </tr> <tr> <td>arg8</td><td><a href="#">*</a></td><td><p>Eighth argument that is passed to the event handler.</p></td> </tr> </table> <h4>Returns</h4> <a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p> </div> <div id="hasEvent"> <h3 class="methodname">hasEvent(name) <a class="font-icon" href="#hasEvent">&#58216;</a></h3> <p><p>Test if there are any handlers bound to an event name.</p></p> <pre><code class="javascript">obj.on('test', function () { }); // bind an event to 'test' obj.hasEvent('test'); // returns true obj.hasEvent('hello'); // returns false</code></pre> <h4>Parameters</h4> <table> <tr> <td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>The name of the event to test.</p></td> </tr> </table> <h4>Returns</h4> <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a> <p>True if the object has handlers bound to the specified event name.</p> </div> <div id="off"> <h3 class="methodname">off([name], [callback], [scope]) <a class="font-icon" href="#off">&#58216;</a></h3> <p><p>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.</p></p> <pre><code class="javascript">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</code></pre> <h4>Parameters</h4> <table> <tr> <td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to unbind.</p></td> </tr> <tr> <td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function to be unbound.</p></td> </tr> <tr> <td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Scope that was used as the this when the event is fired.</p></td> </tr> </table> <h4>Returns</h4> <a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p> </div> <div id="on"> <h3 class="methodname">on(name, callback, [scope]) <a class="font-icon" href="#on">&#58216;</a></h3> <p><p>Attach an event handler to an event.</p></p> <pre><code class="javascript">obj.on('test', function (a, b) { console.log(a + b); }); obj.fire('test', 1, 2); // prints 3 to the console</code></pre> <h4>Parameters</h4> <table> <tr> <td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to bind the callback to.</p></td> </tr> <tr> <td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function that is called when event is fired. Note the callback is limited to 8 arguments.</p></td> </tr> <tr> <td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Object to use as 'this' when the event is fired, defaults to current this.</p></td> </tr> </table> <h4>Returns</h4> <a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p> </div> <div id="once"> <h3 class="methodname">once(name, callback, [scope]) <a class="font-icon" href="#once">&#58216;</a></h3> <p><p>Attach an event handler to an event. This handler will be removed after being fired once.</p></p> <pre><code class="javascript">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</code></pre> <h4>Parameters</h4> <table> <tr> <td>name</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String">string</a></td><td><p>Name of the event to bind the callback to.</p></td> </tr> <tr> <td>callback</td><td><a href="pc.callbacks.html#HandleEvent">pc.callbacks.HandleEvent</a></td><td><p>Function that is called when event is fired. Note the callback is limited to 8 arguments.</p></td> </tr> <tr> <td>scope</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Object to use as 'this' when the event is fired, defaults to current this.</p></td> </tr> </table> <h4>Returns</h4> <a href="pc.EventHandler.html">pc.EventHandler</a> <p>Self for chaining.</p> </div> <!--inherited events--> </main> </div> </body> </html>