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playcanvas

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PlayCanvas WebGL game engine

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/** * @import { BoundingBox } from '../../../core/shape/bounding-box.js' * @import { Entity } from '../../entity.js' * @import { EventHandle } from '../../../core/event-handle.js' * @import { Material } from '../../../scene/materials/material.js' * @import { RenderComponentSystem } from './system.js' */ /** * The RenderComponent enables an {@link Entity} to render 3D meshes. The {@link type} property can * be set to one of several predefined shapes (such as `box`, `sphere`, `cone` and so on). * Alternatively, the component can be configured to manage an arbitrary array of * {@link MeshInstance}s. These can either be created programmatically or loaded from an * {@link Asset}. * * The {@link MeshInstance}s managed by this component are positioned, rotated, and scaled in world * space by the world transformation matrix of the owner {@link Entity}. This world matrix is * derived by combining the entity's local transformation (position, rotation, and scale) with the * world transformation matrix of its parent entity in the scene hierarchy. * * You should never need to use the RenderComponent constructor directly. To add a RenderComponent * to an Entity, use {@link Entity#addComponent}: * * ```javascript * const entity = new pc.Entity(); * entity.addComponent('render', { * type: 'box' * }); * ``` * * Once the RenderComponent is added to the entity, you can access it via the {@link Entity#render} * property: * * ```javascript * entity.render.type = 'capsule'; // Set the render component's type * * console.log(entity.render.type); // Get the render component's type and print it * ``` * * Relevant Engine API examples: * * - [Loading Render Assets](https://playcanvas.github.io/#/graphics/render-asset) * - [Primitive Shapes](https://playcanvas.github.io/#/graphics/shapes) * - [Spinning Cube](https://playcanvas.github.io/#/misc/hello-world) * * @category Graphics */ export class RenderComponent extends Component { /** * Create a new RenderComponent. * * @param {RenderComponentSystem} system - The ComponentSystem that created this Component. * @param {Entity} entity - The Entity that this Component is attached to. */ constructor(system: RenderComponentSystem, entity: Entity); /** * @type {'asset'|'box'|'capsule'|'cone'|'cylinder'|'plane'|'sphere'|'torus'} * @private */ private _type; /** @private */ private _castShadows; /** @private */ private _receiveShadows; /** @private */ private _castShadowsLightmap; /** @private */ private _lightmapped; /** @private */ private _lightmapSizeMultiplier; /** * Mark meshes as non-movable (optimization). * * @type {boolean} */ isStatic: boolean; /** @private */ private _batchGroupId; /** @private */ private _layers; /** @private */ private _renderStyle; /** * @type {MeshInstance[]} * @private */ private _meshInstances; /** * @type {BoundingBox|null} * @private */ private _customAabb; /** * Used by lightmapper. * * @type {{x: number, y: number, z: number, uv: number}|null} * @ignore */ _area: { x: number; y: number; z: number; uv: number; } | null; /** * @type {AssetReference} * @private */ private _assetReference; /** * @type {AssetReference[]} * @private */ private _materialReferences; /** * Material used to render meshes other than asset type. It gets priority when set to * something else than defaultMaterial, otherwise materialASsets[0] is used. * * @type {Material} * @private */ private _material; /** * A reference to the entity to be used as the root bone for any skinned meshes that * are rendered by this component. * * @type {Entity|null} * @private */ private _rootBone; /** * @type {EventHandle|null} * @private */ private _evtLayersChanged; /** * @type {EventHandle|null} * @private */ private _evtLayerAdded; /** * @type {EventHandle|null} * @private */ private _evtLayerRemoved; /** * @type {EventHandle|null} * @private */ private _evtSetMeshes; /** * Sets the render style of this component's {@link MeshInstance}s. Can be: * * - {@link RENDERSTYLE_SOLID} * - {@link RENDERSTYLE_WIREFRAME} * - {@link RENDERSTYLE_POINTS} * * Defaults to {@link RENDERSTYLE_SOLID}. * * @type {number} */ set renderStyle(renderStyle: number); /** * Gets the render style of this component's {@link MeshInstance}s. * * @type {number} */ get renderStyle(): number; /** * 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. * * @type {BoundingBox|null} */ set customAabb(value: BoundingBox | null); /** * Gets the custom object space bounding box that is used for visibility culling of attached * mesh instances. * * @type {BoundingBox|null} */ get customAabb(): BoundingBox | null; /** * Sets the type of the component, determining the source of the geometry to be rendered. * The geometry, whether it's a primitive shape or originates from an asset, is rendered * using the owning entity's final world transform. This world transform is calculated by * concatenating (multiplying) the local transforms (position, rotation, scale) of the * entity and all its ancestors in the scene hierarchy. This process positions, orientates, * and scales the geometry in world space. * * Can be one of the following values: * * - **"asset"**: Renders geometry defined in an {@link Asset} of type `render`. This asset, * assigned to the {@link asset} property, contains one or more {@link MeshInstance}s. * Alternatively, {@link meshInstances} can be set programmatically. * - **"box"**: A unit cube (sides of length 1) centered at the local space origin. * - **"capsule"**: A shape composed of a cylinder and two hemispherical caps that is aligned * with the local Y-axis. It is centered at the local space origin and has an unscaled height * of 2 and a radius of 0.5. * - **"cone"**: A cone aligned with the local Y-axis. It is centered at the local space * origin, with its base in the local XZ plane at Y = -0.5 and its tip at Y = +0.5. It has * an unscaled height of 1 and a base radius of 0.5. * - **"cylinder"**: A cylinder aligned with the local Y-axis. It is centered at the local * space origin with an unscaled height of 1 and a radius of 0.5. * - **"plane"**: A flat plane in the local XZ plane at Y = 0 (normal along +Y). It is * centered at the local space origin with unscaled dimensions of 1x1 units along local X and * Z axes. * - **"sphere"**: A sphere with a radius of 0.5. It is centered at the local space origin and * has poles at Y = -0.5 and Y = +0.5. * - **"torus"**: A doughnut shape lying in the local XZ plane at Y = 0. It is centered at * the local space origin with a tube radius of 0.2 and a ring radius of 0.3. * * @type {'asset'|'box'|'capsule'|'cone'|'cylinder'|'plane'|'sphere'|'torus'} */ set type(value: "asset" | "box" | "capsule" | "cone" | "cylinder" | "plane" | "sphere" | "torus"); /** * Gets the type of the component. * * @type {'asset'|'box'|'capsule'|'cone'|'cylinder'|'plane'|'sphere'|'torus'} */ get type(): "asset" | "box" | "capsule" | "cone" | "cylinder" | "plane" | "sphere" | "torus"; /** * Sets the array of meshInstances contained in the component. * * @type {MeshInstance[]} */ set meshInstances(value: MeshInstance[]); /** * Gets the array of meshInstances contained in the component. * * @type {MeshInstance[]} */ get meshInstances(): MeshInstance[]; /** * Sets whether the component is affected by the runtime lightmapper. If true, the meshes will * be lightmapped after using lightmapper.bake(). * * @type {boolean} */ set lightmapped(value: boolean); /** * Gets whether the component is affected by the runtime lightmapper. * * @type {boolean} */ get lightmapped(): boolean; /** * Sets whether attached meshes will cast shadows for lights that have shadow casting enabled. * * @type {boolean} */ set castShadows(value: boolean); /** * Gets whether attached meshes will cast shadows for lights that have shadow casting enabled. * * @type {boolean} */ get castShadows(): boolean; /** * Sets whether shadows will be cast on attached meshes. * * @type {boolean} */ set receiveShadows(value: boolean); /** * Gets whether shadows will be cast on attached meshes. * * @type {boolean} */ get receiveShadows(): boolean; /** * Sets whether meshes instances will cast shadows when rendering lightmaps. * * @type {boolean} */ set castShadowsLightmap(value: boolean); /** * Gets whether meshes instances will cast shadows when rendering lightmaps. * * @type {boolean} */ get castShadowsLightmap(): boolean; /** * Sets the lightmap resolution multiplier. * * @type {number} */ set lightmapSizeMultiplier(value: number); /** * Gets the lightmap resolution multiplier. * * @type {number} */ get lightmapSizeMultiplier(): number; /** * Sets the array of layer IDs ({@link 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. * * @type {number[]} */ set layers(value: number[]); /** * Gets the array of layer IDs ({@link Layer#id}) to which the mesh instances belong. * * @type {number[]} */ get layers(): number[]; /** * Sets the batch group for the mesh instances in this component (see {@link BatchGroup}). * Default is -1 (no group). * * @type {number} */ set batchGroupId(value: number); /** * Gets the batch group for the mesh instances in this component (see {@link BatchGroup}). * * @type {number} */ get batchGroupId(): number; /** * Sets the material {@link Material} that will be used to render the component. The material * is ignored for renders of type 'asset'. * * @type {Material} */ set material(value: Material); /** * Gets the material {@link Material} that will be used to render the component. * * @type {Material} */ get material(): Material; /** * Sets the material assets that will be used to render the component. Each material * corresponds to the respective mesh instance. * * @type {Asset[]|number[]} */ set materialAssets(value: Asset[] | number[]); /** * Gets the material assets that will be used to render the component. * * @type {Asset[]|number[]} */ get materialAssets(): Asset[] | number[]; /** * Sets the render asset (or asset id) for the render component. This only applies to render components with * type 'asset'. * * @type {Asset|number} */ set asset(value: number); /** * Gets the render asset id for the render component. * * @type {number} */ get asset(): number; /** * Assign asset id to the component, without updating the component with the new asset. * This can be used to assign the asset id to already fully created component. * * @param {Asset|number} asset - The render asset or asset id to assign. * @ignore */ assignAsset(asset: Asset | number): void; /** * Sets the root bone entity (or entity guid) for the render component. * * @type {Entity|string|null} */ set rootBone(value: Entity | null); /** * Gets the root bone entity for the render component. * * @type {Entity|null} */ get rootBone(): Entity | null; /** @private */ private destroyMeshInstances; /** @private */ private addToLayers; removeFromLayers(): void; /** @private */ private onRemoveChild; /** @private */ private onInsertChild; onRemove(): void; materialAsset: any; onLayersChanged(oldComp: any, newComp: any): void; onLayerAdded(layer: any): void; onLayerRemoved(layer: any): void; /** * Stop rendering {@link MeshInstance}s without removing them from the scene hierarchy. This * method sets the {@link MeshInstance#visible} property of every MeshInstance to false. Note, * this does not remove the mesh instances from the scene hierarchy or draw call list. So the * render component still incurs some CPU overhead. */ hide(): void; /** * Enable rendering of the component's {@link MeshInstance}s if hidden using * {@link RenderComponent#hide}. This method sets the {@link MeshInstance#visible} property on * all mesh instances to true. */ show(): void; _onRenderAssetAdded(): void; _onRenderAssetLoad(): void; _onSetMeshes(meshes: any): void; _clearSkinInstances(): void; _cloneSkinInstances(): void; _cloneMeshes(meshes: any): void; _onRenderAssetUnload(): void; _onRenderAssetRemove(): void; _onMaterialAdded(index: any, component: any, asset: any): void; _updateMainMaterial(index: any, material: any): void; _onMaterialLoad(index: any, component: any, asset: any): void; _onMaterialRemove(index: any, component: any, asset: any): void; _onMaterialUnload(index: any, component: any, asset: any): void; resolveDuplicatedEntityReferenceProperties(oldRender: any, duplicatedIdsMap: any): void; } import { Component } from '../component.js'; import type { BoundingBox } from '../../../core/shape/bounding-box.js'; import { MeshInstance } from '../../../scene/mesh-instance.js'; import type { Material } from '../../../scene/materials/material.js'; import { Asset } from '../../asset/asset.js'; import type { Entity } from '../../entity.js'; import type { RenderComponentSystem } from './system.js';