Engine API Reference
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    Class ModelComponent

    The ModelComponent enables an Entity to render 3D models. The 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 Model. This can either be created programmatically or loaded from an Asset.

    The Model managed by this component is positioned, rotated, and scaled in world space by the world transformation matrix of the owner 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 ModelComponent constructor directly. To add a ModelComponent to an Entity, use Entity#addComponent:

    const entity = new pc.Entity();
    entity.addComponent('model', {
    type: 'box'
    });

    Once the ModelComponent is added to the entity, you can access it via the model property:

    entity.model.type = 'capsule';  // Set the model component's type

    console.log(entity.model.type); // Get the model component's type and print it

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    entity: Entity

    The Entity that this Component is attached to.

    isStatic: boolean = false

    Mark meshes as non-movable (optimization).

    The ComponentSystem used to create this Component.

    Accessors

    • get asset(): null | number | Asset

      Gets the model asset id for the component.

      Returns null | number | Asset

    • set asset(value: null | number | Asset): void

      Sets the model asset (or asset id) for the component. This only applies to model components with type 'asset'.

      Parameters

      • value: null | number | Asset

      Returns void

    • get batchGroupId(): number

      Gets the batch group for the mesh instances in this component (see BatchGroup).

      Returns number

    • set batchGroupId(value: number): void

      Sets the batch group for the mesh instances in this component (see BatchGroup). Default is -1 (no group).

      Parameters

      • value: number

      Returns void

    • get castShadows(): boolean

      Gets whether attached meshes will cast shadows for lights that have shadow casting enabled.

      Returns boolean

    • set castShadows(value: boolean): void

      Sets whether attached meshes will cast shadows for lights that have shadow casting enabled.

      Parameters

      • value: boolean

      Returns void

    • get castShadowsLightmap(): boolean

      Gets whether meshes instances will cast shadows when rendering lightmaps.

      Returns boolean

    • set castShadowsLightmap(value: boolean): void

      Sets whether meshes instances will cast shadows when rendering lightmaps.

      Parameters

      • value: boolean

      Returns void

    • get customAabb(): null | BoundingBox

      Gets the custom object space bounding box that is used for visibility culling of attached mesh instances.

      Returns null | BoundingBox

    • set customAabb(value: null | BoundingBox): void

      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.

      Parameters

      Returns void

    • get enabled(): boolean

      Gets the enabled state of the component.

      Returns boolean

    • set enabled(arg: boolean): void

      Sets the enabled state of the component.

      Parameters

      • arg: boolean

      Returns void

    • get layers(): number[]

      Gets the array of layer IDs (Layer#id) to which the mesh instances belong.

      Returns number[]

    • set layers(value: number[]): void

      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.

      Parameters

      • value: number[]

      Returns void

    • get lightmapped(): boolean

      Gets whether the component is affected by the runtime lightmapper.

      Returns boolean

    • set lightmapped(value: boolean): void

      Sets whether the component is affected by the runtime lightmapper. If true, the meshes will be lightmapped after using lightmapper.bake().

      Parameters

      • value: boolean

      Returns void

    • get lightmapSizeMultiplier(): number

      Gets the lightmap resolution multiplier.

      Returns number

    • set lightmapSizeMultiplier(value: number): void

      Sets the lightmap resolution multiplier.

      Parameters

      • value: number

      Returns void

    • get mapping(): {}

      Gets the dictionary that holds material overrides for each mesh instance.

      Returns {}

    • set mapping(value: {}): void

      Sets the 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 to material asset id.

      Parameters

      • value: {}

      Returns void

    • get material(): Material

      Gets the Material that will be used to render the model.

      Returns Material

    • set material(value: Material): void

      Sets the Material that will be used to render the model. The material is ignored for renders of type 'asset'.

      Parameters

      Returns void

    • get materialAsset(): null | number | Asset

      Gets the material Asset that will be used to render the component.

      Returns null | number | Asset

    • set materialAsset(value: null | number | Asset): void

      Sets the material Asset that will be used to render the component. The material is ignored for renders of type 'asset'.

      Parameters

      • value: null | number | Asset

      Returns void

    • get meshInstances(): null | MeshInstance[]

      Gets the array of mesh instances contained in the component's model.

      Returns null | MeshInstance[]

    • set meshInstances(value: null | MeshInstance[]): void

      Sets the array of mesh instances contained in the component's model.

      Parameters

      Returns void

    • get model(): Model

      Gets the model owned by this component. In this case a model is not set or loaded, this will return null.

      Returns Model

    • set model(value: Model): void

      Sets the model owned by this component.

      Parameters

      Returns void

    • get receiveShadows(): boolean

      Gets whether shadows will be cast on attached meshes.

      Returns boolean

    • set receiveShadows(value: boolean): void

      Sets whether shadows will be cast on attached meshes.

      Parameters

      • value: boolean

      Returns void

    • get type(): | "asset"
      | "plane"
      | "box"
      | "sphere"
      | "capsule"
      | "cylinder"
      | "cone"
      | "torus"

      Gets the type of the component.

      Returns "asset" | "plane" | "box" | "sphere" | "capsule" | "cylinder" | "cone" | "torus"

    • set type(
          value:
              | "asset"
              | "plane"
              | "box"
              | "sphere"
              | "capsule"
              | "cylinder"
              | "cone"
              | "torus",
      ): void

      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 Asset of type model. This asset, assigned to the asset property, contains a Model. Alternatively, model 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.

      Parameters

      • value: "asset" | "plane" | "box" | "sphere" | "capsule" | "cylinder" | "cone" | "torus"

      Returns void

    Methods

    • Fire an event, all additional arguments are passed on to the event listener.

      Parameters

      • name: string

        Name of event to fire.

      • Optionalarg1: any

        First argument that is passed to the event handler.

      • Optionalarg2: any

        Second argument that is passed to the event handler.

      • Optionalarg3: any

        Third argument that is passed to the event handler.

      • Optionalarg4: any

        Fourth argument that is passed to the event handler.

      • Optionalarg5: any

        Fifth argument that is passed to the event handler.

      • Optionalarg6: any

        Sixth argument that is passed to the event handler.

      • Optionalarg7: any

        Seventh argument that is passed to the event handler.

      • Optionalarg8: any

        Eighth argument that is passed to the event handler.

      Returns EventHandler

      Self for chaining.

      obj.fire('test', 'This is the message');
      
    • Test if there are any handlers bound to an event name.

      Parameters

      • name: string

        The name of the event to test.

      Returns boolean

      True if the object has handlers bound to the specified event name.

      obj.on('test', () => {}); // bind an event to 'test'
      obj.hasEvent('test'); // returns true
      obj.hasEvent('hello'); // returns false
    • Stop rendering model without removing it from the scene hierarchy. This method sets the 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.

      Returns void

      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;
      }
    • 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.

      Parameters

      • Optionalname: string

        Name of the event to unbind.

      • Optionalcallback: HandleEventCallback

        Function to be unbound.

      • Optionalscope: any

        Scope that was used as the this when the event is fired.

      Returns EventHandler

      Self for chaining.

      const handler = () => {};
      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 handler functions, called 'test' with scope this
    • Attach an event handler to an event.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: any = ...

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      Can be used for removing event in the future.

      obj.on('test', (a, b) => {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console
      const evt = obj.on('test', (a, b) => {
      console.log(a + b);
      });
      // some time later
      evt.off();
    • Attach an event handler to an event. This handler will be removed after being fired once.

      Parameters

      • name: string

        Name of the event to bind the callback to.

      • callback: HandleEventCallback

        Function that is called when event is fired. Note the callback is limited to 8 arguments.

      • Optionalscope: any = ...

        Object to use as 'this' when the event is fired, defaults to current this.

      Returns EventHandle

      • can be used for removing event in the future.
      obj.once('test', (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