Class: ModelComponent

pc.ModelComponent

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.

Constructor

new ModelComponent(system, entity)

Create a new ModelComponent
Parameters:
Name Type Description
system pc.ModelComponentSystem The ComponentSystem that created this Component
entity pc.Entity The Entity that this Component is attached to.
Properties:
Name Type Description
type String The type of the model, which can be one of the following values:
  • 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)
asset pc.Asset The asset for the model (only applies to models of type 'asset') - can also be an asset id.
castShadows Boolean If true, this model will cast shadows for lights that have shadow casting enabled.
receiveShadows Boolean If true, shadows will be cast on this model
materialAsset Number The material pc.Asset that will be used to render the model (not used on models of type 'asset')
model pc.Model The model that is added to the scene graph. It can be not set or loaded, so will return null.
mapping Object 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.
castShadowsLightmap Boolean If true, this model will cast shadows when rendering lightmaps
lightmapped Boolean If true, this model will be lightmapped after using lightmapper.bake()
lightmapSizeMultiplier Number Lightmap resolution multiplier
isStatic Boolean Mark model as non-movable (optimization)
meshInstances Array.<pc.MeshInstance> An array of meshInstances contained in the component's model. If model is not set or loaded for component it will return null.
batchGroupId Number Assign model to a specific batch group (see pc.BatchGroup). Default value is -1 (no group).
layers Array 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.
Source:

Extends

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.
Source:
Example
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.
Source: