Class: Model

pc.Model

A model is a graphical object that can be added to or removed from a scene. It contains a hierarchy and any number of mesh instances.

Constructor

new Model()

Creates a new model.
Properties:
Name Type Description
graph pc.GraphNode The root node of the model's graph node hierarchy.
meshInstances Array.<pc.MeshInstance> An array of meshInstances contained in this model.
Source:
Example
// Create a new model
var model = new pc.Model();

Methods

clone() → {pc.Model}

Clones a model. The returned model has a newly created hierarchy and mesh instances, but meshes are shared between the clone and the specified model.
Source:
Returns:
A clone of the specified model.
Type
pc.Model
Example
var clonedModel = model.clone();

destroy()

destroys skinning texture and possibly deletes vertex/index buffers of a model. Mesh is reference-counted, so buffers are only deleted if all models with referencing mesh instances were deleted. That means all in-scene models + the "base" one (asset.resource) which is created when the model is parsed. It is recommended to use asset.unload() instead, which will also remove the model from the scene.
Source:

generateWireframe()

Generates the necessary internal data for a model to be renderable as wireframe. Once this function has been called, any mesh instance in the model can have its renderStyle property set to pc.RENDERSTYLE_WIREFRAME
Source:
Example
model.generateWireframe();
for (var i = 0; i < model.meshInstances.length; i++) {
    model.meshInstances[i].renderStyle = pc.RENDERSTYLE_WIREFRAME;
}