Readonly
animGets the AnimComponent attached to this entity.
Readonly
animationGets the AnimationComponent attached to this entity.
Readonly
audiolistenerGets the AudioListenerComponent attached to this entity.
Readonly
buttonGets the ButtonComponent attached to this entity.
Readonly
cameraGets the CameraComponent attached to this entity.
Readonly
collisionGets the CollisionComponent attached to this entity.
Readonly
elementGets the ElementComponent attached to this entity.
Readonly
layoutchildGets the LayoutChildComponent attached to this entity.
Readonly
layoutgroupGets the LayoutGroupComponent attached to this entity.
Readonly
lightGets the LightComponent attached to this entity.
Readonly
modelGets the ModelComponent attached to this entity.
The non-unique name of a graph node. Defaults to 'Untitled'.
Readonly
particlesystemGets the ParticleSystemComponent attached to this entity.
Readonly
renderGets the RenderComponent attached to this entity.
Readonly
rigidbodyGets the RigidBodyComponent attached to this entity.
Readonly
screenGets the ScreenComponent attached to this entity.
Readonly
scriptGets the ScriptComponent attached to this entity.
Readonly
scrollbarGets the ScrollbarComponent attached to this entity.
Readonly
scrollviewGets the ScrollViewComponent attached to this entity.
Readonly
soundGets the SoundComponent attached to this entity.
Readonly
spriteGets the SpriteComponent attached to this entity.
Interface for tagging graph nodes. Tag based searches can be performed using the GraphNode#findByTag function.
A read-only property to get the children of this graph node.
Enable or disable a GraphNode. If one of the GraphNode's parents is disabled there will be no other side effects. If all the parents are enabled then the new value will activate or deactivate all the enabled children of the GraphNode.
The normalized local space negative Z-axis vector of the graph node in world space.
A read-only property to get the depth of this child within the graph. Note that for performance reasons this is only recalculated when a node is added to a new parent, i.e. It is not recalculated when a node is simply removed from the graph.
A read-only property to get a parent graph node.
A read-only property to get the path of the graph node relative to the root of the hierarchy.
The normalized local space X-axis vector of the graph node in world space.
A read-only property to get highest graph node from current node.
The normalized local space Y-axis vector of the graph node in world space.
Add a new child to the child list and update the parent value of the child node. If the node already had a parent, it is removed from its child list.
var e = new pc.Entity(app);
this.entity.addChild(e);
The new child to add.
Create a new component and add it to the entity. Use this to add functionality to the entity like rendering a model, playing sounds and so on.
The new Component that was attached to the entity or null if there was an error.
var entity = new pc.Entity();
// Add a light component with default properties
entity.addComponent("light");
// Add a camera component with some specified properties
entity.addComponent("camera", {
fov: 45,
clearColor: new pc.Color(1, 0, 0)
});
The name of the component to add. Valid strings are:
Optional
data: objectThe initialization data for the specific component type. Refer to each specific component's API reference page for details on valid values for this parameter.
Create a deep copy of the Entity. Duplicate the full Entity hierarchy, with all Components and all descendants. Note, this Entity is not in the hierarchy and must be added manually.
A new Entity which is a deep copy of the original.
var e = this.entity.clone();
// Add clone as a sibling to the original
this.entity.parent.addChild(e);
Search the graph node and all of its descendants for the nodes that satisfy some search criteria.
The array of graph nodes that match the search criteria.
// Finds all nodes that have a model component and have door
in their lower-cased name
var doors = house.find(function (node) {
return node.model && node.name.toLowerCase().indexOf('door') !== -1;
});
// Finds all nodes that have the name property set to 'Test'
var entities = parent.find('name', 'Test');
This can either be a function or a string. If it's a function, it is executed for each descendant node to test if node satisfies the search logic. Returning true from the function will include the node into the results. If it's a string then it represents the name of a field or a method of the node. If this is the name of a field then the value passed as the second argument will be checked for equality. If this is the name of a function then the return value of the function will be checked for equality against the valued passed as the second argument to this function.
Optional
value: objectIf the first argument (attr) is a property name then this value will be checked against the value of the property.
Get the first node found in the graph by its full path in the graph. The full path has this form 'parent/child/sub-child'. The search is depth first.
The first node to be found matching the supplied path. Returns null if no node is found.
// String form
var grandchild = this.entity.findByPath('child/grandchild');
// Array form
var grandchild = this.entity.findByPath(['child', 'grandchild']);
The full path of the GraphNode as either a string or array of GraphNode names.
Return all graph nodes that satisfy the search query. Query can be simply a string, or comma separated strings, to have inclusive results of assets that match at least one query. A query that consists of an array of tags can be used to match graph nodes that have each tag of array.
A list of all graph nodes that match the query.
// Return all graph nodes that tagged by animal
var animals = node.findByTag("animal");
// Return all graph nodes that tagged by bird
OR mammal
var birdsAndMammals = node.findByTag("bird", "mammal");
// Return all assets that tagged by carnivore
AND mammal
var meatEatingMammals = node.findByTag(["carnivore", "mammal"]);
// Return all assets that tagged by (carnivore
AND mammal
) OR (carnivore
AND reptile
)
var meatEatingMammalsAndReptiles = node.findByTag(["carnivore", "mammal"], ["carnivore", "reptile"]);
Rest
...args: any[]Search the entity and all of its descendants for the first component of specified type.
A component of specified type, if the entity or any of its descendants has one. Returns undefined otherwise.
// Get the first found light component in the hierarchy tree that starts with this entity
var light = entity.findComponent("light");
The name of the component type to retrieve.
Search the entity and all of its descendants for all components of specified type.
All components of specified type in the entity or any of its descendants. Returns empty array if none found.
// Get all light components in the hierarchy tree that starts with this entity
var lights = entity.findComponents("light");
The name of the component type to retrieve.
Search the graph node and all of its descendants for the first node that satisfies some search criteria.
A graph node that match the search criteria. Returns null if no node is found.
// Find the first node that is called head
and has a model component
var head = player.findOne(function (node) {
return node.model && node.name === 'head';
});
// Finds the first node that has the name property set to 'Test'
var node = parent.findOne('name', 'Test');
This can either be a function or a string. If it's a function, it is executed for each descendant node to test if node satisfies the search logic. Returning true from the function will result in that node being returned from findOne. If it's a string then it represents the name of a field or a method of the node. If this is the name of a field then the value passed as the second argument will be checked for equality. If this is the name of a function then the return value of the function will be checked for equality against the valued passed as the second argument to this function.
Optional
value: objectIf the first argument (attr) is a property name then this value will be checked against the value of the property.
Fire an event, all additional arguments are passed on to the event listener.
Self for chaining.
obj.fire('test', 'This is the message');
Name of event to fire.
Optional
arg1: anyFirst argument that is passed to the event handler.
Optional
arg2: anySecond argument that is passed to the event handler.
Optional
arg3: anyThird argument that is passed to the event handler.
Optional
arg4: anyFourth argument that is passed to the event handler.
Optional
arg5: anyFifth argument that is passed to the event handler.
Optional
arg6: anySixth argument that is passed to the event handler.
Optional
arg7: anySeventh argument that is passed to the event handler.
Optional
arg8: anyEighth argument that is passed to the event handler.
Executes a provided function once on this graph node and all of its descendants.
// Log the path and name of each node in descendant tree starting with "parent"
parent.forEach(function (node) {
console.log(node.path + "/" + node.name);
});
The function to execute on the graph node and each descendant.
Optional
thisArg: objectOptional value to use as this when executing callback function.
Get the world space rotation for the specified GraphNode in Euler angle form. The rotation is returned as euler angles in a Vec3. The value returned by this function should be considered read-only. In order to set the world-space rotation of the graph node, use GraphNode#setEulerAngles.
The world space rotation of the graph node in Euler angle form.
var angles = this.entity.getEulerAngles();
angles.y = 180; // rotate the entity around Y by 180 degrees
this.entity.setEulerAngles(angles);
Get the rotation in local space for the specified GraphNode. The rotation is returned as euler angles in a Vec3. The returned vector should be considered read-only. To update the local rotation, use GraphNode#setLocalEulerAngles.
The local space rotation of the graph node as euler angles in XYZ order.
var angles = this.entity.getLocalEulerAngles();
angles.y = 180;
this.entity.setLocalEulerAngles(angles);
Get the position in local space for the specified GraphNode. The position is returned as a Vec3. The returned vector should be considered read-only. To update the local position, use GraphNode#setLocalPosition.
The local space position of the graph node.
var position = this.entity.getLocalPosition();
position.x += 1; // move the entity 1 unit along x.
this.entity.setLocalPosition(position);
Get the rotation in local space for the specified GraphNode. The rotation is returned as a Quat. The returned quaternion should be considered read-only. To update the local rotation, use GraphNode#setLocalRotation.
The local space rotation of the graph node as a quaternion.
var rotation = this.entity.getLocalRotation();
Get the scale in local space for the specified GraphNode. The scale is returned as a Vec3. The returned vector should be considered read-only. To update the local scale, use GraphNode#setLocalScale.
The local space scale of the graph node.
var scale = this.entity.getLocalScale();
scale.x = 100;
this.entity.setLocalScale(scale);
Get the world space position for the specified GraphNode. The position is returned as a Vec3. The value returned by this function should be considered read-only. In order to set the world-space position of the graph node, use GraphNode#setPosition.
The world space position of the graph node.
var position = this.entity.getPosition();
position.x = 10;
this.entity.setPosition(position);
Get the world space rotation for the specified GraphNode. The rotation is returned as a Quat. The value returned by this function should be considered read-only. In order to set the world-space rotation of the graph node, use GraphNode#setRotation.
The world space rotation of the graph node as a quaternion.
var rotation = this.entity.getRotation();
根据脚本类型获取挂载在entity上的脚本
脚本实例
脚本类型
Test if there are any handlers bound to an event name.
True if the object has handlers bound to the specified event name.
obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false
The name of the event to test.
Insert a new child to the child list at the specified index and update the parent value of the child node. If the node already had a parent, it is removed from its child list.
var e = new pc.Entity(app);
this.entity.insertChild(e, 1);
The new child to insert.
The index in the child list of the parent where the new node will be inserted.
Reorients the graph node so that the negative z-axis points towards the target. This function has two valid signatures. Either pass 3D vectors for the look at coordinate and up vector, or pass numbers to represent the vectors.
// Look at another entity, using the (default) positive y-axis for up
var position = otherEntity.getPosition();
this.entity.lookAt(position);
// Look at another entity, using the negative world y-axis for up
var position = otherEntity.getPosition();
this.entity.lookAt(position, pc.Vec3.DOWN);
// Look at the world space origin, using the (default) positive y-axis for up
this.entity.lookAt(0, 0, 0);
// Look at world-space coordinate [10, 10, 10], using the negative world y-axis for up
this.entity.lookAt(10, 10, 10, 0, -1, 0);
If passing a 3D vector, this is the world-space coordinate to look at. Otherwise, it is the x-component of the world-space coordinate to look at.
Optional
y: number | Vec3If passing a 3D vector, this is the world-space up vector for look at transform. Otherwise, it is the y-component of the world-space coordinate to look at.
Optional
z: numberZ-component of the world-space coordinate to look at.
Optional
ux: numberX-component of the up vector for the look at transform.
Optional
uy: numberY-component of the up vector for the look at transform.
Optional
uz: numberZ-component of the up vector for the look at transform.
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.
Self for chaining.
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 handler functions, called 'test' with scope this
Optional
name: stringName of the event to unbind.
Optional
callback: HandleEventCallbackFunction to be unbound.
Optional
scope: objectScope that was used as the this when the event is fired.
Attach an event handler to an event.
Self for chaining.
obj.on('test', function (a, b) {
console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
Name of the event to bind the callback to.
Function that is called when event is fired. Note the callback is limited to 8 arguments.
Optional
scope: objectObject to use as 'this' when the event is fired, defaults to current this.
Attach an event handler to an event. This handler will be removed after being fired once.
Self for chaining.
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
Name of the event to bind the callback to.
Function that is called when event is fired. Note the callback is limited to 8 arguments.
Optional
scope: objectObject to use as 'this' when the event is fired, defaults to current this.
Rotates the graph node in world-space by the specified Euler angles. Eulers are specified in degrees in XYZ order. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the world-space rotation.
// Rotate via 3 numbers
this.entity.rotate(0, 90, 0);
// Rotate via vector
var r = new pc.Vec3(0, 90, 0);
this.entity.rotate(r);
3-dimensional vector holding world-space rotation or rotation around world-space x-axis in degrees.
Optional
y: numberRotation around world-space y-axis in degrees.
Optional
z: numberRotation around world-space z-axis in degrees.
Rotates the graph node in local-space by the specified Euler angles. Eulers are specified in degrees in XYZ order. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the local-space rotation.
// Rotate via 3 numbers
this.entity.rotateLocal(0, 90, 0);
// Rotate via vector
var r = new pc.Vec3(0, 90, 0);
this.entity.rotateLocal(r);
3-dimensional vector holding local-space rotation or rotation around local-space x-axis in degrees.
Optional
y: numberRotation around local-space y-axis in degrees.
Optional
z: numberRotation around local-space z-axis in degrees.
Sets the world-space rotation of the specified graph node using euler angles. Eulers are interpreted in XYZ order. Eulers must be specified in degrees. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the world-space euler rotation.
// Set rotation of 90 degrees around world-space y-axis via 3 numbers
this.entity.setEulerAngles(0, 90, 0);
// Set rotation of 90 degrees around world-space y-axis via a vector
var angles = new pc.Vec3(0, 90, 0);
this.entity.setEulerAngles(angles);
3-dimensional vector holding eulers or rotation around world-space x-axis in degrees.
Optional
y: numberRotation around world-space y-axis in degrees.
Optional
z: numberRotation around world-space z-axis in degrees.
Sets the local-space rotation of the specified graph node using euler angles. Eulers are interpreted in XYZ order. Eulers must be specified in degrees. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the local-space euler rotation.
// Set rotation of 90 degrees around y-axis via 3 numbers
this.entity.setLocalEulerAngles(0, 90, 0);
// Set rotation of 90 degrees around y-axis via a vector
var angles = new pc.Vec3(0, 90, 0);
this.entity.setLocalEulerAngles(angles);
3-dimensional vector holding eulers or rotation around local-space x-axis in degrees.
Optional
y: numberRotation around local-space y-axis in degrees.
Optional
z: numberRotation around local-space z-axis in degrees.
Sets the local-space position of the specified graph node. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the local-space position.
// Set via 3 numbers
this.entity.setLocalPosition(0, 10, 0);
// Set via vector
var pos = new pc.Vec3(0, 10, 0);
this.entity.setLocalPosition(pos);
3-dimensional vector holding local-space position or x-coordinate of local-space position.
Optional
y: numberY-coordinate of local-space position.
Optional
z: numberZ-coordinate of local-space position.
Sets the local-space rotation of the specified graph node. This function has two valid signatures: you can either pass a quaternion or 3 numbers to specify the local-space rotation.
// Set via 4 numbers
this.entity.setLocalRotation(0, 0, 0, 1);
// Set via quaternion
var q = pc.Quat();
this.entity.setLocalRotation(q);
Quaternion holding local-space rotation or x-component of local-space quaternion rotation.
Optional
y: numberY-component of local-space quaternion rotation.
Optional
z: numberZ-component of local-space quaternion rotation.
Optional
w: numberW-component of local-space quaternion rotation.
Sets the local-space scale factor of the specified graph node. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the local-space scale.
// Set via 3 numbers
this.entity.setLocalScale(10, 10, 10);
// Set via vector
var scale = new pc.Vec3(10, 10, 10);
this.entity.setLocalScale(scale);
3-dimensional vector holding local-space scale or x-coordinate of local-space scale.
Optional
y: numberY-coordinate of local-space scale.
Optional
z: numberZ-coordinate of local-space scale.
Sets the world-space position of the specified graph node. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the world-space position.
// Set via 3 numbers
this.entity.setPosition(0, 10, 0);
// Set via vector
var position = new pc.Vec3(0, 10, 0);
this.entity.setPosition(position);
3-dimensional vector holding world-space position or x-coordinate of world-space position.
Optional
y: numberY-coordinate of world-space position.
Optional
z: numberZ-coordinate of world-space position.
Sets the world-space rotation of the specified graph node. This function has two valid signatures: you can either pass a quaternion or 3 numbers to specify the world-space rotation.
// Set via 4 numbers
this.entity.setRotation(0, 0, 0, 1);
// Set via quaternion
var q = pc.Quat();
this.entity.setRotation(q);
Quaternion holding world-space rotation or x-component of world-space quaternion rotation.
Optional
y: numberY-component of world-space quaternion rotation.
Optional
z: numberZ-component of world-space quaternion rotation.
Optional
w: numberW-component of world-space quaternion rotation.
Translates the graph node in world-space by the specified translation vector. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the world-space translation.
// Translate via 3 numbers
this.entity.translate(10, 0, 0);
// Translate via vector
var t = new pc.Vec3(10, 0, 0);
this.entity.translate(t);
3-dimensional vector holding world-space translation or x-coordinate of world-space translation.
Optional
y: numberY-coordinate of world-space translation.
Optional
z: numberZ-coordinate of world-space translation.
Translates the graph node in local-space by the specified translation vector. This function has two valid signatures: you can either pass a 3D vector or 3 numbers to specify the local-space translation.
// Translate via 3 numbers
this.entity.translateLocal(10, 0, 0);
// Translate via vector
var t = new pc.Vec3(10, 0, 0);
this.entity.translateLocal(t);
3-dimensional vector holding local-space translation or x-coordinate of local-space translation.
Optional
y: numberY-coordinate of local-space translation.
Optional
z: numberZ-coordinate of local-space translation.
Create a new Entity.
Example