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Root namespace for the PlayCanvas Engine
The PlayCanvas Engine gives incredible performance, even on devices such as the iPhone 4S. Fast Load Times PlayCanvas ensures a fast loading time by using multiple features such as script concatenation, minification, deferred loading of non-essential assets and more. Robostorm is an online multiplayer robot battle game featuring an. Babylon seems more complex than playcanvas but that might bring some. This means that you don't have to download the lightmap data,. PlayCanvas is the world’s easiest to use WebGL Game Engine. It’s free, it’s open source and it’s backed by amazing developer tools. The amazing developer tools part isn’t hyperbole either, PlayCanvas ships with an impressive amount of polished and high quality tools. /chief-keef-they-know-instrumental-download.html. May 30, 2017 This tutorial takes another look at the PlayCanvas 3D HTML5 powered game engine. Patreon backers are able to download the assets used to.
Webgl for pc download; Webgl for pc download. Most people looking for Webgl for pc downloaded: WebGL-Publisher. CopperCube is a 3D game engine that lets you create HTML 5 websites, WebGL apps, Android apps, and programs for Windows and Mac. How PlayCanvas, WebGL, and HTML5. When comparing PlayCanvas vs GameGuru, the Slant community recommends GameGuru for most people. In the question 'What are the best 3D game engines? Async Assets download allows developers to load content as the app goes. A beginner that has no programing experience and uses a low end computer? There are two options for self-hosting a PlayCanvas game on your own domain. Download your game from the Editor and upload the files to your own site.
Static Properties
ADDRESS_CLAMP_TO_EDGE | Clamps texture coordinate to the range 0 to 1.[read only] |
ADDRESS_MIRRORED_REPEAT | Texture coordinate to be set to the fractional part if the integer part is even; if the integer part is odd,then the texture coordinate is set to 1 minus the fractional part.[read only] |
ADDRESS_REPEAT | Ignores the integer part of texture coordinates, using only the fractional part.[read only] |
AssetReference | An object that manages the case where an object holds a reference to an asset and needs to be notified whenchanges occur in the asset. |
BLENDEQUATION_ADD | Add the results of the source and destination fragment multiplies. |
BLENDEQUATION_MAX | Use the largest value. |
BLENDEQUATION_MIN | Use the smallest value. |
BLENDEQUATION_REVERSE_SUBTRACT | Reverse and subtract the results of the source and destination fragment multiplies. |
BLENDEQUATION_SUBTRACT | Subtract the results of the source and destination fragment multiplies. |
BLENDMODE_DST_ALPHA | Multiply all fragment components by the alpha value of the destination fragment. |
BLENDMODE_DST_COLOR | Multiply all fragment components by the components of the destination fragment. |
BLENDMODE_ONE | Multiply all fragment components by one. |
BLENDMODE_ONE_MINUS_DST_ALPHA | Multiply all fragment components by one minus the alpha value of the destination fragment. |
BLENDMODE_ONE_MINUS_DST_COLOR | Multiply all fragment components by one minus the components of the destination fragment. |
BLENDMODE_ONE_MINUS_SRC_ALPHA | Multiply all fragment components by one minus the alpha value of the source fragment. |
BLENDMODE_ONE_MINUS_SRC_COLOR | Multiply all fragment components by one minus the components of the source fragment. |
BLENDMODE_SRC_ALPHA | Multiply all fragment components by the alpha value of the source fragment. |
BLENDMODE_SRC_ALPHA_SATURATE | Multiply all fragment components by the alpha value of the source fragment. |
BLENDMODE_SRC_COLOR | Multiply all fragment components by the components of the source fragment. |
BLENDMODE_ZERO | Multiply all fragment components by zero. |
BLEND_ADDITIVE | Add the color of the source fragment to the destination fragmentand write the result to the frame buffer. |
BLEND_ADDITIVEALPHA | Same as pc. |
BLEND_MAX | Maximum color. |
BLEND_MIN | Minimum color. |
BLEND_MULTIPLICATIVE | Multiply the color of the source fragment by the color of the destinationfragment and write the result to the frame buffer. |
BLEND_MULTIPLICATIVE2X | Multiplies colors and doubles the result |
BLEND_NONE | Disable blending. |
BLEND_NORMAL | Enable simple translucency for materials such as glass. |
BLEND_PREMULTIPLIED | Similar to pc. |
BLEND_SCREEN | Softer version of additive |
BLEND_SUBTRACTIVE | Subtract the color of the source fragment from the destination fragmentand write the result to the frame buffer. |
BUFFER_DYNAMIC | The data store contents will be modified repeatedly and used many times. |
BUFFER_GPUDYNAMIC | The data store contents will be modified repeatedly on the GPU and used many times. |
BUFFER_STATIC | The data store contents will be modified once and used many times. |
BUFFER_STREAM | The data store contents will be modified once and used at most a few times. |
BUTTON_TRANSITION_MODE_SPRITE_CHANGE | Specifies different sprites for the hover, pressed and inactive states. |
BUTTON_TRANSITION_MODE_TINT | Specifies different color tints for the hover, pressed and inactive states. |
ButtonComponent | Create a new ButtonComponent |
CLEARFLAG_COLOR | Clear the color buffer. |
CLEARFLAG_DEPTH | Clear the depth buffer. |
CLEARFLAG_STENCIL | Clear the stencil buffer. |
CUBEFACE_NEGX | The negative X face of a cubemap. |
CUBEFACE_NEGY | The negative Y face of a cubemap. |
CUBEFACE_NEGZ | The negative Z face of a cubemap. |
CUBEFACE_POSX | The positive X face of a cubemap. |
CUBEFACE_POSY | The positive Y face of a cubemap. |
CUBEFACE_POSZ | The positive Z face of a cubemap. |
CULLFACE_BACK | Triangles facing away from the view direction are culled. |
CULLFACE_FRONT | Triangles facing the view direction are culled. |
CULLFACE_FRONTANDBACK | Triangles are culled regardless of their orientation with respect to the viewdirection. |
CULLFACE_NONE | No triangles are culled. |
CURVE_CARDINAL | A cardinal spline interpolation scheme. |
CURVE_CATMULL | A Catmull-Rom spline interpolation scheme. |
CURVE_LINEAR | A linear interpolation scheme. |
CURVE_SMOOTHSTEP | A smooth step interpolation scheme. |
CURVE_SPLINE | Cardinal spline interpolation scheme. |
CURVE_STEP | A stepped interpolater, free from the shackles of blending. |
DISTANCE_EXPONENTIAL | Exponential distance model[read only] |
DISTANCE_INVERSE | Inverse distance model[read only] |
DISTANCE_LINEAR | Linear distance model[read only] |
ELEMENTTYPE_GROUP | A pc.ElementComponent that contains child pc.ElementComponents. |
ELEMENTTYPE_IMAGE | A pc.ElementComponent that displays an image. |
ELEMENTTYPE_TEXT | A pc.ElementComponent that displays text. |
EVENT_KEYDOWN | Name of event fired when a key is pressed |
EVENT_KEYUP | Name of event fired when a key is released |
EVENT_MOUSEDOWN | Name of event fired when a mouse button is pressed |
EVENT_MOUSEMOVE | Name of event fired when the mouse is moved |
EVENT_MOUSEUP | Name of event fired when a mouse button is released |
EVENT_MOUSEWHEEL | Name of event fired when the mouse wheel is rotated |
EVENT_TOUCHCANCEL | Name of event fired when a touch point is interrupted in some way. |
EVENT_TOUCHEND | Name of event fired when touch ends. |
EVENT_TOUCHMOVE | Name of event fired when a touch moves. |
EVENT_TOUCHSTART | Name of event fired when a new touch occurs. |
ElementDragHelper | Create a new ElementDragHelper |
FILLMODE_FILL_WINDOW | When resizing the window the size of the canvas will change to fill the window exactly. |
FILLMODE_KEEP_ASPECT | When resizing the window the size of the canvas will change to fill the window as best it can, while maintaining the same aspect ratio. |
FILLMODE_NONE | When resizing the window the size of the canvas will not change. |
FILTER_LINEAR | Bilinear filtering. |
FILTER_LINEAR_MIPMAP_LINEAR | Linearly interpolate both the mipmap levels and between texels. |
FILTER_LINEAR_MIPMAP_NEAREST | Use the nearest neighbor after linearly interpolating between mipmap levels. |
FILTER_NEAREST | Point sample filtering. |
FILTER_NEAREST_MIPMAP_LINEAR | Linearly interpolate in the nearest mipmap level. |
FILTER_NEAREST_MIPMAP_NEAREST | Use the nearest neighbor in the nearest mipmap level. |
FITTING_BOTH | Apply both STRETCH and SHRINK fitting logic where applicable. |
FITTING_NONE | Disable all fitting logic. |
FITTING_SHRINK | Shrink child elements to fit the parent container |
FITTING_STRETCH | Stretch child elements to fit the parent container |
FOG_EXP | Fog rises according to an exponential curve controlled by a density value. |
FOG_EXP2 | Fog rises according to an exponential curve controlled by a density value. |
FOG_LINEAR | Fog rises linearly from zero to 1 between a start and end depth. |
FOG_NONE | No fog is applied to the scene. |
INDEXFORMAT_UINT16 | 16-bit unsigned vertex indices. |
INDEXFORMAT_UINT32 | 32-bit unsigned vertex indices. |
INDEXFORMAT_UINT8 | 8-bit unsigned vertex indices. |
KEY_0 | |
KEY_1 | |
KEY_2 | |
KEY_3 | |
KEY_4 | |
KEY_5 | |
KEY_6 | |
KEY_7 | |
KEY_8 | |
KEY_9 | |
KEY_A | |
KEY_ADD | |
KEY_ALT | |
KEY_B | |
KEY_BACKSPACE | |
KEY_BACK_SLASH | |
KEY_C | |
KEY_CAPS_LOCK | |
KEY_CLOSE_BRACKET | |
KEY_COMMA | |
KEY_CONTEXT_MENU | |
KEY_CONTROL | |
KEY_D | |
KEY_DECIMAL | |
KEY_DELETE | |
KEY_DIVIDE | |
KEY_DOWN | |
KEY_E | |
KEY_END | |
KEY_ENTER | |
KEY_EQUAL | |
KEY_ESCAPE | |
KEY_F | |
KEY_F1 | |
KEY_F10 | |
KEY_F11 | |
KEY_F12 | |
KEY_F2 | |
KEY_F3 | |
KEY_F4 | |
KEY_F5 | |
KEY_F6 | |
KEY_F7 | |
KEY_F8 | |
KEY_F9 | |
KEY_G | |
KEY_H | |
KEY_HOME | |
KEY_I | |
KEY_INSERT | |
KEY_J | |
KEY_K | |
KEY_L | |
KEY_LEFT | |
KEY_M | |
KEY_META | |
KEY_MULTIPLY | |
KEY_N | |
KEY_NUMPAD_0 | |
KEY_NUMPAD_1 | |
KEY_NUMPAD_2 | |
KEY_NUMPAD_3 | |
KEY_NUMPAD_4 | |
KEY_NUMPAD_5 | |
KEY_NUMPAD_6 | |
KEY_NUMPAD_7 | |
KEY_NUMPAD_8 | |
KEY_NUMPAD_9 | |
KEY_O | |
KEY_OPEN_BRACKET | |
KEY_P | |
KEY_PAGE_DOWN | |
KEY_PAGE_UP | |
KEY_PAUSE | |
KEY_PERIOD | |
KEY_PRINT_SCREEN | |
KEY_Q | |
KEY_R | |
KEY_RETURN | |
KEY_RIGHT | |
KEY_S | |
KEY_SEMICOLON | |
KEY_SEPARATOR | |
KEY_SHIFT | |
KEY_SLASH | |
KEY_SPACE | |
KEY_SUBTRACT | |
KEY_T | |
KEY_TAB | |
KEY_U | |
KEY_UP | |
KEY_V | |
KEY_W | |
KEY_WINDOWS | |
KEY_X | |
KEY_Y | |
KEY_Z | |
LAYERID_DEPTH | The depth layer. |
LAYERID_IMMEDIATE | The immediate layer. |
LAYERID_SKYBOX | The skybox layer. |
LAYERID_UI | The UI layer. |
LAYERID_WORLD | The world layer. |
LIGHTTYPE_DIRECTIONAL | Directional (global) light source. |
LIGHTTYPE_POINT | Point (local) light source. |
LIGHTTYPE_SPOT | Spot (local) light source. |
MOUSEBUTTON_LEFT | The left mouse button |
MOUSEBUTTON_MIDDLE | The middle mouse button |
MOUSEBUTTON_NONE | No mouse buttons pressed |
MOUSEBUTTON_RIGHT | The right mouse button |
ORIENTATION_HORIZONTAL | Horizontal orientation. |
ORIENTATION_VERTICAL | Vertical orientation. |
PIXELFORMAT_111110F | A floating-point color-only format with 11 bits for red and green channels, and 10 bits for the blue channel (WebGL2 only). |
PIXELFORMAT_A8 | 8-bit alpha. |
PIXELFORMAT_DEPTH | A readable depth buffer format |
PIXELFORMAT_DEPTHSTENCIL | A readable depth/stencil buffer format (WebGL2 only). |
PIXELFORMAT_DXT1 | Block compressed format, storing 16 input pixels in 64 bits of output, consisting of two 16-bit RGB 5:6:5 color values and a 4x4 two bit lookup table. |
PIXELFORMAT_DXT3 | Block compressed format, storing 16 input pixels (corresponding to a 4x4 pixel block) into 128 bits of output, consisting of 64 bits of alpha channel data (4 bits for each pixel) followed by 64 bits of color data, encoded the same way as DXT1. |
PIXELFORMAT_DXT5 | Block compressed format, storing 16 input pixels into 128 bits of output, consisting of 64 bits of alpha channel data (two 8 bit alpha values and a 4x4 3 bit lookup table) followed by 64 bits of color data (encoded the same way as DXT1). |
PIXELFORMAT_L8 | 8-bit luminance. |
PIXELFORMAT_L8_A8 | 8-bit luminance with 8-bit alpha. |
PIXELFORMAT_R32F | 32-bit floating point single channel format (WebGL2 only). |
PIXELFORMAT_R4_G4_B4_A4 | 16-bit RGBA (4-bits for red channel, 4 for green, 4 for blue with 4-bit alpha). |
PIXELFORMAT_R5_G5_B5_A1 | 16-bit RGBA (5-bits for red channel, 5 for green, 5 for blue with 1-bit alpha). |
PIXELFORMAT_R5_G6_B5 | 16-bit RGB (5-bits for red channel, 6 for green and 5 for blue). |
PIXELFORMAT_R8_G8_B8 | 24-bit RGB (8-bits for red channel, 8 for green and 8 for blue). |
PIXELFORMAT_R8_G8_B8_A8 | 32-bit RGBA (8-bits for red channel, 8 for green, 8 for blue with 8-bit alpha). |
PIXELFORMAT_RGB16F | 16-bit floating point RGB (16-bit float for each red, green and blue channels). |
PIXELFORMAT_RGB32F | 32-bit floating point RGB (32-bit float for each red, green and blue channels). |
PIXELFORMAT_RGBA16F | 16-bit floating point RGBA (16-bit float for each red, green, blue and alpha channels). |
PIXELFORMAT_RGBA32F | 32-bit floating point RGBA (32-bit float for each red, green, blue and alpha channels). |
PIXELFORMAT_SRGB | Color-only sRGB format (WebGL2 only). |
PIXELFORMAT_SRGBA | Color sRGB format with additional alpha channel (WebGL2 only). |
PRIMITIVE_LINELOOP | List of points that are linked sequentially by line segments, with a closing line segment between the last and first points. |
PRIMITIVE_LINES | Discrete list of line segments. |
PRIMITIVE_LINESTRIP | List of points that are linked sequentially by line segments. |
PRIMITIVE_POINTS | List of distinct points. |
PRIMITIVE_TRIANGLES | Discrete list of triangles. |
PRIMITIVE_TRIFAN | Connected fan of triangles where the first vertex forms triangles with the following pairs of vertices. |
PRIMITIVE_TRISTRIP | Connected strip of triangles where a specified vertex forms a triangle using the previous two. |
PROJECTION_ORTHOGRAPHIC | An orthographic camera projection where the frustum shape is essentially a cuboid. |
PROJECTION_PERSPECTIVE | A perspective camera projection where the frustum shape is essentially pyramidal. |
RESOLUTION_AUTO | When the canvas is resized the resolution of the canvas will change to match the size of the canvas. |
RESOLUTION_FIXED | When the canvas is resized the resolution of the canvas will remain at the same value and the output will just be scaled to fit the canvas. |
SCALEMODE_BLEND | Scale the pc.ScreenComponent when the application's resolution is different than the ScreenComponent's referenceResolution. |
SCALEMODE_NONE | Always use the application's resolution as the resolution for the pc.ScreenComponent. |
SCROLLBAR_VISIBILITY_SHOW_ALWAYS | The scrollbar will be visible all the time. |
SCROLLBAR_VISIBILITY_SHOW_WHEN_REQUIRED | The scrollbar will be visible only when content exceeds the size of the viewport. |
SCROLL_MODE_BOUNCE | Content scrolls past its bounds and then gently bounces back. |
SCROLL_MODE_CLAMP | Content does not scroll any further than its bounds. |
SCROLL_MODE_INFINITE | Content can scroll forever. |
SEMANTIC_ATTR0 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR1 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR10 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR11 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR12 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR13 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR14 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR15 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR2 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR3 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR4 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR5 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR6 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR7 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR8 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR9 | Vertex attribute with a user defined semantic. |
SEMANTIC_BLENDINDICES | Vertex attribute to be treated as skin blend indices. |
SEMANTIC_BLENDWEIGHT | Vertex attribute to be treated as skin blend weights. |
SEMANTIC_COLOR | Vertex attribute to be treated as a color. |
SEMANTIC_NORMAL | Vertex attribute to be treated as a normal. |
SEMANTIC_POSITION | Vertex attribute to be treated as a position. |
SEMANTIC_TANGENT | Vertex attribute to be treated as a tangent. |
SEMANTIC_TEXCOORD0 | Vertex attribute to be treated as a texture coordinate (set 0). |
SEMANTIC_TEXCOORD1 | Vertex attribute to be treated as a texture coordinate (set 1). |
SEMANTIC_TEXCOORD2 | Vertex attribute to be treated as a texture coordinate (set 2). |
SEMANTIC_TEXCOORD3 | Vertex attribute to be treated as a texture coordinate (set 3). |
SEMANTIC_TEXCOORD4 | Vertex attribute to be treated as a texture coordinate (set 4). |
SEMANTIC_TEXCOORD5 | Vertex attribute to be treated as a texture coordinate (set 5). |
SEMANTIC_TEXCOORD6 | Vertex attribute to be treated as a texture coordinate (set 6). |
SEMANTIC_TEXCOORD7 | Vertex attribute to be treated as a texture coordinate (set 7). |
SHADER_FORWARD | Render shaded materials without gamma correction and tonemapping. |
SHADER_FORWARD | Render RGBA-encoded depth value. |
SHADER_FORWARD | Render shaded materials with gamma correction and tonemapping. |
SORTMODE_BACK2FRONT | Mesh instances are sorted back to front. |
SORTMODE_FRONT2BACK | Mesh instances are sorted front to back. |
SORTMODE_MANUAL | Mesh instances are sorted based on pc.MeshInstance#drawOrder. |
SORTMODE_MATERIALMESH | Mesh instances are sorted to minimize switching between materials and meshes to improve rendering performance. |
SORTMODE_NONE | No sorting is applied. |
SPRITETYPE_ANIMATED | A pc.SpriteComponent that renders sprite animations. |
SPRITETYPE_SIMPLE | A pc.SpriteComponent that displays a single frame from a sprite asset. |
SPRITE_RENDERMODE_SIMPLE | This mode renders a sprite as a simple quad. |
SPRITE_RENDERMODE_SLICED | This mode renders a sprite using 9-slicing in 'sliced' mode. |
SPRITE_RENDERMODE_TILED | This mode renders a sprite using 9-slicing in 'tiled' mode. |
ScrollViewComponent | Create a new ScrollViewComponent |
TEXTURELOCK_READ | Read only. |
TEXTURELOCK_WRITE | Write only. |
TYPE_FLOAT32 | Floating point vertex element type. |
TYPE_INT16 | Signed short vertex element type. |
TYPE_INT32 | Signed integer vertex element type. |
TYPE_INT8 | Signed byte vertex element type. |
TYPE_UINT16 | Unsigned short vertex element type. |
TYPE_UINT32 | Unsigned integer vertex element type. |
TYPE_UINT8 | Unsigned byte vertex element type. |
Static Methods
calculateNormals | Generates normal information from the specified positions and triangle indices. |
calculateTangents | Generates tangent information from the specified positions, normals, texture coordinatesand triangle indices. |
createBox | Creates a procedural box-shaped mesh. |
createCapsule | Creates a procedural capsule-shaped mesh. |
createCone | Creates a procedural cone-shaped mesh. |
createCylinder | Creates a procedural cylinder-shaped mesh. |
createMesh | Creates a new mesh object from the supplied vertex information and topology. |
createPlane | Creates a procedural plane-shaped mesh. |
createScript | Method to create named ScriptType. |
createSphere | Creates a procedural sphere-shaped mesh. |
createStyle | Creates a <style> DOM element from a string that contains CSS |
createTorus | Creates a procedural torus-shaped mesh. |
getTouchTargetCoords | Similiar to pc.getTargetCoords for the MouseEvents. |
Static Properties
ADDRESS_CLAMP_TO_EDGE | Clamps texture coordinate to the range 0 to 1.[read only] |
ADDRESS_MIRRORED_REPEAT | Texture coordinate to be set to the fractional part if the integer part is even; if the integer part is odd,then the texture coordinate is set to 1 minus the fractional part.[read only] |
ADDRESS_REPEAT | Ignores the integer part of texture coordinates, using only the fractional part.[read only] |
AssetReference | An object that manages the case where an object holds a reference to an asset and needs to be notified whenchanges occur in the asset. e.g. notifications include load, add and remove events. |
BLENDEQUATION_ADD | Add the results of the source and destination fragment multiplies. |
BLENDEQUATION_MAX | Use the largest value. Check app.graphicsDevice.extBlendMinmax for support. |
BLENDEQUATION_MIN | Use the smallest value. Check app.graphicsDevice.extBlendMinmax for support. |
BLENDEQUATION_REVERSE_SUBTRACT | Reverse and subtract the results of the source and destination fragment multiplies. |
BLENDEQUATION_SUBTRACT | Subtract the results of the source and destination fragment multiplies. |
BLENDMODE_DST_ALPHA | Multiply all fragment components by the alpha value of the destination fragment. |
BLENDMODE_DST_COLOR | Multiply all fragment components by the components of the destination fragment. |
BLENDMODE_ONE | Multiply all fragment components by one. |
BLENDMODE_ONE_MINUS_DST_ALPHA | Multiply all fragment components by one minus the alpha value of the destination fragment. |
BLENDMODE_ONE_MINUS_DST_COLOR | Multiply all fragment components by one minus the components of the destination fragment. |
BLENDMODE_ONE_MINUS_SRC_ALPHA | Multiply all fragment components by one minus the alpha value of the source fragment. |
BLENDMODE_ONE_MINUS_SRC_COLOR | Multiply all fragment components by one minus the components of the source fragment. |
BLENDMODE_SRC_ALPHA | Multiply all fragment components by the alpha value of the source fragment. |
BLENDMODE_SRC_ALPHA_SATURATE | Multiply all fragment components by the alpha value of the source fragment. |
BLENDMODE_SRC_COLOR | Multiply all fragment components by the components of the source fragment. |
BLENDMODE_ZERO | Multiply all fragment components by zero. |
BLEND_ADDITIVE | Add the color of the source fragment to the destination fragmentand write the result to the frame buffer. |
BLEND_ADDITIVEALPHA | Same as pc.BLEND_ADDITIVE except the source RGB is multiplied by the source alpha. |
BLEND_MAX | Maximum color. Check app.graphicsDevice.extBlendMinmax for support. |
BLEND_MIN | Minimum color. Check app.graphicsDevice.extBlendMinmax for support. |
BLEND_MULTIPLICATIVE | Multiply the color of the source fragment by the color of the destinationfragment and write the result to the frame buffer. |
BLEND_MULTIPLICATIVE2X | Multiplies colors and doubles the result |
BLEND_NONE | Disable blending. |
BLEND_NORMAL | Enable simple translucency for materials such as glass. This isequivalent to enabling a source blend mode of pc.BLENDMODE_SRC_ALPHA and a destinationblend mode of pc.BLENDMODE_ONE_MINUS_SRC_ALPHA. |
BLEND_PREMULTIPLIED | Similar to pc.BLEND_NORMAL expect the source fragment is assumed to havealready been multiplied by the source alpha value. |
BLEND_SCREEN | Softer version of additive |
BLEND_SUBTRACTIVE | Subtract the color of the source fragment from the destination fragmentand write the result to the frame buffer. |
BUFFER_DYNAMIC | The data store contents will be modified repeatedly and used many times. |
BUFFER_GPUDYNAMIC | The data store contents will be modified repeatedly on the GPU and used many times. Optimal for transform feedback usage (WebGL2 only). |
BUFFER_STATIC | The data store contents will be modified once and used many times. |
BUFFER_STREAM | The data store contents will be modified once and used at most a few times. |
BUTTON_TRANSITION_MODE_SPRITE_CHANGE | Specifies different sprites for the hover, pressed and inactive states. |
BUTTON_TRANSITION_MODE_TINT | Specifies different color tints for the hover, pressed and inactive states. |
ButtonComponent | Create a new ButtonComponent |
CLEARFLAG_COLOR | Clear the color buffer. |
CLEARFLAG_DEPTH | Clear the depth buffer. |
CLEARFLAG_STENCIL | Clear the stencil buffer. |
CUBEFACE_NEGX | The negative X face of a cubemap. |
CUBEFACE_NEGY | The negative Y face of a cubemap. |
CUBEFACE_NEGZ | The negative Z face of a cubemap. |
CUBEFACE_POSX | The positive X face of a cubemap. |
CUBEFACE_POSY | The positive Y face of a cubemap. |
CUBEFACE_POSZ | The positive Z face of a cubemap. |
CULLFACE_BACK | Triangles facing away from the view direction are culled. |
CULLFACE_FRONT | Triangles facing the view direction are culled. |
CULLFACE_FRONTANDBACK | Triangles are culled regardless of their orientation with respect to the viewdirection. Note that point or line primitives are unaffected by this render state. |
CULLFACE_NONE | No triangles are culled. |
CURVE_CARDINAL | A cardinal spline interpolation scheme. This interpolation scheme is deprecated. Use CURVE_SPLINE instead. |
CURVE_CATMULL | A Catmull-Rom spline interpolation scheme. This interpolation scheme is deprecated. Use CURVE_SPLINE instead. |
CURVE_LINEAR | A linear interpolation scheme. |
CURVE_SMOOTHSTEP | A smooth step interpolation scheme. |
CURVE_SPLINE | Cardinal spline interpolation scheme. For Catmull-Rom, specify curve tension 0.5. |
CURVE_STEP | A stepped interpolater, free from the shackles of blending. |
DISTANCE_EXPONENTIAL | Exponential distance model[read only] |
DISTANCE_INVERSE | Inverse distance model[read only] |
DISTANCE_LINEAR | Linear distance model[read only] |
ELEMENTTYPE_GROUP | A pc.ElementComponent that contains child pc.ElementComponents. |
ELEMENTTYPE_IMAGE | A pc.ElementComponent that displays an image. |
ELEMENTTYPE_TEXT | A pc.ElementComponent that displays text. |
EVENT_KEYDOWN | Name of event fired when a key is pressed |
EVENT_KEYUP | Name of event fired when a key is released |
EVENT_MOUSEDOWN | Name of event fired when a mouse button is pressed |
EVENT_MOUSEMOVE | Name of event fired when the mouse is moved |
EVENT_MOUSEUP | Name of event fired when a mouse button is released |
EVENT_MOUSEWHEEL | Name of event fired when the mouse wheel is rotated |
EVENT_TOUCHCANCEL | Name of event fired when a touch point is interrupted in some way.The exact reasons for cancelling a touch can vary from device to device.For example, a modal alert pops up during the interaction; the touch point leaves the document area;or there are more touch points than the device supports, in which case the earliest touch point is canceled. |
EVENT_TOUCHEND | Name of event fired when touch ends. For example, a finger is lifted off the device. |
EVENT_TOUCHMOVE | Name of event fired when a touch moves. |
EVENT_TOUCHSTART | Name of event fired when a new touch occurs. For example, a finger is placed on the device. |
ElementDragHelper | Create a new ElementDragHelper |
FILLMODE_FILL_WINDOW | When resizing the window the size of the canvas will change to fill the window exactly. |
FILLMODE_KEEP_ASPECT | When resizing the window the size of the canvas will change to fill the window as best it can, while maintaining the same aspect ratio. |
FILLMODE_NONE | When resizing the window the size of the canvas will not change. |
FILTER_LINEAR | Bilinear filtering. |
FILTER_LINEAR_MIPMAP_LINEAR | Linearly interpolate both the mipmap levels and between texels. |
FILTER_LINEAR_MIPMAP_NEAREST | Use the nearest neighbor after linearly interpolating between mipmap levels. |
FILTER_NEAREST | Point sample filtering. |
FILTER_NEAREST_MIPMAP_LINEAR | Linearly interpolate in the nearest mipmap level. |
FILTER_NEAREST_MIPMAP_NEAREST | Use the nearest neighbor in the nearest mipmap level. |
FITTING_BOTH | Apply both STRETCH and SHRINK fitting logic where applicable. |
FITTING_NONE | Disable all fitting logic. |
FITTING_SHRINK | Shrink child elements to fit the parent container |
FITTING_STRETCH | Stretch child elements to fit the parent container |
FOG_EXP | Fog rises according to an exponential curve controlled by a density value. |
FOG_EXP2 | Fog rises according to an exponential curve controlled by a density value. |
FOG_LINEAR | Fog rises linearly from zero to 1 between a start and end depth. |
FOG_NONE | No fog is applied to the scene. |
INDEXFORMAT_UINT16 | 16-bit unsigned vertex indices. |
INDEXFORMAT_UINT32 | 32-bit unsigned vertex indices. |
INDEXFORMAT_UINT8 | 8-bit unsigned vertex indices. |
KEY_0 | |
KEY_1 | |
KEY_2 | |
KEY_3 | |
KEY_4 | |
KEY_5 | |
KEY_6 | |
KEY_7 | |
KEY_8 | |
KEY_9 | |
KEY_A | |
KEY_ADD | |
KEY_ALT | |
KEY_B | |
KEY_BACKSPACE | |
KEY_BACK_SLASH | |
KEY_C | |
KEY_CAPS_LOCK | |
KEY_CLOSE_BRACKET | |
KEY_COMMA | |
KEY_CONTEXT_MENU | |
KEY_CONTROL | |
KEY_D | |
KEY_DECIMAL | |
KEY_DELETE | |
KEY_DIVIDE | |
KEY_DOWN | |
KEY_E | |
KEY_END | |
KEY_ENTER | |
KEY_EQUAL | |
KEY_ESCAPE | |
KEY_F | |
KEY_F1 | |
KEY_F10 | |
KEY_F11 | |
KEY_F12 | |
KEY_F2 | |
KEY_F3 | |
KEY_F4 | |
KEY_F5 | |
KEY_F6 | |
KEY_F7 | |
KEY_F8 | |
KEY_F9 | |
KEY_G | |
KEY_H | |
KEY_HOME | |
KEY_I | |
KEY_INSERT | |
KEY_J | |
KEY_K | |
KEY_L | |
KEY_LEFT | |
KEY_M | |
KEY_META | |
KEY_MULTIPLY | |
KEY_N | |
KEY_NUMPAD_0 | |
KEY_NUMPAD_1 | |
KEY_NUMPAD_2 | |
KEY_NUMPAD_3 | |
KEY_NUMPAD_4 | |
KEY_NUMPAD_5 | |
KEY_NUMPAD_6 | |
KEY_NUMPAD_7 | |
KEY_NUMPAD_8 | |
KEY_NUMPAD_9 | |
KEY_O | |
KEY_OPEN_BRACKET | |
KEY_P | |
KEY_PAGE_DOWN | |
KEY_PAGE_UP | |
KEY_PAUSE | |
KEY_PERIOD | |
KEY_PRINT_SCREEN | |
KEY_Q | |
KEY_R | |
KEY_RETURN | |
KEY_RIGHT | |
KEY_S | |
KEY_SEMICOLON | |
KEY_SEPARATOR | |
KEY_SHIFT | |
KEY_SLASH | |
KEY_SPACE | |
KEY_SUBTRACT | |
KEY_T | |
KEY_TAB | |
KEY_U | |
KEY_UP | |
KEY_V | |
KEY_W | |
KEY_WINDOWS | |
KEY_X | |
KEY_Y | |
KEY_Z | |
LAYERID_DEPTH | The depth layer. |
LAYERID_IMMEDIATE | The immediate layer. |
LAYERID_SKYBOX | The skybox layer. |
LAYERID_UI | The UI layer. |
LAYERID_WORLD | The world layer. |
LIGHTTYPE_DIRECTIONAL | Directional (global) light source. |
LIGHTTYPE_POINT | Point (local) light source. |
LIGHTTYPE_SPOT | Spot (local) light source. |
MOUSEBUTTON_LEFT | The left mouse button |
MOUSEBUTTON_MIDDLE | The middle mouse button |
MOUSEBUTTON_NONE | No mouse buttons pressed |
MOUSEBUTTON_RIGHT | The right mouse button |
ORIENTATION_HORIZONTAL | Horizontal orientation. |
ORIENTATION_VERTICAL | Vertical orientation. |
PIXELFORMAT_111110F | A floating-point color-only format with 11 bits for red and green channels, and 10 bits for the blue channel (WebGL2 only). |
PIXELFORMAT_A8 | 8-bit alpha. |
PIXELFORMAT_DEPTH | A readable depth buffer format |
PIXELFORMAT_DEPTHSTENCIL | A readable depth/stencil buffer format (WebGL2 only). |
PIXELFORMAT_DXT1 | Block compressed format, storing 16 input pixels in 64 bits of output, consisting of two 16-bit RGB 5:6:5 color values and a 4x4 two bit lookup table. |
PIXELFORMAT_DXT3 | Block compressed format, storing 16 input pixels (corresponding to a 4x4 pixel block) into 128 bits of output, consisting of 64 bits of alpha channel data (4 bits for each pixel) followed by 64 bits of color data, encoded the same way as DXT1. |
PIXELFORMAT_DXT5 | Block compressed format, storing 16 input pixels into 128 bits of output, consisting of 64 bits of alpha channel data (two 8 bit alpha values and a 4x4 3 bit lookup table) followed by 64 bits of color data (encoded the same way as DXT1). |
PIXELFORMAT_L8 | 8-bit luminance. |
PIXELFORMAT_L8_A8 | 8-bit luminance with 8-bit alpha. |
PIXELFORMAT_R32F | 32-bit floating point single channel format (WebGL2 only). |
PIXELFORMAT_R4_G4_B4_A4 | 16-bit RGBA (4-bits for red channel, 4 for green, 4 for blue with 4-bit alpha). |
PIXELFORMAT_R5_G5_B5_A1 | 16-bit RGBA (5-bits for red channel, 5 for green, 5 for blue with 1-bit alpha). |
PIXELFORMAT_R5_G6_B5 | 16-bit RGB (5-bits for red channel, 6 for green and 5 for blue). |
PIXELFORMAT_R8_G8_B8 | 24-bit RGB (8-bits for red channel, 8 for green and 8 for blue). |
PIXELFORMAT_R8_G8_B8_A8 | 32-bit RGBA (8-bits for red channel, 8 for green, 8 for blue with 8-bit alpha). |
PIXELFORMAT_RGB16F | 16-bit floating point RGB (16-bit float for each red, green and blue channels). |
PIXELFORMAT_RGB32F | 32-bit floating point RGB (32-bit float for each red, green and blue channels). |
PIXELFORMAT_RGBA16F | 16-bit floating point RGBA (16-bit float for each red, green, blue and alpha channels). |
PIXELFORMAT_RGBA32F | 32-bit floating point RGBA (32-bit float for each red, green, blue and alpha channels). |
PIXELFORMAT_SRGB | Color-only sRGB format (WebGL2 only). |
PIXELFORMAT_SRGBA | Color sRGB format with additional alpha channel (WebGL2 only). |
PRIMITIVE_LINELOOP | List of points that are linked sequentially by line segments, with a closing line segment between the last and first points. |
PRIMITIVE_LINES | Discrete list of line segments. |
PRIMITIVE_LINESTRIP | List of points that are linked sequentially by line segments. |
PRIMITIVE_POINTS | List of distinct points. |
PRIMITIVE_TRIANGLES | Discrete list of triangles. |
PRIMITIVE_TRIFAN | Connected fan of triangles where the first vertex forms triangles with the following pairs of vertices. |
PRIMITIVE_TRISTRIP | Connected strip of triangles where a specified vertex forms a triangle using the previous two. |
PROJECTION_ORTHOGRAPHIC | An orthographic camera projection where the frustum shape is essentially a cuboid. |
PROJECTION_PERSPECTIVE | A perspective camera projection where the frustum shape is essentially pyramidal. |
RESOLUTION_AUTO | When the canvas is resized the resolution of the canvas will change to match the size of the canvas. |
RESOLUTION_FIXED | When the canvas is resized the resolution of the canvas will remain at the same value and the output will just be scaled to fit the canvas. |
SCALEMODE_BLEND | Scale the pc.ScreenComponent when the application's resolution is different than the ScreenComponent's referenceResolution. |
SCALEMODE_NONE | Always use the application's resolution as the resolution for the pc.ScreenComponent. |
SCROLLBAR_VISIBILITY_SHOW_ALWAYS | The scrollbar will be visible all the time. |
SCROLLBAR_VISIBILITY_SHOW_WHEN_REQUIRED | The scrollbar will be visible only when content exceeds the size of the viewport. |
SCROLL_MODE_BOUNCE | Content scrolls past its bounds and then gently bounces back. |
SCROLL_MODE_CLAMP | Content does not scroll any further than its bounds. |
SCROLL_MODE_INFINITE | Content can scroll forever. |
SEMANTIC_ATTR0 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR1 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR10 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR11 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR12 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR13 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR14 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR15 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR2 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR3 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR4 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR5 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR6 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR7 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR8 | Vertex attribute with a user defined semantic. |
SEMANTIC_ATTR9 | Vertex attribute with a user defined semantic. |
SEMANTIC_BLENDINDICES | Vertex attribute to be treated as skin blend indices. |
SEMANTIC_BLENDWEIGHT | Vertex attribute to be treated as skin blend weights. |
SEMANTIC_COLOR | Vertex attribute to be treated as a color. |
SEMANTIC_NORMAL | Vertex attribute to be treated as a normal. |
SEMANTIC_POSITION | Vertex attribute to be treated as a position. |
SEMANTIC_TANGENT | Vertex attribute to be treated as a tangent. |
SEMANTIC_TEXCOORD0 | Vertex attribute to be treated as a texture coordinate (set 0). |
SEMANTIC_TEXCOORD1 | Vertex attribute to be treated as a texture coordinate (set 1). |
SEMANTIC_TEXCOORD2 | Vertex attribute to be treated as a texture coordinate (set 2). |
SEMANTIC_TEXCOORD3 | Vertex attribute to be treated as a texture coordinate (set 3). |
SEMANTIC_TEXCOORD4 | Vertex attribute to be treated as a texture coordinate (set 4). |
SEMANTIC_TEXCOORD5 | Vertex attribute to be treated as a texture coordinate (set 5). |
SEMANTIC_TEXCOORD6 | Vertex attribute to be treated as a texture coordinate (set 6). |
SEMANTIC_TEXCOORD7 | Vertex attribute to be treated as a texture coordinate (set 7). |
SHADER_FORWARD | Render shaded materials without gamma correction and tonemapping. |
SHADER_FORWARD | Render RGBA-encoded depth value. |
SHADER_FORWARD | Render shaded materials with gamma correction and tonemapping. |
SORTMODE_BACK2FRONT | Mesh instances are sorted back to front. This is the way to properly render many semi-transparent objects on different depth, one is blended on top of another. |
SORTMODE_FRONT2BACK | Mesh instances are sorted front to back. Depending on GPU and the scene, this option may give better performance than pc.SORTMODE_MATERIALMESH due to reduced overdraw. |
SORTMODE_MANUAL | Mesh instances are sorted based on pc.MeshInstance#drawOrder. |
SORTMODE_MATERIALMESH | Mesh instances are sorted to minimize switching between materials and meshes to improve rendering performance. |
SORTMODE_NONE | No sorting is applied. Mesh instances are rendered in the same order they were added to a layer. |
SPRITETYPE_ANIMATED | A pc.SpriteComponent that renders sprite animations. |
SPRITETYPE_SIMPLE | A pc.SpriteComponent that displays a single frame from a sprite asset. |
SPRITE_RENDERMODE_SIMPLE | This mode renders a sprite as a simple quad. |
SPRITE_RENDERMODE_SLICED | This mode renders a sprite using 9-slicing in 'sliced' mode. Sliced mode stretches thetop and bottom regions of the sprite horizontally, the left and right regions vertically and the middle regionboth horizontally and vertically. |
SPRITE_RENDERMODE_TILED | This mode renders a sprite using 9-slicing in 'tiled' mode. Tiled mode tiles thetop and bottom regions of the sprite horizontally, the left and right regions vertically and the middle regionboth horizontally and vertically. |
ScrollViewComponent | Create a new ScrollViewComponent |
TEXTURELOCK_READ | Read only. Any changes to the locked mip level's pixels will not update the texture. |
TEXTURELOCK_WRITE | Write only. The contents of the specified mip level will be entirely replaced. |
TYPE_FLOAT32 | Floating point vertex element type. |
TYPE_INT16 | Signed short vertex element type. |
TYPE_INT32 | Signed integer vertex element type. |
TYPE_INT8 | Signed byte vertex element type. |
TYPE_UINT16 | Unsigned short vertex element type. |
TYPE_UINT32 | Unsigned integer vertex element type. |
TYPE_UINT8 | Unsigned byte vertex element type. |
Static Methods
calculateNormals(positions, indices)
Generates normal information from the specified positions and triangle indices. See pc.createMesh.
Parameters
positions | Number[] | An array of 3-dimensional vertex positions. |
indices | Number[] | An array of triangle indices. |
Returns
Number[] An array of 3-dimensional vertex normals.calculateTangents(positions, normals, uvs, indices)
Generates tangent information from the specified positions, normals, texture coordinatesand triangle indices. See pc.createMesh.
Parameters
positions | Number[] | An array of 3-dimensional vertex positions. |
normals | Number[] | An array of 3-dimensional vertex normals. |
uvs | Number[] | An array of 2-dimensional vertex texture coordinates. |
indices | Number[] | An array of triangle indices. |
Returns
Number[] An array of 3-dimensional vertex tangents.createBox(device, opts)
Creates a procedural box-shaped mesh.The size, shape and tesselation properties of the box can be controlled via function parameters. Bydefault, the function will create a box centred on the object space origin with a width, length andheight of 1.0 unit and 10 segments in either axis (50 triangles per face).
Note that the box is created with UVs in the range of 0 to 1 on each face. Additionally, tangentinformation is generated into the vertex buffer of the box's mesh.
Parameters
device | pc.GraphicsDevice | The graphics device used to manage the mesh. |
opts | Object | An object that specifies optional inputs for the function as follows: |
opts.halfExtents | pc.Vec3 | The half dimensions of the box in each axis (defaults to [0.5, 0.5, 0.5]). |
opts.widthSegments | Number | The number of divisions along the X axis of the box (defaults to 1). |
opts.lengthSegments | Number | The number of divisions along the Z axis of the box (defaults to 1). |
opts.heightSegments | Number | The number of divisions along the Y axis of the box (defaults to 1). |
Returns
pc.Mesh A new box-shaped mesh.createCapsule(device, opts)
Creates a procedural capsule-shaped mesh.The size, shape and tesselation properties of the capsule can be controlled via function parameters.By default, the function will create a capsule standing vertically centred on the XZ-plane with a radiusof 0.25, a height of 1.0, 1 height segment and 10 cap segments.
Note that the capsule is created with UVs in the range of 0 to 1. Additionally, tangent informationis generated into the vertex buffer of the capsule's mesh.
Parameters
device | pc.GraphicsDevice | The graphics device used to manage the mesh. |
opts | Object | An object that specifies optional inputs for the function as follows: |
opts.radius | Number | The radius of the tube forming the body of the capsule (defaults to 0.3). |
opts.height | Number | The length of the body of the capsule from tip to tip (defaults to 1.0). |
opts.heightSegments | Number | The number of divisions along the tubular length of the capsule (defaults to 1). |
opts.sides | Number | The number of divisions around the tubular body of the capsule (defaults to 20). |
Returns
pc.Mesh A new cylinder-shaped mesh.createCone(device, opts)
Creates a procedural cone-shaped mesh.
The size, shape and tesselation properties of the cone can be controlled via function parameters.By default, the function will create a cone standing vertically centred on the XZ-plane with a base radiusof 0.5, a height of 1.0, 5 height segments and 20 cap segments.Note that the cone is created with UVs in the range of 0 to 1. Additionally, tangent informationis generated into the vertex buffer of the cone's mesh.
Parameters
device | pc.GraphicsDevice | The graphics device used to manage the mesh. |
opts | Object | An object that specifies optional inputs for the function as follows: |
opts.baseRadius | Number | The base radius of the cone (defaults to 0.5). |
opts.peakRadius | Number | The peak radius of the cone (defaults to 0.0). |
opts.height | Number | The length of the body of the cone (defaults to 1.0). |
opts.heightSegments | Number | The number of divisions along the length of the cone (defaults to 5). |
opts.capSegments | Number | The number of divisions around the tubular body of the cone (defaults to 18). |
Returns
pc.Mesh A new cone-shaped mesh.createCylinder(device, opts)
Creates a procedural cylinder-shaped mesh.The size, shape and tesselation properties of the cylinder can be controlled via function parameters.By default, the function will create a cylinder standing vertically centred on the XZ-plane with a radiusof 0.5, a height of 1.0, 1 height segment and 20 cap segments.
Note that the cylinder is created with UVs in the range of 0 to 1. Additionally, tangent informationis generated into the vertex buffer of the cylinder's mesh.
Parameters
device | pc.GraphicsDevice | The graphics device used to manage the mesh. |
opts | Object | An object that specifies optional inputs for the function as follows: |
opts.radius | Number | The radius of the tube forming the body of the cylinder (defaults to 0.5). |
opts.height | Number | The length of the body of the cylinder (defaults to 1.0). |
opts.heightSegments | Number | The number of divisions along the length of the cylinder (defaults to 5). |
opts.capSegments | Number | The number of divisions around the tubular body of the cylinder (defaults to 20). |
Returns
pc.Mesh A new cylinder-shaped mesh.createMesh(device, positions, opts)
Creates a new mesh object from the supplied vertex information and topology.
Parameters
device | pc.GraphicsDevice | The graphics device used to manage the mesh. |
positions | Number[] | An array of 3-dimensional vertex positions. |
opts | Object | An object that specifies optional inputs for the function as follows: |
opts.normals | Number[] | An array of 3-dimensional vertex normals. |
opts.tangents | Number[] | An array of 3-dimensional vertex tangents. |
opts.colors | Number[] | An array of 4-dimensional vertex colors. |
opts.uvs | Number[] | An array of 2-dimensional vertex texture coordinates. |
opts.uvs1 | Number[] | Same as opts.uvs, but for additional UV set |
opts.indices | Number[] | An array of triangle indices. |
Returns
pc.Mesh A new Geometry constructed from the supplied vertex and triangle data.createPlane(device, opts)
Creates a procedural plane-shaped mesh.The size and tesselation properties of the plane can be controlled via function parameters. Bydefault, the function will create a plane centred on the object space origin with a width andlength of 1.0 and 5 segments in either axis (50 triangles). The normal vector of the plane is alignedalong the positive Y axis.
Note that the plane is created with UVs in the range of 0 to 1. Additionally, tangent informationis generated into the vertex buffer of the plane's mesh.
Parameters
device | pc.GraphicsDevice | The graphics device used to manage the mesh. |
opts | Object | An object that specifies optional inputs for the function as follows: |
opts.halfExtents | pc.Vec2 | The half dimensions of the plane in the X and Z axes (defaults to [0.5, 0.5]). |
opts.widthSegments | Number | The number of divisions along the X axis of the plane (defaults to 5). |
opts.lengthSegments | Number | The number of divisions along the Z axis of the plane (defaults to 5). |
Returns
pc.Mesh A new plane-shaped mesh.createScript(name, [app])
Method to create named ScriptType.It returns new function (class) 'Script Type', which is auto-registered to pc.ScriptRegistry using it's name.This is the main interface to create Script Types, to define custom logic using JavaScript, that is used to create interaction for entities.
Parameters
name | String | unique Name of a Script Type.If a Script Type with the same name has already been registered and the new one has a `swap` method defined in its prototype,then it will perform hot swapping of existing Script Instances on entities using this new Script Type.Note: There is a reserved list of names that cannot be used, such as list below as well as some starting from `_` (underscore):system, entity, create, destroy, swap, move, scripts, onEnable, onDisable, onPostStateChange, has, on, off, fire, once, hasEvent |
app | pc.Application | Optional application handler, to choose which pc.ScriptRegistry to add a script to.By default it will use `pc.Application.getApplication()` to get current pc.Application. |
Returns
function The constructor of a ScriptType, which the developer is meant to extend by adding attributes and prototype methods.createSphere(device, opts)
Creates a procedural sphere-shaped mesh.The size and tesselation properties of the sphere can be controlled via function parameters. Bydefault, the function will create a sphere centred on the object space origin with a radius of 0.5and 16 segments in both longitude and latitude.
Note that the sphere is created with UVs in the range of 0 to 1. Additionally, tangent informationis generated into the vertex buffer of the sphere's mesh.
Parameters
device | pc.GraphicsDevice | The graphics device used to manage the mesh. |
opts | Object | An object that specifies optional inputs for the function as follows: |
opts.radius | Number | The radius of the sphere (defaults to 0.5). |
opts.segments | Number | The number of divisions along the longitudinal and latitudinal axes of the sphere (defaults to 16). |
Returns
pc.Mesh A new sphere-shaped mesh.createStyle(cssString)
Creates a <style> DOM element from a string that contains CSS
Parameters
cssString | String | A string that contains valid CSS |
Returns
Element The style DOM elementcreateTorus(device, opts)
Creates a procedural torus-shaped mesh.The size, shape and tesselation properties of the torus can be controlled via function parameters.By default, the function will create a torus in the XZ-plane with a tube radius of 0.2, a ring radiusof 0.3, 20 segments and 30 sides.
Note that the torus is created with UVs in the range of 0 to 1. Additionally, tangent informationis generated into the vertex buffer of the torus's mesh.
Parameters
device | pc.GraphicsDevice | The graphics device used to manage the mesh. |
opts | Object | An object that specifies optional inputs for the function as follows: |
opts.tubeRadius | Number | The radius of the tube forming the body of the torus (defaults to 0.2). |
opts.ringRadius | Number | The radius from the centre of the torus to the centre of the tube (defaults to 0.3). |
opts.segments | Number | The number of radial divisions forming cross-sections of the torus ring (defaults to 20). |
opts.sides | Number | The number of divisions around the tubular body of the torus ring (defaults to 30). |
Returns
pc.Mesh A new torus-shaped mesh.getTouchTargetCoords(touch)
Similiar to pc.getTargetCoords for the MouseEvents.This function takes a browser Touch object and returns the co-ordinates of thetouch relative to the target element.
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Parameters
touch | Touch | The browser Touch object |
Returns
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