@playcanvas/web-components 0.11.1 → 0.12.0

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package/dist/pwc.js CHANGED
@@ -31,12 +31,13 @@
31
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  return this.parentElement?.closest('pc-app') ?? null;
32
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  }
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  /**
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- * The nearest ancestor `<pc-entity>` element, or `null` if this element has no `<pc-entity>`
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- * ancestor. The search starts at the parent, so an element never resolves to itself.
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- * @returns The closest entity element, or `null`.
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+ * The nearest ancestor element that fronts an entity `<pc-entity>` or `<pc-node>` — or
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+ * `null` if this element has no such ancestor. The search starts at the parent, so an element
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+ * never resolves to itself.
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+ * @returns The closest entity-fronting element, or `null`.
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  */
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  get closestEntity() {
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- return this.parentElement?.closest('pc-entity') ?? null;
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+ return this.parentElement?.closest('pc-entity, pc-node') ?? null;
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  }
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  /**
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  * Called when the element is fully initialized and ready. Subclasses should call this when
@@ -746,8 +747,9 @@
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  _bootGeneration = 0;
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  /**
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  * The elements backing this application's entities, keyed by the entity itself. Registered
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- * by EntityElement at creation and removed when an entity is destroyed, this joins engine
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- * scene nodes back to their owning elements by identity - never by name.
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+ * by EntityElement at creation (and NodeElement at binding) and removed when an entity is
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+ * destroyed or unbound, this joins engine scene nodes back to their owning elements by
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+ * identity - never by name.
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  */
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  _entityElements = new Map();
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  _picker = null;
@@ -1052,7 +1054,7 @@
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  // created from onpointer* attributes when their elements were first upgraded, or
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  // listeners carried over from before a re-boot)
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  pointerEventTypes.forEach((type) => {
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- const anyListeners = Array.from(this.querySelectorAll('pc-entity')).some((entity) => entity._hasListeners(type));
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+ const anyListeners = Array.from(this.querySelectorAll('pc-entity, pc-node')).some((entity) => entity._hasListeners(type));
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  if (anyListeners) {
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  this._onPointerListenerAdded(type);
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  }
@@ -1082,11 +1084,11 @@
1082
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  };
1083
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  }
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  /**
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- * Registers the element that created an entity. Called by EntityElement when it creates its
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- * entity.
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+ * Registers the element that fronts an entity. Called by EntityElement when it creates its
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+ * entity, and by NodeElement when it binds one.
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  *
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  * @param entity - The entity.
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- * @param element - The element that created it.
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+ * @param element - The element that fronts it.
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  * @internal
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  */
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  _registerEntityElement(entity, element) {
@@ -1102,21 +1104,22 @@
1102
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  this._entityElements.delete(entity);
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  }
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  /**
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- * Returns the `<pc-entity>` element whose backing entity is `entity`, or `null` if the
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- * entity was not created by an element of this application - for example, a node inside a
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- * model's instantiated hierarchy, or an entity created through the engine API.
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+ * Returns the `<pc-entity>` or `<pc-node>` element whose backing entity is `entity`, or
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+ * `null` if the entity is not fronted by an element of this application - for example, an
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+ * unbound node inside a model's instantiated hierarchy, or an entity created through the
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+ * engine API.
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  *
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  * @param entity - The entity to look up.
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- * @returns The element backing the entity, or `null`.
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+ * @returns The element fronting the entity, or `null`.
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  */
1112
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  elementFromEntity(entity) {
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  return this._entityElements.get(entity) ?? null;
1114
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  }
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  /**
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  * Resolves the element that owns a picked node: the nearest node up the parent chain -
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- * starting with the node itself - that was created by a `<pc-entity>` of this application.
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- * A hit inside a model's instantiated hierarchy therefore resolves to the element hosting
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- * the model.
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+ * starting with the node itself - that is fronted by a `<pc-entity>` or `<pc-node>` of this
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+ * application. A hit inside a model's instantiated hierarchy therefore resolves to the
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+ * nearest bound `<pc-node>`, or failing that the element hosting the model.
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  *
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  * @param node - The picked node, or `null`.
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  * @returns The owning element, or `null`.
@@ -1248,7 +1251,7 @@
1248
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  }
1249
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  }
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  _onPointerListenerRemoved(type) {
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- const hasListeners = Array.from(this.querySelectorAll('pc-entity')).some((entity) => entity._hasListeners(type));
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+ const hasListeners = Array.from(this.querySelectorAll('pc-entity, pc-node')).some((entity) => entity._hasListeners(type));
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  if (!hasListeners && this._canvas) {
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  this._hasPointerListeners[type] = false;
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  const handler = type === 'pointerenter' || type === 'pointerleave'
@@ -1426,6 +1429,125 @@
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  }
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  customElements.define('pc-app', AppElement);
1428
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+ /**
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+ * The attribute names of the inline `onpointer*` event handlers, shared by every element that
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+ * fronts an engine entity. Spread into `observedAttributes` by subclasses.
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+ * @ignore
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+ */
1437
+ const POINTER_ATTRIBUTES = [
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+ 'onpointerenter',
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+ 'onpointerleave',
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+ 'onpointerdown',
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+ 'onpointerup',
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+ 'onpointermove'
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+ ];
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+ /**
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+ * The base class for elements that front an engine {@link Entity}: `<pc-entity>`, which creates
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+ * one, and `<pc-node>`, which binds to one inside a model's instantiated hierarchy. It carries
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+ * what both need — the `entity` contract, registration with the owning application (which joins
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+ * picked scene nodes back to elements by identity, never by name), and the pointer listener
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+ * bookkeeping that lets the application lazily attach its canvas handlers.
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+ */
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+ class EntityBaseElement extends AsyncElement {
1452
+ _entity = null;
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+ /**
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+ * The application element this entity is registered with, cached at registration time so the
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+ * entity can be unregistered even once this element has left the DOM.
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+ */
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+ _appElement = null;
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+ /**
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+ * The pointer event listeners for the entity.
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+ */
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+ _listeners = {};
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+ /**
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+ * The event types for which an inline `onpointer*` attribute is currently present.
1464
+ */
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+ _inlineHandlerTypes = new Set();
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+ /**
1467
+ * The PlayCanvas entity instance. `null` until the element is ready, and again once the
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+ * entity is gone — await {@link whenReady} or the element's `ready()` promise before
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+ * accessing it.
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+ * @returns The entity instance, or `null`.
1471
+ */
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+ get entity() {
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+ return this._entity;
1474
+ }
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+ /**
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+ * Registers `entity` as this element's backing entity with the owning application, which
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+ * joins engine nodes back to elements by identity (never by name).
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+ *
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+ * @param entity - The entity to register.
1480
+ */
1481
+ _registerEntity(entity) {
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+ this._appElement = this.closestApp;
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+ this._appElement?._registerEntityElement(entity, this);
1484
+ }
1485
+ /**
1486
+ * Removes the registration for `entity`.
1487
+ *
1488
+ * @param entity - The entity to unregister.
1489
+ */
1490
+ _unregisterEntity(entity) {
1491
+ this._appElement?._unregisterEntityElement(entity);
1492
+ this._appElement = null;
1493
+ }
1494
+ /**
1495
+ * Tracks whether an inline `onpointer*` attribute is present. The browser itself compiles and
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+ * runs these attributes — they are standard `GlobalEventHandlers`, so setting one replaces
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+ * the previous handler and removing it removes the handler, exactly like `onclick` on any
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+ * HTML element. But because they bypass {@link addEventListener}, the connect/disconnect
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+ * bookkeeping that lets the application lazily attach its canvas pointer handlers must be
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+ * kept in sync here.
1501
+ *
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+ * @param name - The attribute name (e.g. 'onpointerdown').
1503
+ * @param value - The attribute value, or `null` when the attribute has been removed.
1504
+ */
1505
+ _updateInlineHandler(name, value) {
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+ const type = name.substring(2);
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+ const had = this._inlineHandlerTypes.has(type);
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+ const has = value !== null;
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+ if (has && !had) {
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+ this._inlineHandlerTypes.add(type);
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+ this.dispatchEvent(new CustomEvent(`${type}:connect`, { bubbles: true }));
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+ }
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+ else if (!has && had) {
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+ this._inlineHandlerTypes.delete(type);
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+ this.dispatchEvent(new CustomEvent(`${type}:disconnect`, { bubbles: true }));
1516
+ }
1517
+ }
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+ addEventListener(type, listener, options) {
1519
+ if (!this._listeners[type]) {
1520
+ this._listeners[type] = [];
1521
+ }
1522
+ this._listeners[type].push(listener);
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+ super.addEventListener(type, listener, options);
1524
+ if (type.startsWith('pointer')) {
1525
+ this.dispatchEvent(new CustomEvent(`${type}:connect`, { bubbles: true }));
1526
+ }
1527
+ }
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+ removeEventListener(type, listener, options) {
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+ if (this._listeners[type]) {
1530
+ this._listeners[type] = this._listeners[type].filter((l) => l !== listener);
1531
+ }
1532
+ super.removeEventListener(type, listener, options);
1533
+ if (type.startsWith('pointer')) {
1534
+ this.dispatchEvent(new CustomEvent(`${type}:disconnect`, { bubbles: true }));
1535
+ }
1536
+ }
1537
+ /**
1538
+ * Whether the element has a listener for an event type, registered either with
1539
+ * {@link addEventListener} or with the matching inline `onpointer*` attribute. Read by the
1540
+ * containing `<pc-app>` element to gate pointer event synthesis.
1541
+ *
1542
+ * @param type - The event type.
1543
+ * @returns Whether a listener is registered.
1544
+ * @internal
1545
+ */
1546
+ _hasListeners(type) {
1547
+ return Boolean(this._listeners[type]?.length) || this._inlineHandlerTypes.has(type);
1548
+ }
1549
+ }
1550
+
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1551
  /**
1430
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  * The EntityElement interface provides properties and methods for manipulating
1431
1553
  * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-entity/ | `<pc-entity>`} elements.
@@ -1450,7 +1572,7 @@
1450
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  * @fires {PointerEvent} pointerdown - Fired when a pointer button is pressed over the entity.
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1573
  * @fires {PointerEvent} pointerup - Fired when a pointer button is released over the entity.
1452
1574
  */
1453
- class EntityElement extends AsyncElement {
1575
+ class EntityElement extends EntityBaseElement {
1454
1576
  /**
1455
1577
  * Whether the entity is enabled.
1456
1578
  */
@@ -1475,33 +1597,10 @@
1475
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  * The tags of the entity.
1476
1598
  */
1477
1599
  _tags = [];
1478
- /**
1479
- * The pointer event listeners for the entity.
1480
- */
1481
- _listeners = {};
1482
- /**
1483
- * The event types for which an inline `onpointer*` attribute is currently present.
1484
- */
1485
- _inlineHandlerTypes = new Set();
1486
1600
  /**
1487
1601
  * Whether the hierarchy has been built for this entity.
1488
1602
  */
1489
1603
  _built = false;
1490
- _entity = null;
1491
- /**
1492
- * The application element this entity is registered with, cached at creation time so the
1493
- * entity can be unregistered even once this element has left the DOM.
1494
- */
1495
- _appElement = null;
1496
- /**
1497
- * The PlayCanvas entity instance. `null` until the element is ready, and again once it has
1498
- * been removed from the document — await {@link whenReady} or the element's `ready()`
1499
- * promise before accessing it.
1500
- * @returns The entity instance, or `null`.
1501
- */
1502
- get entity() {
1503
- return this._entity;
1504
- }
1505
1604
  /**
1506
1605
  * Creates the backing entity. Called by the containing `<pc-app>` element during its boot
1507
1606
  * sweep, and on connection for elements inserted while the application is already running.
@@ -1529,13 +1628,11 @@
1529
1628
  if (this._tags.length > 0) {
1530
1629
  entity.tags.add(this._tags);
1531
1630
  }
1532
- // Register with the owning application, which joins engine nodes back to elements by
1533
- // identity (never by name), and hook the entity's destruction. The engine fires 'destroy'
1534
- // for every entity in a destroyed subtree, so the element learns of its entity's death no
1535
- // matter who causes it: this element, an ancestor, the whole application, or a user
1536
- // script calling entity.destroy().
1537
- this._appElement = this.closestApp;
1538
- this._appElement?._registerEntityElement(entity, this);
1631
+ // Register with the owning application and hook the entity's destruction. The engine
1632
+ // fires 'destroy' for every entity in a destroyed subtree, so the element learns of its
1633
+ // entity's death no matter who causes it: this element, an ancestor, the whole
1634
+ // application, or a user script calling entity.destroy().
1635
+ this._registerEntity(entity);
1539
1636
  entity.once('destroy', this._onEntityDestroy, this);
1540
1637
  }
1541
1638
  /**
@@ -1548,17 +1645,16 @@
1548
1645
  * @param entity - The entity that was destroyed.
1549
1646
  */
1550
1647
  _onEntityDestroy(entity) {
1551
- this._appElement?._unregisterEntityElement(entity);
1552
- this._appElement = null;
1648
+ this._unregisterEntity(entity);
1553
1649
  this._entity = null;
1554
1650
  this._built = false;
1555
1651
  this._resetReady();
1556
1652
  }
1557
1653
  /**
1558
- * Parents the backing entity: under the entity of the nearest ancestor `<pc-entity>` when
1559
- * there is one, and under the application root otherwise. Called by the containing `<pc-app>`
1560
- * element once a sweep has created every entity, so a parent's existence never depends on
1561
- * document order.
1654
+ * Parents the backing entity: under the entity of the nearest ancestor `<pc-entity>` or
1655
+ * `<pc-node>` when there is one, and under the application root otherwise. Called by the
1656
+ * containing `<pc-app>` element once a sweep has created every entity, so a parent's
1657
+ * existence never depends on document order.
1562
1658
  *
1563
1659
  * @param app - The application whose root adopts parentless entities.
1564
1660
  * @internal
@@ -1566,8 +1662,14 @@
1566
1662
  _buildHierarchy(app) {
1567
1663
  if (!this.entity || this._built)
1568
1664
  return;
1569
- this._built = true;
1570
1665
  const closestEntity = this.closestEntity;
1666
+ // A host element without an entity is an unresolved `<pc-node>`: building now would
1667
+ // mis-anchor this entity to the application root while the host is still resolving.
1668
+ // Stay unbuilt - the host drives this subtree itself once it binds.
1669
+ if (closestEntity && !closestEntity.entity) {
1670
+ return;
1671
+ }
1672
+ this._built = true;
1571
1673
  if (closestEntity?.entity) {
1572
1674
  closestEntity.entity.addChild(this.entity);
1573
1675
  }
@@ -1713,44 +1815,8 @@
1713
1815
  get tags() {
1714
1816
  return this._tags;
1715
1817
  }
1716
- /**
1717
- * Tracks whether an inline `onpointer*` attribute is present. The browser itself compiles and
1718
- * runs these attributes — they are standard `GlobalEventHandlers`, so setting one replaces
1719
- * the previous handler and removing it removes the handler, exactly like `onclick` on any
1720
- * HTML element. But because they bypass {@link addEventListener}, the connect/disconnect
1721
- * bookkeeping that lets the application lazily attach its canvas pointer handlers must be
1722
- * kept in sync here.
1723
- *
1724
- * @param name - The attribute name (e.g. 'onpointerdown').
1725
- * @param value - The attribute value, or `null` when the attribute has been removed.
1726
- */
1727
- _updateInlineHandler(name, value) {
1728
- const type = name.substring(2);
1729
- const had = this._inlineHandlerTypes.has(type);
1730
- const has = value !== null;
1731
- if (has && !had) {
1732
- this._inlineHandlerTypes.add(type);
1733
- this.dispatchEvent(new CustomEvent(`${type}:connect`, { bubbles: true }));
1734
- }
1735
- else if (!has && had) {
1736
- this._inlineHandlerTypes.delete(type);
1737
- this.dispatchEvent(new CustomEvent(`${type}:disconnect`, { bubbles: true }));
1738
- }
1739
- }
1740
1818
  static get observedAttributes() {
1741
- return [
1742
- 'enabled',
1743
- 'name',
1744
- 'position',
1745
- 'rotation',
1746
- 'scale',
1747
- 'tags',
1748
- 'onpointerenter',
1749
- 'onpointerleave',
1750
- 'onpointerdown',
1751
- 'onpointerup',
1752
- 'onpointermove'
1753
- ];
1819
+ return ['enabled', 'name', 'position', 'rotation', 'scale', 'tags', ...POINTER_ATTRIBUTES];
1754
1820
  }
1755
1821
  attributeChangedCallback(name, _oldValue, newValue) {
1756
1822
  switch (name) {
@@ -1781,37 +1847,6 @@
1781
1847
  break;
1782
1848
  }
1783
1849
  }
1784
- addEventListener(type, listener, options) {
1785
- if (!this._listeners[type]) {
1786
- this._listeners[type] = [];
1787
- }
1788
- this._listeners[type].push(listener);
1789
- super.addEventListener(type, listener, options);
1790
- if (type.startsWith('pointer')) {
1791
- this.dispatchEvent(new CustomEvent(`${type}:connect`, { bubbles: true }));
1792
- }
1793
- }
1794
- removeEventListener(type, listener, options) {
1795
- if (this._listeners[type]) {
1796
- this._listeners[type] = this._listeners[type].filter((l) => l !== listener);
1797
- }
1798
- super.removeEventListener(type, listener, options);
1799
- if (type.startsWith('pointer')) {
1800
- this.dispatchEvent(new CustomEvent(`${type}:disconnect`, { bubbles: true }));
1801
- }
1802
- }
1803
- /**
1804
- * Whether the element has a listener for an event type, registered either with
1805
- * {@link addEventListener} or with the matching inline `onpointer*` attribute. Read by the
1806
- * containing `<pc-app>` element to gate pointer event synthesis.
1807
- *
1808
- * @param type - The event type.
1809
- * @returns Whether a listener is registered.
1810
- * @internal
1811
- */
1812
- _hasListeners(type) {
1813
- return Boolean(this._listeners[type]?.length) || this._inlineHandlerTypes.has(type);
1814
- }
1815
1850
  }
1816
1851
  customElements.define('pc-entity', EntityElement);
1817
1852
 
@@ -1996,6 +2031,48 @@
1996
2031
  ['sliced', playcanvas.SPRITE_RENDERMODE_SLICED],
1997
2032
  ['tiled', playcanvas.SPRITE_RENDERMODE_TILED]
1998
2033
  ]);
2034
+ const addressModes = new Map([
2035
+ ['repeat', playcanvas.ADDRESS_REPEAT],
2036
+ ['clamp', playcanvas.ADDRESS_CLAMP_TO_EDGE],
2037
+ ['mirror', playcanvas.ADDRESS_MIRRORED_REPEAT]
2038
+ ]);
2039
+ const minFilterModes = new Map([
2040
+ ['nearest', playcanvas.FILTER_NEAREST],
2041
+ ['linear', playcanvas.FILTER_LINEAR],
2042
+ ['nearest-mip-nearest', playcanvas.FILTER_NEAREST_MIPMAP_NEAREST],
2043
+ ['linear-mip-nearest', playcanvas.FILTER_LINEAR_MIPMAP_NEAREST],
2044
+ ['nearest-mip-linear', playcanvas.FILTER_NEAREST_MIPMAP_LINEAR],
2045
+ ['linear-mip-linear', playcanvas.FILTER_LINEAR_MIPMAP_LINEAR]
2046
+ ]);
2047
+ const magFilterModes = new Map([
2048
+ ['nearest', playcanvas.FILTER_NEAREST],
2049
+ ['linear', playcanvas.FILTER_LINEAR]
2050
+ ]);
2051
+ // The engine's texture JSON spells the filter names with underscores ('linear_mip_linear'); the
2052
+ // attribute values are kebab-case like every other enum attribute in this library. The address
2053
+ // mode names contain no dashes, so for them the rename is the identity.
2054
+ const toTextureJson = (name) => name.replace(/-/g, '_');
2055
+ // Engine Texture constructor defaults, restored on a loaded texture when a texture option
2056
+ // attribute is removed.
2057
+ const textureOptionDefaults = {
2058
+ addressU: playcanvas.ADDRESS_REPEAT,
2059
+ addressV: playcanvas.ADDRESS_REPEAT,
2060
+ anisotropy: 1,
2061
+ flipY: false,
2062
+ magFilter: playcanvas.FILTER_LINEAR,
2063
+ minFilter: playcanvas.FILTER_LINEAR_MIPMAP_LINEAR,
2064
+ mipmaps: true,
2065
+ srgb: false
2066
+ };
2067
+ // Attributes that only apply to certain asset types, used to warn when one is set on an asset of
2068
+ // any other type (where it would otherwise be silently ignored).
2069
+ const typeScopedAttributes = [
2070
+ [
2071
+ ['address-u', 'address-v', 'anisotropy', 'flip-y', 'mag-filter', 'min-filter', 'mipmaps', 'srgb'],
2072
+ ['texture', 'textureatlas']
2073
+ ],
2074
+ [['atlas', 'frame-keys', 'pixels-per-unit', 'render-mode'], ['sprite']]
2075
+ ];
1999
2076
  const extToType = new Map([
2000
2077
  ['bin', 'binary'],
2001
2078
  ['css', 'css'],
@@ -2052,8 +2129,16 @@
2052
2129
  * immediately unless `lazy`. A `pc-asset` must be a direct child of `pc-app` — elements placed
2053
2130
  * elsewhere, or with an unsupported asset type, never become ready.
2054
2131
  *
2055
- * Apart from `lazy`, these attributes are read once when the asset is created, so changing them
2056
- * later has no effect.
2132
+ * For `texture` and `textureatlas` assets, the texture options (`address-u`, `address-v`,
2133
+ * `min-filter`, `mag-filter`, `anisotropy`, `mipmaps`, `srgb`, `flip-y`) apply when the texture is
2134
+ * created and — like `lazy` — are observed: changing one updates a texture that has already
2135
+ * loaded, and removing one restores the engine default. Changing `srgb` or `mipmaps` on a loaded
2136
+ * texture recreates the underlying GPU resource, so prefer declaring those up front. Each option
2137
+ * overrides the matching key in the `data` JSON; options left unset write nothing, leaving the
2138
+ * engine's per-format defaults in force.
2139
+ *
2140
+ * Apart from `lazy` and the texture options, these attributes are read once when the asset is
2141
+ * created, so changing them later has no effect.
2057
2142
  *
2058
2143
  * @attribute {string} id - The identifier used to reference the asset from other elements.
2059
2144
  * @attribute {string} src - The URL of the asset to load.
@@ -2075,7 +2160,15 @@
2075
2160
  * not that it succeeded.
2076
2161
  */
2077
2162
  class AssetElement extends AsyncElement {
2163
+ _addressU = null;
2164
+ _addressV = null;
2165
+ _anisotropy = null;
2166
+ _flipY = null;
2078
2167
  _lazy = false;
2168
+ _magFilter = null;
2169
+ _minFilter = null;
2170
+ _mipmaps = null;
2171
+ _srgb = null;
2079
2172
  /**
2080
2173
  * The asset that is loaded. Available once the element is ready — await
2081
2174
  * {@link whenReady} or the element's `ready()` promise before accessing it.
@@ -2146,6 +2239,15 @@
2146
2239
  console.warn(`Unsupported asset type: ${src}`);
2147
2240
  return;
2148
2241
  }
2242
+ // Attributes scoped to other asset types have no effect here - say so rather than
2243
+ // failing silently.
2244
+ const inapplicable = typeScopedAttributes
2245
+ .filter(([, types]) => !types.includes(type))
2246
+ .flatMap(([attributes]) => attributes)
2247
+ .filter((attribute) => this.hasAttribute(attribute));
2248
+ if (inapplicable.length > 0) {
2249
+ console.warn(`pc-asset '${id || src}' has attributes that do not apply to asset type '${type}' and are ignored: ${inapplicable.join(', ')}`);
2250
+ }
2149
2251
  // Optional inline asset data, used by data-driven assets such as texture atlases (frame
2150
2252
  // definitions) and sprites (atlas reference, frame keys, etc.).
2151
2253
  const data = this._buildData(type);
@@ -2173,9 +2275,11 @@
2173
2275
  this.asset.on('error', this._onAssetError, this);
2174
2276
  }
2175
2277
  /**
2176
- * Builds the `data` object for the asset from an optional inline `data` attribute (JSON) and,
2177
- * for sprites, from the convenience attributes (`atlas`, `frame-keys`, `pixels-per-unit`,
2178
- * `render-mode`). Returns `undefined` when there is no data to apply.
2278
+ * Builds the `data` object for the asset from an optional inline `data` attribute (JSON), the
2279
+ * texture option attributes (for `texture` and `textureatlas` assets), and the sprite
2280
+ * convenience attributes (`atlas`, `frame-keys`, `pixels-per-unit`, `render-mode`). An
2281
+ * attribute overrides the matching `data` JSON key. Returns `undefined` when there is no data
2282
+ * to apply.
2179
2283
  * @param type - The resolved asset type.
2180
2284
  * @returns The asset data, or `undefined`.
2181
2285
  */
@@ -2190,6 +2294,37 @@
2190
2294
  console.warn(`Invalid 'data' JSON on pc-asset: ${dataAttr}`);
2191
2295
  }
2192
2296
  }
2297
+ if (type === 'texture' || type === 'textureatlas') {
2298
+ data = data ?? {};
2299
+ // Only options the user actually set are written: the engine reads these keys with
2300
+ // hasOwnProperty semantics, and an absent key leaves its per-format default (an HDR's
2301
+ // 'rgbe' type, a KTX2's transcoded format) in force.
2302
+ if (this._addressU !== null) {
2303
+ data.addressu = this._addressU;
2304
+ }
2305
+ if (this._addressV !== null) {
2306
+ data.addressv = this._addressV;
2307
+ }
2308
+ if (this._anisotropy !== null) {
2309
+ data.anisotropy = this._anisotropy;
2310
+ }
2311
+ if (this._flipY !== null) {
2312
+ // 'flipY' is the one camelCase key in the engine's texture JSON
2313
+ data.flipY = this._flipY;
2314
+ }
2315
+ if (this._magFilter !== null) {
2316
+ data.magfilter = toTextureJson(this._magFilter);
2317
+ }
2318
+ if (this._minFilter !== null) {
2319
+ data.minfilter = toTextureJson(this._minFilter);
2320
+ }
2321
+ if (this._mipmaps !== null) {
2322
+ data.mipmaps = this._mipmaps;
2323
+ }
2324
+ if (this._srgb !== null) {
2325
+ data.srgb = this._srgb;
2326
+ }
2327
+ }
2193
2328
  if (type === 'sprite') {
2194
2329
  data = data ?? {};
2195
2330
  // Resolve the referenced texture atlas to its (numeric) asset id. The atlas must be
@@ -2223,6 +2358,56 @@
2223
2358
  }
2224
2359
  return data;
2225
2360
  }
2361
+ /**
2362
+ * Returns the engine texture behind this asset, when there is one: the resource itself for a
2363
+ * `texture` asset, the atlas's texture for a `textureatlas` asset, `null` otherwise
2364
+ * (including before the asset has loaded).
2365
+ * @returns The texture, or `null`.
2366
+ */
2367
+ _texture() {
2368
+ const asset = this.asset;
2369
+ if (!asset?.resource)
2370
+ return null;
2371
+ if (asset.type === 'texture')
2372
+ return asset.resource;
2373
+ if (asset.type === 'textureatlas')
2374
+ return asset.resource.texture ?? null;
2375
+ return null;
2376
+ }
2377
+ /**
2378
+ * Writes one texture option through to the created asset, if any. The engine-JSON key is
2379
+ * written into `asset.data`, mutated in place - replacing the whole object would make the
2380
+ * registry re-patch every key, and a re-patched `srgb` or `mipmaps` recreates the texture
2381
+ * even when unchanged. The in-place key is what a not-yet-started load reads at texture
2382
+ * construction, and what any later reload reads. When the texture already exists, the
2383
+ * corresponding property is assigned directly; `null` (attribute removed) deletes the key
2384
+ * and restores the engine default. Assets of any other type are left untouched.
2385
+ *
2386
+ * @param key - The engine texture JSON key in `asset.data`.
2387
+ * @param property - The Texture property to assign.
2388
+ * @param dataValue - The engine-JSON value for `asset.data`, or `null` to delete the key.
2389
+ * @param textureValue - The value for the Texture property, or `null` for the engine default.
2390
+ */
2391
+ _applyTextureOption(key, property, dataValue, textureValue) {
2392
+ const asset = this.asset;
2393
+ if (!asset || (asset.type !== 'texture' && asset.type !== 'textureatlas'))
2394
+ return;
2395
+ const data = asset.data;
2396
+ if (dataValue === null) {
2397
+ delete data[key];
2398
+ }
2399
+ else {
2400
+ data[key] = dataValue;
2401
+ }
2402
+ const texture = this._texture();
2403
+ if (texture) {
2404
+ // Every option here is a number- or boolean-valued Texture property; the
2405
+ // value/property pairing is fixed by the callers, which TypeScript cannot see
2406
+ // through the union.
2407
+ texture[property] =
2408
+ textureValue ?? textureOptionDefaults[property];
2409
+ }
2410
+ }
2226
2411
  _destroyAsset() {
2227
2412
  if (this.asset) {
2228
2413
  // A caller that keeps the Asset alive must not dispatch on a removed element
@@ -2234,6 +2419,75 @@
2234
2419
  this.asset = null;
2235
2420
  }
2236
2421
  }
2422
+ /**
2423
+ * Sets the texture's horizontal (U) address mode: how texture coordinates outside the 0 to 1
2424
+ * range sample the texture. Applies to `texture` and `textureatlas` assets, both when the
2425
+ * texture is created and after it has loaded.
2426
+ * @param value - The address mode, or `null` to use the engine default of 'repeat'.
2427
+ */
2428
+ set addressU(value) {
2429
+ this._addressU = value;
2430
+ const constant = value === null ? null : (addressModes.get(value) ?? playcanvas.ADDRESS_REPEAT);
2431
+ this._applyTextureOption('addressu', 'addressU', value, constant);
2432
+ }
2433
+ /**
2434
+ * Gets the texture's horizontal (U) address mode.
2435
+ * @returns The address mode, or `null` when unset.
2436
+ */
2437
+ get addressU() {
2438
+ return this._addressU;
2439
+ }
2440
+ /**
2441
+ * Sets the texture's vertical (V) address mode: how texture coordinates outside the 0 to 1
2442
+ * range sample the texture. Applies to `texture` and `textureatlas` assets, both when the
2443
+ * texture is created and after it has loaded.
2444
+ * @param value - The address mode, or `null` to use the engine default of 'repeat'.
2445
+ */
2446
+ set addressV(value) {
2447
+ this._addressV = value;
2448
+ const constant = value === null ? null : (addressModes.get(value) ?? playcanvas.ADDRESS_REPEAT);
2449
+ this._applyTextureOption('addressv', 'addressV', value, constant);
2450
+ }
2451
+ /**
2452
+ * Gets the texture's vertical (V) address mode.
2453
+ * @returns The address mode, or `null` when unset.
2454
+ */
2455
+ get addressV() {
2456
+ return this._addressV;
2457
+ }
2458
+ /**
2459
+ * Sets the texture's maximum anisotropic filtering level, which improves quality at oblique
2460
+ * viewing angles. Applies to `texture` and `textureatlas` assets, both when the texture is
2461
+ * created and after it has loaded.
2462
+ * @param value - The anisotropy level, or `null` to use the engine default of 1.
2463
+ */
2464
+ set anisotropy(value) {
2465
+ this._anisotropy = value;
2466
+ this._applyTextureOption('anisotropy', 'anisotropy', value, value);
2467
+ }
2468
+ /**
2469
+ * Gets the texture's maximum anisotropic filtering level.
2470
+ * @returns The anisotropy level, or `null` when unset.
2471
+ */
2472
+ get anisotropy() {
2473
+ return this._anisotropy;
2474
+ }
2475
+ /**
2476
+ * Sets whether the texture's image data is flipped vertically at upload. Applies to `texture`
2477
+ * and `textureatlas` assets, both when the texture is created and after it has loaded.
2478
+ * @param value - The flip flag, or `null` to use the engine default of `false`.
2479
+ */
2480
+ set flipY(value) {
2481
+ this._flipY = value;
2482
+ this._applyTextureOption('flipY', 'flipY', value, value);
2483
+ }
2484
+ /**
2485
+ * Gets whether the texture's image data is flipped vertically at upload.
2486
+ * @returns The flip flag, or `null` when unset.
2487
+ */
2488
+ get flipY() {
2489
+ return this._flipY;
2490
+ }
2237
2491
  /**
2238
2492
  * Sets whether the asset should be loaded lazily.
2239
2493
  * @param value - The lazy loading flag.
@@ -2252,37 +2506,200 @@
2252
2506
  return this._lazy;
2253
2507
  }
2254
2508
  /**
2255
- * Returns the {@link Asset} created by the `<pc-asset>` element with the given `id`, or
2256
- * `undefined` if there is no such element or its asset has not been created yet.
2257
- *
2258
- * @param id - The `id` of the `<pc-asset>` element.
2259
- * @returns The asset, or `undefined`.
2509
+ * Sets the texture's magnification filter, used when the texture is displayed larger than its
2510
+ * source size. Applies to `texture` and `textureatlas` assets, both when the texture is
2511
+ * created and after it has loaded.
2512
+ * @param value - The filter, or `null` to use the engine default of 'linear'.
2260
2513
  */
2261
- static get(id) {
2262
- const assetElement = document.querySelector(`pc-asset[id="${id}"]`);
2263
- return assetElement?.asset;
2514
+ set magFilter(value) {
2515
+ this._magFilter = value;
2516
+ const json = value === null ? null : toTextureJson(value);
2517
+ const constant = value === null ? null : (magFilterModes.get(value) ?? playcanvas.FILTER_LINEAR);
2518
+ this._applyTextureOption('magfilter', 'magFilter', json, constant);
2264
2519
  }
2265
- static get observedAttributes() {
2266
- return ['lazy'];
2520
+ /**
2521
+ * Gets the texture's magnification filter.
2522
+ * @returns The filter, or `null` when unset.
2523
+ */
2524
+ get magFilter() {
2525
+ return this._magFilter;
2267
2526
  }
2268
- attributeChangedCallback(name, _oldValue, newValue) {
2269
- if (name === 'lazy') {
2270
- this.lazy = parseBool(newValue, false);
2271
- }
2527
+ /**
2528
+ * Sets the texture's minification filter, used when the texture is displayed smaller than its
2529
+ * source size. The mip variants blend within (and, for the second `linear`, between) mipmap
2530
+ * levels. Applies to `texture` and `textureatlas` assets, both when the texture is created
2531
+ * and after it has loaded.
2532
+ * @param value - The filter, or `null` to use the engine default of 'linear-mip-linear'.
2533
+ */
2534
+ set minFilter(value) {
2535
+ this._minFilter = value;
2536
+ const json = value === null ? null : toTextureJson(value);
2537
+ const constant = value === null ? null : (minFilterModes.get(value) ?? playcanvas.FILTER_LINEAR_MIPMAP_LINEAR);
2538
+ this._applyTextureOption('minfilter', 'minFilter', json, constant);
2272
2539
  }
2273
- }
2274
- customElements.define('pc-asset', AssetElement);
2275
-
2276
- /**
2277
- * Represents a component in the PlayCanvas engine.
2278
- *
2279
- * @category Components
2280
- */
2540
+ /**
2541
+ * Gets the texture's minification filter.
2542
+ * @returns The filter, or `null` when unset.
2543
+ */
2544
+ get minFilter() {
2545
+ return this._minFilter;
2546
+ }
2547
+ /**
2548
+ * Sets whether the texture generates and uses mipmaps. Changing this on a loaded texture
2549
+ * recreates the underlying GPU resource, so prefer declaring it up front. Applies to
2550
+ * `texture` and `textureatlas` assets.
2551
+ * @param value - The mipmaps flag, or `null` to use the engine default of `true`.
2552
+ */
2553
+ set mipmaps(value) {
2554
+ this._mipmaps = value;
2555
+ this._applyTextureOption('mipmaps', 'mipmaps', value, value);
2556
+ }
2557
+ /**
2558
+ * Gets whether the texture generates and uses mipmaps.
2559
+ * @returns The mipmaps flag, or `null` when unset.
2560
+ */
2561
+ get mipmaps() {
2562
+ return this._mipmaps;
2563
+ }
2564
+ /**
2565
+ * Sets whether the texture holds sRGB (gamma-encoded) color data, enabling hardware gamma
2566
+ * decode. Free when set before the texture loads; changing it on a loaded texture recreates
2567
+ * the underlying GPU resource. Applies to `texture` and `textureatlas` assets.
2568
+ * @param value - The sRGB flag, or `null` to use the engine default of `false`.
2569
+ */
2570
+ set srgb(value) {
2571
+ this._srgb = value;
2572
+ this._applyTextureOption('srgb', 'srgb', value, value);
2573
+ }
2574
+ /**
2575
+ * Gets whether the texture holds sRGB (gamma-encoded) color data.
2576
+ * @returns The sRGB flag, or `null` when unset.
2577
+ */
2578
+ get srgb() {
2579
+ return this._srgb;
2580
+ }
2581
+ /**
2582
+ * Returns the {@link Asset} created by the `<pc-asset>` element with the given `id`, or
2583
+ * `undefined` if there is no such element or its asset has not been created yet.
2584
+ *
2585
+ * @param id - The `id` of the `<pc-asset>` element.
2586
+ * @returns The asset, or `undefined`.
2587
+ */
2588
+ static get(id) {
2589
+ const assetElement = document.querySelector(`pc-asset[id="${id}"]`);
2590
+ return assetElement?.asset;
2591
+ }
2592
+ static get observedAttributes() {
2593
+ return [
2594
+ 'address-u',
2595
+ 'address-v',
2596
+ 'anisotropy',
2597
+ 'flip-y',
2598
+ 'lazy',
2599
+ 'mag-filter',
2600
+ 'min-filter',
2601
+ 'mipmaps',
2602
+ 'srgb'
2603
+ ];
2604
+ }
2605
+ attributeChangedCallback(name, _oldValue, newValue) {
2606
+ // Each texture option keeps its parse* call as the branch's first assignment (the CEM
2607
+ // manifest derives the attribute's type and default from it - a ternary would degrade
2608
+ // both to plain string) and treats a removed attribute (null) as a reset to unset,
2609
+ // which restores the engine default on a loaded texture.
2610
+ switch (name) {
2611
+ case 'address-u':
2612
+ if (newValue !== null) {
2613
+ this.addressU = parseEnum(newValue, addressModes, 'repeat', name);
2614
+ }
2615
+ else {
2616
+ this.addressU = null;
2617
+ }
2618
+ break;
2619
+ case 'address-v':
2620
+ if (newValue !== null) {
2621
+ this.addressV = parseEnum(newValue, addressModes, 'repeat', name);
2622
+ }
2623
+ else {
2624
+ this.addressV = null;
2625
+ }
2626
+ break;
2627
+ case 'anisotropy':
2628
+ if (newValue !== null) {
2629
+ this.anisotropy = parseNumber(newValue, 1, name);
2630
+ }
2631
+ else {
2632
+ this.anisotropy = null;
2633
+ }
2634
+ break;
2635
+ case 'flip-y':
2636
+ if (newValue !== null) {
2637
+ this.flipY = parseBool(newValue, false);
2638
+ }
2639
+ else {
2640
+ this.flipY = null;
2641
+ }
2642
+ break;
2643
+ case 'lazy':
2644
+ this.lazy = parseBool(newValue, false);
2645
+ break;
2646
+ case 'mag-filter':
2647
+ if (newValue !== null) {
2648
+ this.magFilter = parseEnum(newValue, magFilterModes, 'linear', name);
2649
+ }
2650
+ else {
2651
+ this.magFilter = null;
2652
+ }
2653
+ break;
2654
+ case 'min-filter':
2655
+ if (newValue !== null) {
2656
+ this.minFilter = parseEnum(newValue, minFilterModes, 'linear-mip-linear', name);
2657
+ }
2658
+ else {
2659
+ this.minFilter = null;
2660
+ }
2661
+ break;
2662
+ case 'mipmaps':
2663
+ if (newValue !== null) {
2664
+ this.mipmaps = parseBool(newValue, true);
2665
+ }
2666
+ else {
2667
+ this.mipmaps = null;
2668
+ }
2669
+ break;
2670
+ case 'srgb':
2671
+ if (newValue !== null) {
2672
+ this.srgb = parseBool(newValue, false);
2673
+ }
2674
+ else {
2675
+ this.srgb = null;
2676
+ }
2677
+ break;
2678
+ }
2679
+ }
2680
+ }
2681
+ customElements.define('pc-asset', AssetElement);
2682
+
2683
+ /**
2684
+ * Represents a component in the PlayCanvas engine.
2685
+ *
2686
+ * @category Components
2687
+ */
2281
2688
  class ComponentElement extends AsyncElement {
2282
2689
  _componentName;
2283
2690
  _enabled = true;
2284
2691
  _component = null;
2285
2692
  _appElement = null;
2693
+ /**
2694
+ * The element hosting this component, held so the host's readiness cycles can be observed
2695
+ * even after `closestEntity` would no longer resolve (during teardown).
2696
+ */
2697
+ _hostElement = null;
2698
+ /**
2699
+ * The listener re-applying this component when the host's readiness cycles. Held for
2700
+ * removal on disconnect.
2701
+ */
2702
+ _hostReadyListener = null;
2286
2703
  /**
2287
2704
  * Incremented on every connect and disconnect. connectedCallback captures the value on entry
2288
2705
  * and abandons itself wherever it resumes from an await if the value has moved on — so a
@@ -2310,6 +2727,37 @@
2310
2727
  getInitialComponentData() {
2311
2728
  return {};
2312
2729
  }
2730
+ /**
2731
+ * Creates the component on the host's current entity, removing it first from a previous
2732
+ * entity that is still alive (a retargeted `<pc-node>` moves its decorations with it). When
2733
+ * the entity already has a component of this type — a glTF node arriving with its authored
2734
+ * `render` component, say — warns and leaves `component` null. The element-level warning is
2735
+ * load-bearing: the engine's own duplicate-addComponent warning is Debug-stripped from
2736
+ * production builds, which would otherwise leave a silent null.
2737
+ */
2738
+ _applyComponent() {
2739
+ const entity = this._hostElement?.entity ?? null;
2740
+ if (this._component && this._component.entity === entity) {
2741
+ return;
2742
+ }
2743
+ // A retarget leaves the previous component on a still-live entity - remove it so the
2744
+ // decoration follows the element, or vanishes with a dissolved binding. A destroyed
2745
+ // entity took its components with it.
2746
+ const previous = this._component;
2747
+ if (previous?.entity && previous.entity.c[this._componentName] === previous) {
2748
+ previous.entity.removeComponent(this._componentName);
2749
+ }
2750
+ this._component = null;
2751
+ if (!entity) {
2752
+ return;
2753
+ }
2754
+ if (entity.c[this._componentName]) {
2755
+ const label = this.id ? ` '${this.id}'` : '';
2756
+ console.warn(`${this.tagName.toLowerCase()}${label} - '${entity.name}' already has a '${this._componentName}' component - component not added`);
2757
+ return;
2758
+ }
2759
+ this._component = entity.addComponent(this._componentName, this.getInitialComponentData());
2760
+ }
2313
2761
  async _addComponent() {
2314
2762
  const generation = this._connectionGeneration;
2315
2763
  const entityElement = this.closestEntity;
@@ -2326,9 +2774,40 @@
2326
2774
  if (generation !== this._connectionGeneration) {
2327
2775
  return;
2328
2776
  }
2329
- // Add the component to the entity
2330
- const data = this.getInitialComponentData();
2331
- this._component = entityElement.entity.addComponent(this._componentName, data);
2777
+ this._hostElement = entityElement;
2778
+ this._applyComponent();
2779
+ // Re-apply when the host's readiness cycles without this element disconnecting: a
2780
+ // `<pc-node>` rebinding after its model reloads or retargets, or a re-created entity.
2781
+ // The 'ready' event bubbles, so events from descendants pass through this host - only
2782
+ // the host's own cycles count. Readiness is cycled here too, so decorations one level
2783
+ // down re-apply the same way.
2784
+ this._hostReadyListener = (event) => {
2785
+ if (event.target !== this._hostElement) {
2786
+ return;
2787
+ }
2788
+ if (generation !== this._connectionGeneration) {
2789
+ return;
2790
+ }
2791
+ this._hostCycled();
2792
+ };
2793
+ entityElement.addEventListener('ready', this._hostReadyListener);
2794
+ }
2795
+ /**
2796
+ * Re-evaluates this component against the host's current entity: applied to a new entity,
2797
+ * moved from a still-live old one, or removed when the host no longer fronts an entity at
2798
+ * all. Readiness follows - it cycles with a re-application and stays unresolved while the
2799
+ * host is unbound. Called by the host-ready listener, and directly by a `<pc-node>`
2800
+ * dissolving its binding: the one transition that fires no ready event to ride.
2801
+ *
2802
+ * @internal
2803
+ */
2804
+ _hostCycled() {
2805
+ this._resetReady();
2806
+ this._applyComponent();
2807
+ if (this._hostElement?.entity) {
2808
+ this.initComponent();
2809
+ this._onReady();
2810
+ }
2332
2811
  }
2333
2812
  /**
2334
2813
  * Configures the newly added component. Overridden by subclasses whose setup goes beyond
@@ -2357,6 +2836,11 @@
2357
2836
  disconnectedCallback() {
2358
2837
  // Invalidate any connectedCallback still suspended on an await
2359
2838
  this._connectionGeneration++;
2839
+ if (this._hostElement && this._hostReadyListener) {
2840
+ this._hostElement.removeEventListener('ready', this._hostReadyListener);
2841
+ }
2842
+ this._hostElement = null;
2843
+ this._hostReadyListener = null;
2360
2844
  // Remove the component when the element is disconnected. Skip this when the owning
2361
2845
  // application has already been destroyed — removing a <pc-app> disconnects it before
2362
2846
  // its children, taking the component systems with it.
@@ -3316,6 +3800,12 @@
3316
3800
  * The CollisionComponentElement interface also inherits the properties and methods of the
3317
3801
  * {@link HTMLElement} interface.
3318
3802
  *
3803
+ * For `type="mesh"`, the collision geometry defaults to the host entity's own render component
3804
+ * (its render asset) — a collider matching the visible mesh, which is what a mesh collider on a
3805
+ * glTF node means. The default resolves each time the component applies, so a `pc-node` that
3806
+ * retargets or rebinds picks up the new node's geometry. An entity with no asset-backed render
3807
+ * component warns, and the collider has no shape.
3808
+ *
3319
3809
  * @category Components
3320
3810
  */
3321
3811
  class CollisionComponentElement extends ComponentElement {
@@ -3343,6 +3833,29 @@
3343
3833
  type: this._type
3344
3834
  };
3345
3835
  }
3836
+ initComponent() {
3837
+ this._applyMeshGeometryDefault();
3838
+ }
3839
+ /**
3840
+ * Defaults a mesh collider's geometry to the host entity's own render component. The
3841
+ * engine's mesh collider only works with explicitly supplied geometry, and the element has
3842
+ * no attribute to supply it - so the host's visible geometry, the meaning a mesh collider
3843
+ * on a glTF node carries, fills the gap. Runs on every application (so a rebound `pc-node`
3844
+ * recomputes it) and on a runtime switch to `type="mesh"`; an explicitly assigned
3845
+ * `renderAsset` is never overwritten.
3846
+ */
3847
+ _applyMeshGeometryDefault() {
3848
+ const component = this.component;
3849
+ if (!component || this._type !== 'mesh' || component.renderAsset !== null) {
3850
+ return;
3851
+ }
3852
+ const asset = component.entity.render?.asset ?? null;
3853
+ if (asset === null) {
3854
+ console.warn(`pc-collision type="mesh" on '${component.entity.name}' found no asset-backed render component to take geometry from - collider has no shape`);
3855
+ return;
3856
+ }
3857
+ component.renderAsset = asset;
3858
+ }
3346
3859
  /**
3347
3860
  * Gets the underlying PlayCanvas collision component.
3348
3861
  * @returns The collision component.
@@ -3417,6 +3930,7 @@
3417
3930
  this._type = value;
3418
3931
  if (this.component) {
3419
3932
  this.component.type = value;
3933
+ this._applyMeshGeometryDefault();
3420
3934
  }
3421
3935
  }
3422
3936
  get type() {
@@ -5587,13 +6101,13 @@
5587
6101
  }
5588
6102
  /**
5589
6103
  * @param slot - The material property to write.
5590
- * @param texture - The loaded texture.
6104
+ * @param texture - The loaded texture, applied with its sampler state untouched - anisotropy
6105
+ * and friends belong to the `pc-asset`'s texture options.
5591
6106
  */
5592
6107
  _applyMap(slot, texture) {
5593
6108
  if (!this.material)
5594
6109
  return;
5595
6110
  this.material[slot] = texture;
5596
- texture.anisotropy = 4;
5597
6111
  this._scheduleUpdate();
5598
6112
  }
5599
6113
  /**
@@ -9873,6 +10387,21 @@
9873
10387
  * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-model/ | `<pc-model>`} elements.
9874
10388
  * The ModelElement interface also inherits the properties and methods of the
9875
10389
  * {@link HTMLElement} interface.
10390
+ *
10391
+ * The element becomes ready once its container asset has loaded and the instantiated hierarchy has
10392
+ * been added to the scene — `entity` is non-null by then. A failed load also settles readiness,
10393
+ * with `entity` remaining `null`: readiness means the load settled, not that it succeeded — listen
10394
+ * for `error`, or check `entity`, to tell the outcomes apart. Changing `asset` re-arms readiness
10395
+ * and instantiates anew, so a `ready()` obtained after the change resolves against the new
10396
+ * hierarchy. A `pc-model` outside a `pc-app`, or referencing an unknown asset id, warns and never
10397
+ * becomes ready.
10398
+ *
10399
+ * @fires {Event} load - Fired each time a container asset finishes instantiating, including
10400
+ * re-instantiation after `asset` changes. Does not bubble — listen on this element, or use a
10401
+ * capture-phase listener on an ancestor.
10402
+ * @fires {ErrorEvent} error - Fired when the container asset fails to load, with the engine's
10403
+ * error in `message`. Does not bubble. The element still becomes ready — readiness means the load
10404
+ * settled, not that it succeeded.
9876
10405
  */
9877
10406
  class ModelElement extends AsyncElement {
9878
10407
  _asset = '';
@@ -9885,11 +10414,12 @@
9885
10414
  */
9886
10415
  _loadGeneration = 0;
9887
10416
  /**
9888
- * The pending asset-load subscription of the current load, if it is waiting for its asset.
9889
- * Held so that whatever supersedes the load can detach the handler from the asset, rather
9890
- * than leave it registered until the asset loads (or forever, if it never does).
10417
+ * The pending asset subscriptions of the current load, if it is waiting for its asset. Held
10418
+ * so that whatever supersedes the load can detach the handlers from the asset, rather than
10419
+ * leave them registered until the asset settles (or forever, if it never does).
9891
10420
  */
9892
10421
  _loadHandle = null;
10422
+ _errorHandle = null;
9893
10423
  /**
9894
10424
  * The root entity of the instantiated model. `null` until the container asset has loaded
9895
10425
  * and been instantiated, and again once the element has been removed from the document.
@@ -9899,18 +10429,36 @@
9899
10429
  return this._entity;
9900
10430
  }
9901
10431
  connectedCallback() {
10432
+ // A model outside an application is inert and never becomes ready, so awaiting it hangs.
10433
+ // Warn rather than fail silently, naming the parent it requires, as every other misplaced
10434
+ // element does.
10435
+ if (!this.closestApp) {
10436
+ const label = this._asset ? ` '${this._asset}'` : '';
10437
+ console.warn(`pc-model${label} must be a descendant of pc-app - model not created`);
10438
+ return;
10439
+ }
9902
10440
  this._loadModel();
9903
- this._onReady();
9904
10441
  }
9905
10442
  disconnectedCallback() {
9906
10443
  this._loadGeneration++;
9907
- this._detachLoadHandler();
10444
+ this._detachLoadHandlers();
9908
10445
  this._unloadModel();
9909
10446
  this._resetReady();
9910
10447
  }
9911
- _detachLoadHandler() {
10448
+ _detachLoadHandlers() {
9912
10449
  this._loadHandle?.off();
9913
10450
  this._loadHandle = null;
10451
+ this._errorHandle?.off();
10452
+ this._errorHandle = null;
10453
+ }
10454
+ /**
10455
+ * Resolves readiness and dispatches the `load` event. Called once the instantiated hierarchy
10456
+ * has been parented — readiness means "in the scene graph", matching `pc-entity`, so a ready
10457
+ * model's entity always has world transforms.
10458
+ */
10459
+ _announceLoad() {
10460
+ this._onReady();
10461
+ this.dispatchEvent(new Event('load'));
9914
10462
  }
9915
10463
  _instantiate(container) {
9916
10464
  const generation = this._loadGeneration;
@@ -9932,6 +10480,7 @@
9932
10480
  return;
9933
10481
  }
9934
10482
  parentEntityElement.entity.addChild(entity);
10483
+ this._announceLoad();
9935
10484
  });
9936
10485
  }
9937
10486
  else {
@@ -9942,6 +10491,7 @@
9942
10491
  return;
9943
10492
  }
9944
10493
  appElement.app.root.addChild(entity);
10494
+ this._announceLoad();
9945
10495
  });
9946
10496
  }
9947
10497
  }
@@ -9950,15 +10500,29 @@
9950
10500
  this._unloadModel();
9951
10501
  // Supersede any load already in flight - only the newest load may instantiate
9952
10502
  const generation = ++this._loadGeneration;
9953
- this._detachLoadHandler();
9954
- const appElement = await this.closestApp?.ready();
10503
+ this._detachLoadHandlers();
10504
+ // Re-arm readiness so a waiter obtained after an asset change resolves against the new
10505
+ // hierarchy. A no-op on first connection, where readiness is still pending.
10506
+ this._resetReady();
10507
+ const appElement = this.closestApp;
10508
+ if (!appElement) {
10509
+ // Outside pc-app; connectedCallback already warned. Reached through the asset setter.
10510
+ return;
10511
+ }
10512
+ await appElement.ready();
9955
10513
  // The element may have been removed, or another load started, while we waited
9956
10514
  if (generation !== this._loadGeneration) {
9957
10515
  return;
9958
10516
  }
9959
- const app = appElement?.app;
10517
+ const app = appElement.app;
9960
10518
  const asset = AssetElement.get(this._asset);
9961
10519
  if (!asset) {
10520
+ // An empty id is a legitimate transient (the asset may be assigned later); a
10521
+ // non-empty one that resolves to nothing is a dead end - say so rather than staying
10522
+ // silently pending.
10523
+ if (this._asset) {
10524
+ console.warn(`pc-model could not find asset '${this._asset}' - model not created`);
10525
+ }
9962
10526
  return;
9963
10527
  }
9964
10528
  if (asset.loaded) {
@@ -9967,14 +10531,26 @@
9967
10531
  else {
9968
10532
  // The generation is re-checked even though a superseded handler is detached: the
9969
10533
  // detach relies on how the engine's event emitter treats removal, while the check
9970
- // holds on its own.
10534
+ // holds on its own. Whichever of load/error fires first detaches the other.
9971
10535
  this._loadHandle = asset.once('load', () => {
9972
- this._loadHandle = null;
10536
+ this._detachLoadHandlers();
9973
10537
  if (generation !== this._loadGeneration) {
9974
10538
  return;
9975
10539
  }
9976
10540
  this._instantiate(asset.resource);
9977
10541
  });
10542
+ this._errorHandle = asset.once('error', (err) => {
10543
+ this._detachLoadHandlers();
10544
+ if (generation !== this._loadGeneration) {
10545
+ return;
10546
+ }
10547
+ // A failed load settles readiness with a null entity, mirroring pc-asset:
10548
+ // readiness means the load settled, not that it succeeded.
10549
+ this.dispatchEvent(new ErrorEvent('error', {
10550
+ message: err instanceof Error ? err.message : String(err)
10551
+ }));
10552
+ this._onReady();
10553
+ });
9978
10554
  app.assets.load(asset);
9979
10555
  }
9980
10556
  }
@@ -10012,6 +10588,625 @@
10012
10588
  }
10013
10589
  customElements.define('pc-model', ModelElement);
10014
10590
 
10591
+ /**
10592
+ * Computes the Levenshtein distance between two strings, for near-miss suggestions in the
10593
+ * resolution warnings.
10594
+ *
10595
+ * @param a - The first string.
10596
+ * @param b - The second string.
10597
+ * @returns The edit distance.
10598
+ */
10599
+ const levenshtein = (a, b) => {
10600
+ const row = Array.from({ length: b.length + 1 }, (_, i) => i);
10601
+ for (let i = 1; i <= a.length; i++) {
10602
+ let previous = row[0];
10603
+ row[0] = i;
10604
+ for (let j = 1; j <= b.length; j++) {
10605
+ const current = row[j];
10606
+ row[j] = Math.min(row[j] + 1, row[j - 1] + 1, previous + (a[i - 1] === b[j - 1] ? 0 : 1));
10607
+ previous = current;
10608
+ }
10609
+ }
10610
+ return row[b.length];
10611
+ };
10612
+ /**
10613
+ * The NodeElement interface provides properties and methods for manipulating
10614
+ * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-node/ | `<pc-node>`}
10615
+ * elements. The NodeElement interface also inherits the properties and methods of the
10616
+ * {@link HTMLElement} interface.
10617
+ *
10618
+ * A `pc-node` is an override element: where `pc-entity` creates an entity, `pc-node` binds to a
10619
+ * node a `pc-model` loaded and declares overrides against the authored asset — components to
10620
+ * add, properties to change, content to attach. Attributes present apply as overrides; attributes
10621
+ * absent leave authored values untouched, and removing an attribute (or assigning `null` to the
10622
+ * matching property) restores the authored value.
10623
+ *
10624
+ * `name` selects among the host model's nodes (first match in depth-first order), nesting a
10625
+ * `pc-node` inside another scopes the search to that subtree, and `index` picks among identically
10626
+ * named matches. When `name` matches more than one node and no `index` is given, the element
10627
+ * warns and binds nothing.
10628
+ *
10629
+ * The element becomes ready once bound, and never while unresolved — a missing or ambiguous
10630
+ * name warns and records the failure in `state`, readiness stays unresolved, and descendants
10631
+ * wait with it.
10632
+ *
10633
+ * The pointer events below are dispatched by the containing `<pc-app>` element when the pointer
10634
+ * intersects the bound node's geometry, exactly as for `<pc-entity>`.
10635
+ *
10636
+ * @attribute {string} name - The name of the node to bind, resolved within the nearest ancestor
10637
+ * `pc-model` (or `pc-node`) once it has instantiated.
10638
+ * @attribute {number} index - Which match to bind when `name` matches more than one node,
10639
+ * 0-based in depth-first order. Optional for a unique match; required for an ambiguous one.
10640
+ * @attribute {boolean} enabled - Overrides the node's enabled state.
10641
+ * @attribute {string} position - Overrides the node's local position, as an "x y z" triple.
10642
+ * @attribute {string} rotation - Overrides the node's local rotation (Euler angles), as an
10643
+ * "x y z" triple.
10644
+ * @attribute {string} scale - Overrides the node's local scale, as an "x y z" triple.
10645
+ * @attribute {string} tags - Overrides the node's tags, separated by spaces or commas.
10646
+ * @attribute {string} onpointerenter - Script to run when the pointer moves onto the node.
10647
+ * @attribute {string} onpointerleave - Script to run when the pointer moves off the node.
10648
+ * @attribute {string} onpointermove - Script to run when the pointer moves over the node.
10649
+ * @attribute {string} onpointerdown - Script to run when a pointer button is pressed over the
10650
+ * node.
10651
+ * @attribute {string} onpointerup - Script to run when a pointer button is released over the
10652
+ * node.
10653
+ * @fires {PointerEvent} pointerenter - Fired when the pointer moves onto the node.
10654
+ * @fires {PointerEvent} pointerleave - Fired when the pointer moves off the node.
10655
+ * @fires {PointerEvent} pointermove - Fired when the pointer moves over the node.
10656
+ * @fires {PointerEvent} pointerdown - Fired when a pointer button is pressed over the node.
10657
+ * @fires {PointerEvent} pointerup - Fired when a pointer button is released over the node.
10658
+ */
10659
+ class NodeElement extends EntityBaseElement {
10660
+ _name = '';
10661
+ _index = null;
10662
+ _state = 'pending';
10663
+ _path = null;
10664
+ /**
10665
+ * The element whose entity roots this element's search: the nearest ancestor `pc-node`, or
10666
+ * failing that the nearest ancestor `pc-model`. Resolved on connection.
10667
+ */
10668
+ _host = null;
10669
+ /**
10670
+ * The listener following the host's binding cycles. Both host kinds announce each cycle
10671
+ * with a `ready` event — `pc-model` on every instantiation, `pc-node` on every bind.
10672
+ */
10673
+ _hostListener = null;
10674
+ /**
10675
+ * The subscription to the bound entity's destruction, detached on unbind so a retargeted
10676
+ * element cannot be reset by the eventual death of a node it no longer fronts.
10677
+ */
10678
+ _destroyHandle = null;
10679
+ /** The authored values displaced by this element's overrides, captured per property. */
10680
+ _authored = {};
10681
+ // Override values. `null` means "no override": the authored value stays in force.
10682
+ _enabled = null;
10683
+ _position = null;
10684
+ _rotation = null;
10685
+ _scale = null;
10686
+ _tags = null;
10687
+ /**
10688
+ * The binding state: `pending` until the host instantiates and `name` resolves, `bound`
10689
+ * once decorated, `missing`/`ambiguous`/`duplicate` when resolution failed (each also
10690
+ * warns). Useful for asserting a document's bindings programmatically.
10691
+ * @returns The binding state.
10692
+ */
10693
+ get state() {
10694
+ return this._state;
10695
+ }
10696
+ /**
10697
+ * The path of the bound node below the search root, `/`-separated, or `null` while not
10698
+ * bound.
10699
+ * @returns The bound node's path, or `null`.
10700
+ */
10701
+ get path() {
10702
+ return this._path;
10703
+ }
10704
+ connectedCallback() {
10705
+ const host = (this.parentElement?.closest('pc-model, pc-node') ?? null);
10706
+ if (!host) {
10707
+ const label = this._name ? ` '${this._name}'` : '';
10708
+ console.warn(`pc-node${label} must be a descendant of pc-model - node not bound`);
10709
+ return;
10710
+ }
10711
+ this._host = host;
10712
+ // Follow the host's binding cycles. `ready` bubbles, so cycles of elements nested under
10713
+ // the host pass through it - only the host's own count.
10714
+ this._hostListener = (event) => {
10715
+ if (event.target !== this._host) {
10716
+ return;
10717
+ }
10718
+ this._rebind();
10719
+ };
10720
+ host.addEventListener('ready', this._hostListener);
10721
+ // The host may already be instantiated (an element inserted after load binds immediately)
10722
+ this._rebind();
10723
+ }
10724
+ disconnectedCallback() {
10725
+ if (this._host && this._hostListener) {
10726
+ this._host.removeEventListener('ready', this._hostListener);
10727
+ }
10728
+ this._host = null;
10729
+ this._hostListener = null;
10730
+ // Removal reverts: the model owns the node, so the entity is left as authored. Children
10731
+ // clean up through their own disconnect behavior.
10732
+ this._unbind();
10733
+ this._state = 'pending';
10734
+ }
10735
+ /**
10736
+ * Re-resolves the binding against the host's current hierarchy: on connection, on a `name`
10737
+ * or `index` change, and on every host cycle (a model [re]instantiating, an enclosing
10738
+ * `pc-node` [re]binding). When re-resolution yields the entity already bound, the binding
10739
+ * is retained untouched — a redundant edit must not flicker overrides through a revert.
10740
+ */
10741
+ _rebind() {
10742
+ const hostEntity = this._host?.entity ?? null;
10743
+ if (!hostEntity || !this._name) {
10744
+ // Host not instantiated (or nothing to look up yet): return to pending. An assigned
10745
+ // name arriving later, or the host's next cycle, resolves it.
10746
+ this._unbind();
10747
+ this._state = 'pending';
10748
+ return;
10749
+ }
10750
+ const target = this._resolve(hostEntity);
10751
+ if (target && target === this._entity) {
10752
+ this._path = this._pathOf(target, hostEntity);
10753
+ return;
10754
+ }
10755
+ this._unbind();
10756
+ if (!target) {
10757
+ // _resolve warned and set the failure state
10758
+ return;
10759
+ }
10760
+ this._bind(target, hostEntity);
10761
+ }
10762
+ /**
10763
+ * Resolves `name` (and `index`) to an entity under `hostEntity`, warning and recording the
10764
+ * failure state when it cannot.
10765
+ *
10766
+ * @param hostEntity - The root of the search.
10767
+ * @returns The resolved entity, or `null`.
10768
+ */
10769
+ _resolve(hostEntity) {
10770
+ const matches = hostEntity.find((node) => node.name === this._name);
10771
+ if (matches.length === 0) {
10772
+ const closest = this._closestName(hostEntity);
10773
+ const hint = closest ? ` - closest match: '${closest}'` : '';
10774
+ console.warn(`pc-node '${this._name}' not found in ${this._describeHost()}${hint}`);
10775
+ this._state = 'missing';
10776
+ return null;
10777
+ }
10778
+ let target;
10779
+ if (this._index !== null) {
10780
+ if (this._index >= matches.length) {
10781
+ console.warn(`pc-node '${this._name}' index ${this._index} is out of range - ${matches.length} match(es) in ${this._describeHost()}`);
10782
+ this._state = 'missing';
10783
+ return null;
10784
+ }
10785
+ target = matches[this._index];
10786
+ }
10787
+ else if (matches.length > 1) {
10788
+ // Ambiguity binds nothing: a fallback guess performs side effects on the wrong
10789
+ // scene node, and would go wrong silently when a re-export introduces a duplicate
10790
+ // name. The candidates tell the author exactly what to write.
10791
+ const candidates = matches.map((m, i) => `[${i}] ${this._pathOf(m, hostEntity)}`).join(', ');
10792
+ console.warn(`pc-node '${this._name}' is ambiguous in ${this._describeHost()} - specify index: ${candidates}`);
10793
+ this._state = 'ambiguous';
10794
+ return null;
10795
+ }
10796
+ else {
10797
+ target = matches[0];
10798
+ }
10799
+ const owner = this.closestApp?.elementFromEntity(target);
10800
+ if (owner && owner !== this) {
10801
+ console.warn(`pc-node '${this._name}' resolves to a node already bound by another element - element ignored`);
10802
+ this._state = 'duplicate';
10803
+ return null;
10804
+ }
10805
+ return target;
10806
+ }
10807
+ /**
10808
+ * Binds `target`: registers it (making it a pick target), hooks its destruction, applies
10809
+ * this element's overrides, announces readiness and builds the deferred child subtree.
10810
+ *
10811
+ * @param target - The entity to bind.
10812
+ * @param hostEntity - The search root, for the path.
10813
+ */
10814
+ _bind(target, hostEntity) {
10815
+ this._entity = target;
10816
+ this._registerEntity(target);
10817
+ this._destroyHandle = target.once('destroy', this._onEntityDestroy, this);
10818
+ this._state = 'bound';
10819
+ this._path = this._pathOf(target, hostEntity);
10820
+ this._applyOverrides();
10821
+ this._onReady();
10822
+ this._buildChildren();
10823
+ }
10824
+ /**
10825
+ * Dissolves the current binding, restoring every authored value this element's overrides
10826
+ * displaced and removing the decorations this binding hosts: attachment entities are
10827
+ * destroyed (re-created against the next binding) and component decorations are removed
10828
+ * from the abandoned node. Both sweeps are scoped by `closestEntity`, so a still-bound
10829
+ * nested `pc-node` keeps its own decorations. Safe to call in any state.
10830
+ */
10831
+ _unbind() {
10832
+ const entity = this._entity;
10833
+ if (!entity) {
10834
+ return;
10835
+ }
10836
+ this._revertOverrides();
10837
+ // Attachment points anchor to the bound node, so they cannot outlive the binding. Each
10838
+ // destroyed entity resets its element, which the next _buildChildren re-creates.
10839
+ this.querySelectorAll('pc-entity').forEach((child) => {
10840
+ if (child.closestEntity === this) {
10841
+ child.entity?.destroy();
10842
+ }
10843
+ });
10844
+ this._destroyHandle?.off();
10845
+ this._destroyHandle = null;
10846
+ this._unregisterEntity(entity);
10847
+ this._entity = null;
10848
+ this._path = null;
10849
+ this._authored = {};
10850
+ // Component decorations come off through the same hook the host-ready cycle uses. A
10851
+ // dissolve that never rebinds fires no ready event, so the sweep is explicit - after
10852
+ // `_entity` is cleared, so the hook sees a host without an entity.
10853
+ this.querySelectorAll('*').forEach((child) => {
10854
+ if (child instanceof ComponentElement && child.closestEntity === this) {
10855
+ child._hostCycled();
10856
+ }
10857
+ });
10858
+ this._resetReady();
10859
+ }
10860
+ /**
10861
+ * Handles the destruction of the bound entity - its model unloading, reloading, or a script
10862
+ * destroying it. There is nothing to revert on a destroyed entity; the element returns to
10863
+ * pending and the host's next cycle re-resolves it.
10864
+ */
10865
+ _onEntityDestroy(entity) {
10866
+ this._destroyHandle = null;
10867
+ this._unregisterEntity(entity);
10868
+ this._entity = null;
10869
+ this._path = null;
10870
+ this._authored = {};
10871
+ this._state = 'pending';
10872
+ this._resetReady();
10873
+ }
10874
+ /**
10875
+ * Creates and parents the entities of child `pc-entity` elements - the attachment points.
10876
+ * Mirrors the runtime-insertion path in EntityElement.connectedCallback: children were
10877
+ * deferred while this host was unresolved (or reset when a previous binding dissolved), and
10878
+ * build here once it binds.
10879
+ */
10880
+ _buildChildren() {
10881
+ const app = this.closestApp?.app;
10882
+ if (!app) {
10883
+ return;
10884
+ }
10885
+ const childEntities = this.querySelectorAll('pc-entity');
10886
+ childEntities.forEach((child) => {
10887
+ child._createEntity(app);
10888
+ });
10889
+ childEntities.forEach((child) => {
10890
+ child._buildHierarchy(app);
10891
+ });
10892
+ }
10893
+ /**
10894
+ * Applies every override that is explicitly set, capturing the authored value it displaces.
10895
+ */
10896
+ _applyOverrides() {
10897
+ if (this._enabled !== null) {
10898
+ this.enabled = this._enabled;
10899
+ }
10900
+ if (this._position !== null) {
10901
+ this.position = this._position;
10902
+ }
10903
+ if (this._rotation !== null) {
10904
+ this.rotation = this._rotation;
10905
+ }
10906
+ if (this._scale !== null) {
10907
+ this.scale = this._scale;
10908
+ }
10909
+ if (this._tags !== null) {
10910
+ this.tags = this._tags;
10911
+ }
10912
+ }
10913
+ /**
10914
+ * Restores every authored value this element's overrides displaced. The override values
10915
+ * themselves are kept - they re-apply on the next binding.
10916
+ */
10917
+ _revertOverrides() {
10918
+ const entity = this._entity;
10919
+ const authored = this._authored;
10920
+ if (authored.enabled !== undefined) {
10921
+ entity.enabled = authored.enabled;
10922
+ }
10923
+ if (authored.position) {
10924
+ entity.setLocalPosition(authored.position);
10925
+ }
10926
+ if (authored.rotation) {
10927
+ entity.setLocalRotation(authored.rotation);
10928
+ }
10929
+ if (authored.scale) {
10930
+ entity.setLocalScale(authored.scale);
10931
+ }
10932
+ if (authored.tags) {
10933
+ entity.tags.clear();
10934
+ entity.tags.add(authored.tags);
10935
+ }
10936
+ this._authored = {};
10937
+ }
10938
+ /**
10939
+ * Renders the path of `node` below `root`, for the `path` property and the resolution
10940
+ * warnings.
10941
+ *
10942
+ * @param node - The node to describe.
10943
+ * @param root - The search root.
10944
+ * @returns The `/`-separated path.
10945
+ */
10946
+ _pathOf(node, root) {
10947
+ const parts = [];
10948
+ for (let current = node; current && current !== root; current = current.parent) {
10949
+ parts.unshift(current.name);
10950
+ }
10951
+ return parts.join('/') || node.name;
10952
+ }
10953
+ /**
10954
+ * Describes the search root for warnings: the model's asset id, or the enclosing node's
10955
+ * name.
10956
+ * @returns The description.
10957
+ */
10958
+ _describeHost() {
10959
+ if (this._host instanceof ModelElement) {
10960
+ return `model '${this._host.asset}'`;
10961
+ }
10962
+ return `pc-node '${this._host?.name ?? ''}' subtree`;
10963
+ }
10964
+ /**
10965
+ * Finds the node name nearest to the missing `name`, for the miss warning. The names are
10966
+ * already in hand from resolution, so the suggestion is nearly free.
10967
+ *
10968
+ * @param hostEntity - The root of the search.
10969
+ * @returns The closest name within an edit distance of 2, or `null`.
10970
+ */
10971
+ _closestName(hostEntity) {
10972
+ let best = null;
10973
+ let bestDistance = 3;
10974
+ hostEntity.find((node) => {
10975
+ const distance = levenshtein(this._name, node.name);
10976
+ if (distance < bestDistance) {
10977
+ bestDistance = distance;
10978
+ best = node.name;
10979
+ }
10980
+ return false;
10981
+ });
10982
+ return best;
10983
+ }
10984
+ /**
10985
+ * Sets the name of the node to bind. A change retargets: the current binding's overrides
10986
+ * revert and the new name resolves afresh. `name` on a `pc-node` is never a rename of the
10987
+ * authored node - it is only ever a reference.
10988
+ * @param value - The node name.
10989
+ */
10990
+ set name(value) {
10991
+ this._name = value;
10992
+ if (this.isConnected && this._host) {
10993
+ this._rebind();
10994
+ }
10995
+ }
10996
+ /**
10997
+ * Gets the name of the node to bind.
10998
+ * @returns The node name.
10999
+ */
11000
+ get name() {
11001
+ return this._name;
11002
+ }
11003
+ /**
11004
+ * Sets which match to bind when `name` matches more than one node, 0-based in depth-first
11005
+ * order. A change retargets, like `name`. `null` means unset - required when the name is
11006
+ * ambiguous, optional otherwise.
11007
+ * @param value - The match index, or `null`.
11008
+ */
11009
+ set index(value) {
11010
+ this._index = value;
11011
+ if (this.isConnected && this._host) {
11012
+ this._rebind();
11013
+ }
11014
+ }
11015
+ /**
11016
+ * Gets which match to bind.
11017
+ * @returns The match index, or `null` when unset.
11018
+ */
11019
+ get index() {
11020
+ return this._index;
11021
+ }
11022
+ /**
11023
+ * Sets the enabled override. `null` clears it, restoring the authored state.
11024
+ * @param value - The enabled state, or `null`.
11025
+ */
11026
+ set enabled(value) {
11027
+ this._enabled = value;
11028
+ const entity = this._state === 'bound' ? this._entity : null;
11029
+ if (!entity) {
11030
+ return;
11031
+ }
11032
+ if (value !== null) {
11033
+ this._authored.enabled ??= entity.enabled;
11034
+ entity.enabled = value;
11035
+ }
11036
+ else if (this._authored.enabled !== undefined) {
11037
+ entity.enabled = this._authored.enabled;
11038
+ delete this._authored.enabled;
11039
+ }
11040
+ }
11041
+ /**
11042
+ * Gets the enabled override.
11043
+ * @returns The enabled state, or `null` while no override is set.
11044
+ */
11045
+ get enabled() {
11046
+ return this._enabled;
11047
+ }
11048
+ /**
11049
+ * Sets the local position override. `null` clears it, restoring the authored position.
11050
+ * @param value - The position, or `null`.
11051
+ */
11052
+ set position(value) {
11053
+ this._position = value;
11054
+ const entity = this._state === 'bound' ? this._entity : null;
11055
+ if (!entity) {
11056
+ return;
11057
+ }
11058
+ if (value !== null) {
11059
+ this._authored.position ??= entity.getLocalPosition().clone();
11060
+ entity.setLocalPosition(value);
11061
+ }
11062
+ else if (this._authored.position) {
11063
+ entity.setLocalPosition(this._authored.position);
11064
+ delete this._authored.position;
11065
+ }
11066
+ }
11067
+ /**
11068
+ * Gets the local position override.
11069
+ * @returns The position, or `null` while no override is set.
11070
+ */
11071
+ get position() {
11072
+ return this._position;
11073
+ }
11074
+ /**
11075
+ * Sets the local rotation override, as Euler angles in degrees. `null` clears it, restoring
11076
+ * the authored rotation.
11077
+ * @param value - The rotation, or `null`.
11078
+ */
11079
+ set rotation(value) {
11080
+ this._rotation = value;
11081
+ const entity = this._state === 'bound' ? this._entity : null;
11082
+ if (!entity) {
11083
+ return;
11084
+ }
11085
+ if (value !== null) {
11086
+ // The authored rotation is cached as a quaternion: it restores exactly, where a
11087
+ // round trip through Euler angles need not.
11088
+ this._authored.rotation ??= entity.getLocalRotation().clone();
11089
+ entity.setLocalEulerAngles(value);
11090
+ }
11091
+ else if (this._authored.rotation) {
11092
+ entity.setLocalRotation(this._authored.rotation);
11093
+ delete this._authored.rotation;
11094
+ }
11095
+ }
11096
+ /**
11097
+ * Gets the local rotation override.
11098
+ * @returns The rotation, or `null` while no override is set.
11099
+ */
11100
+ get rotation() {
11101
+ return this._rotation;
11102
+ }
11103
+ /**
11104
+ * Sets the local scale override. `null` clears it, restoring the authored scale.
11105
+ * @param value - The scale, or `null`.
11106
+ */
11107
+ set scale(value) {
11108
+ this._scale = value;
11109
+ const entity = this._state === 'bound' ? this._entity : null;
11110
+ if (!entity) {
11111
+ return;
11112
+ }
11113
+ if (value !== null) {
11114
+ this._authored.scale ??= entity.getLocalScale().clone();
11115
+ entity.setLocalScale(value);
11116
+ }
11117
+ else if (this._authored.scale) {
11118
+ entity.setLocalScale(this._authored.scale);
11119
+ delete this._authored.scale;
11120
+ }
11121
+ }
11122
+ /**
11123
+ * Gets the local scale override.
11124
+ * @returns The scale, or `null` while no override is set.
11125
+ */
11126
+ get scale() {
11127
+ return this._scale;
11128
+ }
11129
+ /**
11130
+ * Sets the tags override. `null` clears it, restoring the authored tags.
11131
+ * @param value - The tags, or `null`.
11132
+ */
11133
+ set tags(value) {
11134
+ this._tags = value;
11135
+ const entity = this._state === 'bound' ? this._entity : null;
11136
+ if (!entity) {
11137
+ return;
11138
+ }
11139
+ if (value !== null) {
11140
+ this._authored.tags ??= entity.tags.list().slice();
11141
+ entity.tags.clear();
11142
+ entity.tags.add(value);
11143
+ }
11144
+ else if (this._authored.tags) {
11145
+ entity.tags.clear();
11146
+ entity.tags.add(this._authored.tags);
11147
+ delete this._authored.tags;
11148
+ }
11149
+ }
11150
+ /**
11151
+ * Gets the tags override.
11152
+ * @returns The tags, or `null` while no override is set.
11153
+ */
11154
+ get tags() {
11155
+ return this._tags;
11156
+ }
11157
+ static get observedAttributes() {
11158
+ return ['enabled', 'index', 'name', 'position', 'rotation', 'scale', 'tags', ...POINTER_ATTRIBUTES];
11159
+ }
11160
+ attributeChangedCallback(name, _oldValue, newValue) {
11161
+ switch (name) {
11162
+ case 'enabled':
11163
+ this.enabled = newValue === null ? null : parseBool(newValue, true);
11164
+ break;
11165
+ case 'index':
11166
+ if (newValue === null) {
11167
+ this.index = null;
11168
+ }
11169
+ else {
11170
+ // Number('') is 0, which would make index="" silently mean the first match
11171
+ const index = newValue.trim() === '' ? NaN : Number(newValue);
11172
+ if (!Number.isInteger(index) || index < 0) {
11173
+ // Invalid values are treated as absent: under ambiguity that means
11174
+ // unbound, the fail-safe direction.
11175
+ console.warn(`pc-node index '${newValue}' is not a non-negative integer - treated as absent`);
11176
+ this.index = null;
11177
+ }
11178
+ else {
11179
+ this.index = index;
11180
+ }
11181
+ }
11182
+ break;
11183
+ case 'name':
11184
+ this.name = newValue ?? '';
11185
+ break;
11186
+ case 'position':
11187
+ this.position = newValue === null ? null : parseVec3(newValue, playcanvas.Vec3.ZERO, name);
11188
+ break;
11189
+ case 'rotation':
11190
+ this.rotation = newValue === null ? null : parseVec3(newValue, playcanvas.Vec3.ZERO, name);
11191
+ break;
11192
+ case 'scale':
11193
+ this.scale = newValue === null ? null : parseVec3(newValue, playcanvas.Vec3.ONE, name);
11194
+ break;
11195
+ case 'tags':
11196
+ this.tags = newValue === null ? null : parseTags(newValue);
11197
+ break;
11198
+ case 'onpointerenter':
11199
+ case 'onpointerleave':
11200
+ case 'onpointerdown':
11201
+ case 'onpointerup':
11202
+ case 'onpointermove':
11203
+ this._updateInlineHandler(name, newValue);
11204
+ break;
11205
+ }
11206
+ }
11207
+ }
11208
+ customElements.define('pc-node', NodeElement);
11209
+
10015
11210
  /**
10016
11211
  * The SceneElement interface provides properties and methods for manipulating
10017
11212
  * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-scene/ | `<pc-scene>`} elements.
@@ -10284,7 +11479,6 @@
10284
11479
  return;
10285
11480
  const source = asset.resource;
10286
11481
  const skybox = playcanvas.EnvLighting.generateSkyboxCubemap(source);
10287
- skybox.anisotropy = 4;
10288
11482
  // This element owns what it generated (see _unloadSkybox) - replacing a skybox from an
10289
11483
  // earlier load must release it, not orphan it on the GPU
10290
11484
  this._scene.skybox?.destroy();
@@ -10541,6 +11735,7 @@
10541
11735
  exports.CollisionComponentElement = CollisionComponentElement;
10542
11736
  exports.ComponentElement = ComponentElement;
10543
11737
  exports.ElementComponentElement = ElementComponentElement;
11738
+ exports.EntityBaseElement = EntityBaseElement;
10544
11739
  exports.EntityElement = EntityElement;
10545
11740
  exports.GSplatComponentElement = GSplatComponentElement;
10546
11741
  exports.LayoutChildComponentElement = LayoutChildComponentElement;
@@ -10550,6 +11745,7 @@
10550
11745
  exports.MaterialElement = MaterialElement;
10551
11746
  exports.ModelElement = ModelElement;
10552
11747
  exports.ModuleElement = ModuleElement;
11748
+ exports.NodeElement = NodeElement;
10553
11749
  exports.ParticleSystemComponentElement = ParticleSystemComponentElement;
10554
11750
  exports.RenderComponentElement = RenderComponentElement;
10555
11751
  exports.RigidBodyComponentElement = RigidBodyComponentElement;