@playcanvas/web-components 0.11.1 → 0.13.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (96) hide show
  1. package/README.md +1 -1
  2. package/dist/app.d.cts +246 -0
  3. package/dist/app.d.ts +38 -13
  4. package/dist/asset.d.cts +218 -0
  5. package/dist/asset.d.ts +145 -6
  6. package/dist/async-element.d.cts +103 -0
  7. package/dist/async-element.d.ts +11 -8
  8. package/dist/colors.d.cts +1 -0
  9. package/dist/components/button-component.d.cts +186 -0
  10. package/dist/components/button-component.d.ts +1 -1
  11. package/dist/components/camera-component.d.cts +253 -0
  12. package/dist/components/camera-component.d.ts +1 -1
  13. package/dist/components/collision-component.d.cts +73 -0
  14. package/dist/components/collision-component.d.ts +17 -1
  15. package/dist/components/component.d.cts +82 -0
  16. package/dist/components/component.d.ts +20 -1
  17. package/dist/components/element-component.d.cts +316 -0
  18. package/dist/components/element-component.d.ts +1 -1
  19. package/dist/components/gsplat-component.d.cts +108 -0
  20. package/dist/components/gsplat-component.d.ts +1 -1
  21. package/dist/components/layoutchild-component.d.cts +110 -0
  22. package/dist/components/layoutchild-component.d.ts +1 -1
  23. package/dist/components/layoutgroup-component.d.cts +136 -0
  24. package/dist/components/layoutgroup-component.d.ts +1 -1
  25. package/dist/components/light-component.d.cts +264 -0
  26. package/dist/components/light-component.d.ts +1 -1
  27. package/dist/components/listener-component.d.cts +20 -0
  28. package/dist/components/listener-component.d.ts +1 -1
  29. package/dist/components/particlesystem-component.d.cts +52 -0
  30. package/dist/components/particlesystem-component.d.ts +1 -1
  31. package/dist/components/render-component.d.cts +76 -0
  32. package/dist/components/render-component.d.ts +1 -1
  33. package/dist/components/rigidbody-component.d.cts +88 -0
  34. package/dist/components/rigidbody-component.d.ts +1 -1
  35. package/dist/components/screen-component.d.cts +70 -0
  36. package/dist/components/screen-component.d.ts +1 -1
  37. package/dist/components/script-component.d.cts +163 -0
  38. package/dist/components/script-component.d.ts +1 -1
  39. package/dist/components/script.d.cts +94 -0
  40. package/dist/components/script.d.ts +1 -1
  41. package/dist/components/scrollbar-component.d.cts +69 -0
  42. package/dist/components/scrollbar-component.d.ts +1 -1
  43. package/dist/components/scrollview-component.d.cts +178 -0
  44. package/dist/components/scrollview-component.d.ts +1 -1
  45. package/dist/components/sound-component.d.cts +108 -0
  46. package/dist/components/sound-component.d.ts +1 -1
  47. package/dist/components/sound-slot.d.cts +134 -0
  48. package/dist/components/sound-slot.d.ts +2 -2
  49. package/dist/custom-elements.json +1127 -179
  50. package/dist/entity-base.d.cts +67 -0
  51. package/dist/entity-base.d.ts +67 -0
  52. package/dist/entity.d.cts +131 -0
  53. package/dist/entity.d.ts +3 -38
  54. package/dist/index.d.cts +79 -0
  55. package/dist/index.d.ts +35 -32
  56. package/dist/loading-bar.d.cts +35 -0
  57. package/dist/material.d.cts +1011 -0
  58. package/dist/material.d.ts +2 -1
  59. package/dist/model.d.cts +72 -0
  60. package/dist/model.d.ts +27 -5
  61. package/dist/module.d.cts +29 -0
  62. package/dist/module.d.ts +16 -10
  63. package/dist/node.d.cts +253 -0
  64. package/dist/node.d.ts +253 -0
  65. package/dist/parse.d.cts +147 -0
  66. package/dist/pwc.cjs +1496 -200
  67. package/dist/pwc.cjs.map +1 -1
  68. package/dist/pwc.js +1497 -201
  69. package/dist/pwc.js.map +1 -1
  70. package/dist/pwc.min.js +1 -1
  71. package/dist/pwc.min.js.map +1 -1
  72. package/dist/pwc.min.mjs +1 -1
  73. package/dist/pwc.min.mjs.map +1 -1
  74. package/dist/pwc.mjs +1496 -202
  75. package/dist/pwc.mjs.map +1 -1
  76. package/dist/scene.d.cts +117 -0
  77. package/dist/scene.d.ts +1 -1
  78. package/dist/sky.d.cts +121 -0
  79. package/dist/sky.d.ts +1 -1
  80. package/dist/vscode.html-custom-data.json +127 -5
  81. package/dist/web-types.json +399 -59
  82. package/package.json +16 -7
  83. package/src/app.ts +137 -45
  84. package/src/asset.ts +439 -9
  85. package/src/async-element.ts +11 -8
  86. package/src/components/collision-component.ts +35 -0
  87. package/src/components/component.ts +93 -3
  88. package/src/entity-base.ts +136 -0
  89. package/src/entity.ts +23 -117
  90. package/src/index.ts +5 -0
  91. package/src/loading-bar.ts +2 -2
  92. package/src/material.ts +2 -2
  93. package/src/model.ts +79 -11
  94. package/src/module.ts +39 -20
  95. package/src/node.ts +715 -0
  96. package/src/sky.ts +0 -1
package/dist/pwc.js CHANGED
@@ -1,7 +1,7 @@
1
1
  (function (global, factory) {
2
2
  typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('playcanvas')) :
3
3
  typeof define === 'function' && define.amd ? define(['exports', 'playcanvas'], factory) :
4
- (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.pd = {}, global.pc));
4
+ (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.pwc = {}, global.pc));
5
5
  })(this, (function (exports, playcanvas) { 'use strict';
6
6
 
7
7
  /**
@@ -31,12 +31,13 @@
31
31
  return this.parentElement?.closest('pc-app') ?? null;
32
32
  }
33
33
  /**
34
- * The nearest ancestor `<pc-entity>` element, or `null` if this element has no `<pc-entity>`
35
- * ancestor. The search starts at the parent, so an element never resolves to itself.
36
- * @returns The closest entity element, or `null`.
34
+ * The nearest ancestor element that fronts an entity `<pc-entity>` or `<pc-node>` — or
35
+ * `null` if this element has no such ancestor. The search starts at the parent, so an element
36
+ * never resolves to itself.
37
+ * @returns The closest entity-fronting element, or `null`.
37
38
  */
38
39
  get closestEntity() {
39
- return this.parentElement?.closest('pc-entity') ?? null;
40
+ return this.parentElement?.closest('pc-entity, pc-node') ?? null;
40
41
  }
41
42
  /**
42
43
  * Called when the element is fully initialized and ready. Subclasses should call this when
@@ -111,12 +112,18 @@
111
112
 
112
113
  /**
113
114
  * The ModuleElement interface provides properties and methods for manipulating
114
- * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-module/ | `<pc-module>`} elements.
115
- * The ModuleElement interface also inherits the properties and methods of the
116
- * {@link HTMLElement} interface.
115
+ * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-module/ | `<pc-module>`}
116
+ * elements. The ModuleElement interface also inherits the properties and methods of the
117
+ * {@link AsyncElement} interface.
117
118
  *
118
- * Note that these attributes are read once when the element is created, so changing them later
119
- * has no effect.
119
+ * The attributes are read once, when the module starts loading - on the element's first
120
+ * connection, or earlier if a containing `<pc-app>` boots first and collects it - so changing
121
+ * them later has no effect. The element becomes ready once the module has loaded. WebAssembly
122
+ * modules configure engine-global state that never unloads, so readiness is not re-armed by
123
+ * removing the element, and a re-inserted element does not load again.
124
+ *
125
+ * A `<pc-module>` without a `name` warns and never becomes ready; a containing `<pc-app>` still
126
+ * boots.
120
127
  *
121
128
  * @attribute {string} name - The name of the WebAssembly module to configure, e.g. `Basis` or
122
129
  * `Ammo`.
@@ -125,19 +132,22 @@
125
132
  * @attribute {string} fallback - The URL of the module's asm.js fallback script, used when
126
133
  * WebAssembly is unavailable.
127
134
  */
128
- class ModuleElement extends HTMLElement {
129
- loadPromise;
130
- /** @ignore */
131
- constructor() {
132
- super();
133
- this.loadPromise = this.loadModule();
135
+ class ModuleElement extends AsyncElement {
136
+ _loadPromise = null;
137
+ connectedCallback() {
138
+ this._getLoadPromise();
134
139
  }
135
- async loadModule() {
140
+ async _loadModule() {
136
141
  const name = this.getAttribute('name');
137
- const glueUrl = this.getAttribute('glue');
138
- const wasmUrl = this.getAttribute('wasm');
139
- const fallbackUrl = this.getAttribute('fallback');
140
- const config = { glueUrl, wasmUrl, fallbackUrl };
142
+ if (!name) {
143
+ console.warn("pc-module requires a 'name' attribute - no module was configured");
144
+ return;
145
+ }
146
+ const config = {
147
+ glueUrl: this.getAttribute('glue') ?? undefined,
148
+ wasmUrl: this.getAttribute('wasm') ?? undefined,
149
+ fallbackUrl: this.getAttribute('fallback') ?? undefined
150
+ };
141
151
  if (name === 'Basis') {
142
152
  playcanvas.basisInitialize(config);
143
153
  }
@@ -147,16 +157,22 @@
147
157
  playcanvas.WasmModule.getInstance(name, () => resolve());
148
158
  });
149
159
  }
160
+ this._onReady();
150
161
  }
151
162
  /**
152
- * Returns the promise that settles when the module has loaded. Awaited by the containing
153
- * `<pc-app>` element before it creates its graphics device.
163
+ * Returns the promise that settles when the module has loaded, starting the load if it has
164
+ * not already started - a containing `<pc-app>` boots in document order, so it may collect
165
+ * this element before the element's own connectedCallback has run. A missing `name` resolves
166
+ * the promise without configuring anything, so a misconfigured module never blocks the app.
154
167
  *
155
168
  * @returns The load promise.
156
169
  * @internal
157
170
  */
158
171
  _getLoadPromise() {
159
- return this.loadPromise;
172
+ if (!this._loadPromise) {
173
+ this._loadPromise = this._loadModule();
174
+ }
175
+ return this._loadPromise;
160
176
  }
161
177
  }
162
178
  customElements.define('pc-module', ModuleElement);
@@ -186,9 +202,9 @@
186
202
  this._track.setAttribute('aria-label', 'Loading');
187
203
  this._track.setAttribute('aria-valuemin', '0');
188
204
  this._track.setAttribute('aria-valuemax', '100');
189
- // Fixed positioning matches the canvas, which always fills the window (FILLMODE_FILL_WINDOW)
205
+ // Anchored to the pc-app element, which the library's base styles make a positioned box
190
206
  this._track.style.cssText = [
191
- 'position: fixed',
207
+ 'position: absolute',
192
208
  'top: 0',
193
209
  'left: 0',
194
210
  'width: 100%',
@@ -700,16 +716,44 @@
700
716
 
701
717
  /** The pointer event types the application synthesizes on `<pc-entity>` elements via picking. */
702
718
  const pointerEventTypes = ['pointermove', 'pointerdown', 'pointerup', 'pointerenter', 'pointerleave'];
719
+ /**
720
+ * Gives `pc-app` the sizing contract of a replaced element (`<video>`, `<img>`): a block-level
721
+ * box that the page's CSS sizes, defaulting to the canvas's own 300x150 intrinsic size, with the
722
+ * canvas and loading bar anchored to it. `:where()` keeps every declaration at zero specificity,
723
+ * so any page rule - however plain - overrides these defaults.
724
+ */
725
+ const ensureBaseStyles = () => {
726
+ const id = 'pc-app-styles';
727
+ if (document.getElementById(id)) {
728
+ return;
729
+ }
730
+ const style = document.createElement('style');
731
+ style.id = id;
732
+ style.textContent = ':where(pc-app) { display: block; position: relative; width: 300px; height: 150px; }';
733
+ document.head.appendChild(style);
734
+ };
703
735
  /**
704
736
  * The AppElement interface provides properties and methods for manipulating
705
737
  * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-app/ | `<pc-app>`} elements.
706
738
  * The AppElement interface also inherits the properties and methods of the
707
739
  * {@link HTMLElement} interface.
708
740
  *
741
+ * The element is sized like a replaced element such as `<video>`: a block-level box that the
742
+ * page's CSS controls, 300x150 by default. The application's canvas always fills the element,
743
+ * and the drawing buffer resolution follows the element's size (capped by `max-pixel-ratio`),
744
+ * tracked live via a ResizeObserver — so the element can be embedded at any size, resized by
745
+ * its container, or made fullscreen with ordinary CSS such as `width: 100vw; height: 100dvh`.
746
+ *
709
747
  * @fires {ProgressEvent} progress - Fired while the application preloads its assets. `loaded` and
710
748
  * `total` are asset counts, not bytes, and an asset that fails to load still counts as loaded.
711
749
  * Fired at least once per boot, and the final event always has `loaded` equal to `total`. Does
712
750
  * not bubble.
751
+ *
752
+ * @fires {ErrorEvent} error - Fired when the application cannot boot because no graphics device
753
+ * could be created (for example, a browser with WebGL disabled). `message` names the requested
754
+ * backends and `error` holds the underlying failure. The element never becomes ready
755
+ * and `app` stays `null` — listen for this event to show a fallback UI. Removing the element and
756
+ * re-inserting it retries the boot with its current attributes. Does not bubble.
713
757
  */
714
758
  class AppElement extends AsyncElement {
715
759
  /**
@@ -746,8 +790,9 @@
746
790
  _bootGeneration = 0;
747
791
  /**
748
792
  * The elements backing this application's entities, keyed by the entity itself. Registered
749
- * by EntityElement at creation and removed when an entity is destroyed, this joins engine
750
- * scene nodes back to their owning elements by identity - never by name.
793
+ * by EntityElement at creation (and NodeElement at binding) and removed when an entity is
794
+ * destroyed or unbound, this joins engine scene nodes back to their owning elements by
795
+ * identity - never by name.
751
796
  */
752
797
  _entityElements = new Map();
753
798
  _picker = null;
@@ -768,6 +813,12 @@
768
813
  };
769
814
  _app = null;
770
815
  _loadProgress = 0;
816
+ /**
817
+ * Tracks the element's box so the drawing buffer and picker follow it. Created per boot once
818
+ * the application exists, and disconnected on teardown. `null` where ResizeObserver is
819
+ * unavailable (jsdom), where the boot-time resolution set is the only sizing that happens.
820
+ */
821
+ _resizeObserver = null;
771
822
  /**
772
823
  * The PlayCanvas application instance. `null` until the element is ready, and again once it
773
824
  * has been removed from the document — await {@link whenReady} or the element's `ready()`
@@ -794,8 +845,6 @@
794
845
  */
795
846
  constructor() {
796
847
  super();
797
- // Bind methods to maintain 'this' context
798
- this._onWindowResize = this._onWindowResize.bind(this);
799
848
  // Track pointer listeners being added to and removed from descendant entities.
800
849
  // Registered once here rather than on every boot - the handlers no-op while there is no
801
850
  // canvas, and a re-booted element must not stack a second set.
@@ -806,6 +855,9 @@
806
855
  }
807
856
  async connectedCallback() {
808
857
  const generation = ++this._bootGeneration;
858
+ // Installed before the loading bar is created: the bar anchors to this element, which
859
+ // these styles make a positioned block box
860
+ ensureBaseStyles();
809
861
  // Created before the first await, so the bar is visible while modules and the graphics
810
862
  // device are created, and exists before any disconnect could need to clean it up
811
863
  if (this._loadingBar && !this._bar) {
@@ -820,8 +872,11 @@
820
872
  if (generation !== this._bootGeneration) {
821
873
  return;
822
874
  }
823
- // Create and append the canvas to the element
875
+ // Create and append the canvas, filling the element's content box - the page sizes the
876
+ // element, and everything else follows. touch-action: none keeps touch drags driving the
877
+ // engine's input handlers instead of scrolling the page.
824
878
  this._canvas = document.createElement('canvas');
879
+ this._canvas.style.cssText = 'display: block; width: 100%; height: 100%; touch-action: none;';
825
880
  this.appendChild(this._canvas);
826
881
  // Configure device types based on backend selection
827
882
  const backendToDeviceTypes = {
@@ -831,14 +886,44 @@
831
886
  };
832
887
  const deviceTypes = backendToDeviceTypes[this._backend] || [];
833
888
  this._optionsLocked = true;
834
- const device = await playcanvas.createGraphicsDevice(this._canvas, {
835
- // @ts-ignore - alpha needs to be documented
836
- alpha: this._alpha,
837
- antialias: this._antialias,
838
- depth: this._depthBuffer,
839
- deviceTypes: deviceTypes,
840
- stencil: this._stencilBuffer
841
- });
889
+ // createGraphicsDevice appends its final null-device fallback to the array in place, so
890
+ // the requested list is captured now for the failure message.
891
+ const requested = deviceTypes.join(', ');
892
+ let device;
893
+ try {
894
+ device = await playcanvas.createGraphicsDevice(this._canvas, {
895
+ // @ts-ignore - alpha needs to be documented
896
+ alpha: this._alpha,
897
+ antialias: this._antialias,
898
+ depth: this._depthBuffer,
899
+ deviceTypes: deviceTypes,
900
+ stencil: this._stencilBuffer
901
+ });
902
+ }
903
+ catch (error) {
904
+ // The element may have been removed while device creation was failing. The teardown
905
+ // has already cleaned up, and the failure belongs to a boot that no longer owns the
906
+ // element.
907
+ if (generation !== this._bootGeneration) {
908
+ return;
909
+ }
910
+ // Return the element to its pre-boot state - no dead canvas, no loading bar stuck at
911
+ // zero - before announcing the failure. Readiness deliberately stays pending: nothing
912
+ // it would announce (the app, the entity hierarchy) exists, so a device-less element
913
+ // joins the documented never-ready cases and the failure surfaces through the error
914
+ // event instead.
915
+ if (this._canvas && this.contains(this._canvas)) {
916
+ this.removeChild(this._canvas);
917
+ }
918
+ this._canvas = null;
919
+ this._bar?.destroy();
920
+ this._bar = null;
921
+ const reason = error instanceof Error ? error.message : String(error);
922
+ const message = `pc-app failed to create a graphics device (${requested}) - ${reason}`;
923
+ console.error(message, error);
924
+ this.dispatchEvent(new ErrorEvent('error', { message, error }));
925
+ return;
926
+ }
842
927
  // The element may have been removed while the device was created. disconnectedCallback
843
928
  // has already cleaned up the canvas; the device was created inside the await, so it is
844
929
  // this boot's to release.
@@ -917,9 +1002,19 @@
917
1002
  const app = new playcanvas.AppBase(this._canvas);
918
1003
  this._app = app;
919
1004
  app.init(createOptions);
920
- app.setCanvasFillMode(playcanvas.FILLMODE_FILL_WINDOW);
1005
+ // FILLMODE_NONE leaves the canvas's CSS sizing alone (the engine's other fill modes
1006
+ // stamp window-derived pixel sizes onto it); RESOLUTION_AUTO sizes the drawing buffer
1007
+ // from the canvas's client size
1008
+ app.setCanvasFillMode(playcanvas.FILLMODE_NONE);
921
1009
  app.setCanvasResolution(playcanvas.RESOLUTION_AUTO);
922
1010
  this._pickerCreate();
1011
+ // Track the element's box rather than the window: containers resize without any window
1012
+ // event (splitter drags, flex reflow, animations). Guarded because jsdom has no
1013
+ // ResizeObserver - there, the resolution set above is the only sizing that happens.
1014
+ if (typeof ResizeObserver !== 'undefined') {
1015
+ this._resizeObserver = new ResizeObserver(() => this._syncCanvasSize());
1016
+ this._resizeObserver.observe(this);
1017
+ }
923
1018
  // Get all pc-asset elements that are direct children of the pc-app element
924
1019
  const assetElements = this.querySelectorAll(':scope > pc-asset');
925
1020
  for (const assetElement of Array.from(assetElements)) {
@@ -995,8 +1090,6 @@
995
1090
  // Dismiss the bar only once a frame has actually rendered; ready fires before the
996
1091
  // first rAF tick
997
1092
  app.once('frameend', () => this._bar?.complete());
998
- // Handle window resize to keep the canvas responsive
999
- window.addEventListener('resize', this._onWindowResize);
1000
1093
  this._onReady();
1001
1094
  });
1002
1095
  }
@@ -1021,18 +1114,27 @@
1021
1114
  // no longer holds.
1022
1115
  this._hierarchyReady = false;
1023
1116
  this._resetReady();
1024
- // Remove event listeners
1025
- window.removeEventListener('resize', this._onWindowResize);
1117
+ // Stop tracking the element's size
1118
+ this._resizeObserver?.disconnect();
1119
+ this._resizeObserver = null;
1026
1120
  // Remove the canvas
1027
1121
  if (this._canvas && this.contains(this._canvas)) {
1028
1122
  this.removeChild(this._canvas);
1029
1123
  this._canvas = null;
1030
1124
  }
1031
1125
  }
1032
- _onWindowResize() {
1033
- if (this.app) {
1034
- this.app.resizeCanvas();
1126
+ /**
1127
+ * Syncs the drawing buffer and the picker to the canvas's current CSS size. The picker must
1128
+ * track the buffer, or picks would land at stale coordinates after a resize. Skipped while
1129
+ * an XR session presents - the session owns the buffer size.
1130
+ */
1131
+ _syncCanvasSize() {
1132
+ if (!this.app || this.app.xr?.active) {
1133
+ return;
1035
1134
  }
1135
+ this.app.updateCanvasSize();
1136
+ const { width, height } = this.app.graphicsDevice;
1137
+ this._picker?.resize(width, height);
1036
1138
  }
1037
1139
  _pickerCreate() {
1038
1140
  const { width, height } = this.app.graphicsDevice;
@@ -1052,7 +1154,7 @@
1052
1154
  // created from onpointer* attributes when their elements were first upgraded, or
1053
1155
  // listeners carried over from before a re-boot)
1054
1156
  pointerEventTypes.forEach((type) => {
1055
- const anyListeners = Array.from(this.querySelectorAll('pc-entity')).some((entity) => entity._hasListeners(type));
1157
+ const anyListeners = Array.from(this.querySelectorAll('pc-entity, pc-node')).some((entity) => entity._hasListeners(type));
1056
1158
  if (anyListeners) {
1057
1159
  this._onPointerListenerAdded(type);
1058
1160
  }
@@ -1082,11 +1184,11 @@
1082
1184
  };
1083
1185
  }
1084
1186
  /**
1085
- * Registers the element that created an entity. Called by EntityElement when it creates its
1086
- * entity.
1187
+ * Registers the element that fronts an entity. Called by EntityElement when it creates its
1188
+ * entity, and by NodeElement when it binds one.
1087
1189
  *
1088
1190
  * @param entity - The entity.
1089
- * @param element - The element that created it.
1191
+ * @param element - The element that fronts it.
1090
1192
  * @internal
1091
1193
  */
1092
1194
  _registerEntityElement(entity, element) {
@@ -1102,21 +1204,22 @@
1102
1204
  this._entityElements.delete(entity);
1103
1205
  }
1104
1206
  /**
1105
- * Returns the `<pc-entity>` element whose backing entity is `entity`, or `null` if the
1106
- * entity was not created by an element of this application - for example, a node inside a
1107
- * model's instantiated hierarchy, or an entity created through the engine API.
1207
+ * Returns the `<pc-entity>` or `<pc-node>` element whose backing entity is `entity`, or
1208
+ * `null` if the entity is not fronted by an element of this application - for example, an
1209
+ * unbound node inside a model's instantiated hierarchy, or an entity created through the
1210
+ * engine API.
1108
1211
  *
1109
1212
  * @param entity - The entity to look up.
1110
- * @returns The element backing the entity, or `null`.
1213
+ * @returns The element fronting the entity, or `null`.
1111
1214
  */
1112
1215
  elementFromEntity(entity) {
1113
1216
  return this._entityElements.get(entity) ?? null;
1114
1217
  }
1115
1218
  /**
1116
1219
  * Resolves the element that owns a picked node: the nearest node up the parent chain -
1117
- * starting with the node itself - that was created by a `<pc-entity>` of this application.
1118
- * A hit inside a model's instantiated hierarchy therefore resolves to the element hosting
1119
- * the model.
1220
+ * starting with the node itself - that is fronted by a `<pc-entity>` or `<pc-node>` of this
1221
+ * application. A hit inside a model's instantiated hierarchy therefore resolves to the
1222
+ * nearest bound `<pc-node>`, or failing that the element hosting the model.
1120
1223
  *
1121
1224
  * @param node - The picked node, or `null`.
1122
1225
  * @returns The owning element, or `null`.
@@ -1248,7 +1351,7 @@
1248
1351
  }
1249
1352
  }
1250
1353
  _onPointerListenerRemoved(type) {
1251
- const hasListeners = Array.from(this.querySelectorAll('pc-entity')).some((entity) => entity._hasListeners(type));
1354
+ const hasListeners = Array.from(this.querySelectorAll('pc-entity, pc-node')).some((entity) => entity._hasListeners(type));
1252
1355
  if (!hasListeners && this._canvas) {
1253
1356
  this._hasPointerListeners[type] = false;
1254
1357
  const handler = type === 'pointerenter' || type === 'pointerleave'
@@ -1369,7 +1472,7 @@
1369
1472
  this._maxPixelRatio = value;
1370
1473
  if (this.app) {
1371
1474
  this.app.graphicsDevice.maxPixelRatio = value;
1372
- this.app.resizeCanvas();
1475
+ this._syncCanvasSize();
1373
1476
  }
1374
1477
  }
1375
1478
  /**
@@ -1426,6 +1529,125 @@
1426
1529
  }
1427
1530
  customElements.define('pc-app', AppElement);
1428
1531
 
1532
+ /**
1533
+ * The attribute names of the inline `onpointer*` event handlers, shared by every element that
1534
+ * fronts an engine entity. Spread into `observedAttributes` by subclasses.
1535
+ * @ignore
1536
+ */
1537
+ const POINTER_ATTRIBUTES = [
1538
+ 'onpointerenter',
1539
+ 'onpointerleave',
1540
+ 'onpointerdown',
1541
+ 'onpointerup',
1542
+ 'onpointermove'
1543
+ ];
1544
+ /**
1545
+ * The base class for elements that front an engine {@link Entity}: `<pc-entity>`, which creates
1546
+ * one, and `<pc-node>`, which binds to one inside a model's instantiated hierarchy. It carries
1547
+ * what both need — the `entity` contract, registration with the owning application (which joins
1548
+ * picked scene nodes back to elements by identity, never by name), and the pointer listener
1549
+ * bookkeeping that lets the application lazily attach its canvas handlers.
1550
+ */
1551
+ class EntityBaseElement extends AsyncElement {
1552
+ _entity = null;
1553
+ /**
1554
+ * The application element this entity is registered with, cached at registration time so the
1555
+ * entity can be unregistered even once this element has left the DOM.
1556
+ */
1557
+ _appElement = null;
1558
+ /**
1559
+ * The pointer event listeners for the entity.
1560
+ */
1561
+ _listeners = {};
1562
+ /**
1563
+ * The event types for which an inline `onpointer*` attribute is currently present.
1564
+ */
1565
+ _inlineHandlerTypes = new Set();
1566
+ /**
1567
+ * The PlayCanvas entity instance. `null` until the element is ready, and again once the
1568
+ * entity is gone — await {@link whenReady} or the element's `ready()` promise before
1569
+ * accessing it.
1570
+ * @returns The entity instance, or `null`.
1571
+ */
1572
+ get entity() {
1573
+ return this._entity;
1574
+ }
1575
+ /**
1576
+ * Registers `entity` as this element's backing entity with the owning application, which
1577
+ * joins engine nodes back to elements by identity (never by name).
1578
+ *
1579
+ * @param entity - The entity to register.
1580
+ */
1581
+ _registerEntity(entity) {
1582
+ this._appElement = this.closestApp;
1583
+ this._appElement?._registerEntityElement(entity, this);
1584
+ }
1585
+ /**
1586
+ * Removes the registration for `entity`.
1587
+ *
1588
+ * @param entity - The entity to unregister.
1589
+ */
1590
+ _unregisterEntity(entity) {
1591
+ this._appElement?._unregisterEntityElement(entity);
1592
+ this._appElement = null;
1593
+ }
1594
+ /**
1595
+ * Tracks whether an inline `onpointer*` attribute is present. The browser itself compiles and
1596
+ * runs these attributes — they are standard `GlobalEventHandlers`, so setting one replaces
1597
+ * the previous handler and removing it removes the handler, exactly like `onclick` on any
1598
+ * HTML element. But because they bypass {@link addEventListener}, the connect/disconnect
1599
+ * bookkeeping that lets the application lazily attach its canvas pointer handlers must be
1600
+ * kept in sync here.
1601
+ *
1602
+ * @param name - The attribute name (e.g. 'onpointerdown').
1603
+ * @param value - The attribute value, or `null` when the attribute has been removed.
1604
+ */
1605
+ _updateInlineHandler(name, value) {
1606
+ const type = name.substring(2);
1607
+ const had = this._inlineHandlerTypes.has(type);
1608
+ const has = value !== null;
1609
+ if (has && !had) {
1610
+ this._inlineHandlerTypes.add(type);
1611
+ this.dispatchEvent(new CustomEvent(`${type}:connect`, { bubbles: true }));
1612
+ }
1613
+ else if (!has && had) {
1614
+ this._inlineHandlerTypes.delete(type);
1615
+ this.dispatchEvent(new CustomEvent(`${type}:disconnect`, { bubbles: true }));
1616
+ }
1617
+ }
1618
+ addEventListener(type, listener, options) {
1619
+ if (!this._listeners[type]) {
1620
+ this._listeners[type] = [];
1621
+ }
1622
+ this._listeners[type].push(listener);
1623
+ super.addEventListener(type, listener, options);
1624
+ if (type.startsWith('pointer')) {
1625
+ this.dispatchEvent(new CustomEvent(`${type}:connect`, { bubbles: true }));
1626
+ }
1627
+ }
1628
+ removeEventListener(type, listener, options) {
1629
+ if (this._listeners[type]) {
1630
+ this._listeners[type] = this._listeners[type].filter((l) => l !== listener);
1631
+ }
1632
+ super.removeEventListener(type, listener, options);
1633
+ if (type.startsWith('pointer')) {
1634
+ this.dispatchEvent(new CustomEvent(`${type}:disconnect`, { bubbles: true }));
1635
+ }
1636
+ }
1637
+ /**
1638
+ * Whether the element has a listener for an event type, registered either with
1639
+ * {@link addEventListener} or with the matching inline `onpointer*` attribute. Read by the
1640
+ * containing `<pc-app>` element to gate pointer event synthesis.
1641
+ *
1642
+ * @param type - The event type.
1643
+ * @returns Whether a listener is registered.
1644
+ * @internal
1645
+ */
1646
+ _hasListeners(type) {
1647
+ return Boolean(this._listeners[type]?.length) || this._inlineHandlerTypes.has(type);
1648
+ }
1649
+ }
1650
+
1429
1651
  /**
1430
1652
  * The EntityElement interface provides properties and methods for manipulating
1431
1653
  * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-entity/ | `<pc-entity>`} elements.
@@ -1450,7 +1672,7 @@
1450
1672
  * @fires {PointerEvent} pointerdown - Fired when a pointer button is pressed over the entity.
1451
1673
  * @fires {PointerEvent} pointerup - Fired when a pointer button is released over the entity.
1452
1674
  */
1453
- class EntityElement extends AsyncElement {
1675
+ class EntityElement extends EntityBaseElement {
1454
1676
  /**
1455
1677
  * Whether the entity is enabled.
1456
1678
  */
@@ -1475,33 +1697,10 @@
1475
1697
  * The tags of the entity.
1476
1698
  */
1477
1699
  _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
1700
  /**
1487
1701
  * Whether the hierarchy has been built for this entity.
1488
1702
  */
1489
1703
  _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
1704
  /**
1506
1705
  * Creates the backing entity. Called by the containing `<pc-app>` element during its boot
1507
1706
  * sweep, and on connection for elements inserted while the application is already running.
@@ -1529,13 +1728,11 @@
1529
1728
  if (this._tags.length > 0) {
1530
1729
  entity.tags.add(this._tags);
1531
1730
  }
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);
1731
+ // Register with the owning application and hook the entity's destruction. The engine
1732
+ // fires 'destroy' for every entity in a destroyed subtree, so the element learns of its
1733
+ // entity's death no matter who causes it: this element, an ancestor, the whole
1734
+ // application, or a user script calling entity.destroy().
1735
+ this._registerEntity(entity);
1539
1736
  entity.once('destroy', this._onEntityDestroy, this);
1540
1737
  }
1541
1738
  /**
@@ -1548,17 +1745,16 @@
1548
1745
  * @param entity - The entity that was destroyed.
1549
1746
  */
1550
1747
  _onEntityDestroy(entity) {
1551
- this._appElement?._unregisterEntityElement(entity);
1552
- this._appElement = null;
1748
+ this._unregisterEntity(entity);
1553
1749
  this._entity = null;
1554
1750
  this._built = false;
1555
1751
  this._resetReady();
1556
1752
  }
1557
1753
  /**
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.
1754
+ * Parents the backing entity: under the entity of the nearest ancestor `<pc-entity>` or
1755
+ * `<pc-node>` when there is one, and under the application root otherwise. Called by the
1756
+ * containing `<pc-app>` element once a sweep has created every entity, so a parent's
1757
+ * existence never depends on document order.
1562
1758
  *
1563
1759
  * @param app - The application whose root adopts parentless entities.
1564
1760
  * @internal
@@ -1566,8 +1762,14 @@
1566
1762
  _buildHierarchy(app) {
1567
1763
  if (!this.entity || this._built)
1568
1764
  return;
1569
- this._built = true;
1570
1765
  const closestEntity = this.closestEntity;
1766
+ // A host element without an entity is an unresolved `<pc-node>`: building now would
1767
+ // mis-anchor this entity to the application root while the host is still resolving.
1768
+ // Stay unbuilt - the host drives this subtree itself once it binds.
1769
+ if (closestEntity && !closestEntity.entity) {
1770
+ return;
1771
+ }
1772
+ this._built = true;
1571
1773
  if (closestEntity?.entity) {
1572
1774
  closestEntity.entity.addChild(this.entity);
1573
1775
  }
@@ -1713,44 +1915,8 @@
1713
1915
  get tags() {
1714
1916
  return this._tags;
1715
1917
  }
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
1918
  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
- ];
1919
+ return ['enabled', 'name', 'position', 'rotation', 'scale', 'tags', ...POINTER_ATTRIBUTES];
1754
1920
  }
1755
1921
  attributeChangedCallback(name, _oldValue, newValue) {
1756
1922
  switch (name) {
@@ -1781,37 +1947,6 @@
1781
1947
  break;
1782
1948
  }
1783
1949
  }
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
1950
  }
1816
1951
  customElements.define('pc-entity', EntityElement);
1817
1952
 
@@ -1996,6 +2131,48 @@
1996
2131
  ['sliced', playcanvas.SPRITE_RENDERMODE_SLICED],
1997
2132
  ['tiled', playcanvas.SPRITE_RENDERMODE_TILED]
1998
2133
  ]);
2134
+ const addressModes = new Map([
2135
+ ['repeat', playcanvas.ADDRESS_REPEAT],
2136
+ ['clamp', playcanvas.ADDRESS_CLAMP_TO_EDGE],
2137
+ ['mirror', playcanvas.ADDRESS_MIRRORED_REPEAT]
2138
+ ]);
2139
+ const minFilterModes = new Map([
2140
+ ['nearest', playcanvas.FILTER_NEAREST],
2141
+ ['linear', playcanvas.FILTER_LINEAR],
2142
+ ['nearest-mip-nearest', playcanvas.FILTER_NEAREST_MIPMAP_NEAREST],
2143
+ ['linear-mip-nearest', playcanvas.FILTER_LINEAR_MIPMAP_NEAREST],
2144
+ ['nearest-mip-linear', playcanvas.FILTER_NEAREST_MIPMAP_LINEAR],
2145
+ ['linear-mip-linear', playcanvas.FILTER_LINEAR_MIPMAP_LINEAR]
2146
+ ]);
2147
+ const magFilterModes = new Map([
2148
+ ['nearest', playcanvas.FILTER_NEAREST],
2149
+ ['linear', playcanvas.FILTER_LINEAR]
2150
+ ]);
2151
+ // The engine's texture JSON spells the filter names with underscores ('linear_mip_linear'); the
2152
+ // attribute values are kebab-case like every other enum attribute in this library. The address
2153
+ // mode names contain no dashes, so for them the rename is the identity.
2154
+ const toTextureJson = (name) => name.replace(/-/g, '_');
2155
+ // Engine Texture constructor defaults, restored on a loaded texture when a texture option
2156
+ // attribute is removed.
2157
+ const textureOptionDefaults = {
2158
+ addressU: playcanvas.ADDRESS_REPEAT,
2159
+ addressV: playcanvas.ADDRESS_REPEAT,
2160
+ anisotropy: 1,
2161
+ flipY: false,
2162
+ magFilter: playcanvas.FILTER_LINEAR,
2163
+ minFilter: playcanvas.FILTER_LINEAR_MIPMAP_LINEAR,
2164
+ mipmaps: true,
2165
+ srgb: false
2166
+ };
2167
+ // Attributes that only apply to certain asset types, used to warn when one is set on an asset of
2168
+ // any other type (where it would otherwise be silently ignored).
2169
+ const typeScopedAttributes = [
2170
+ [
2171
+ ['address-u', 'address-v', 'anisotropy', 'flip-y', 'mag-filter', 'min-filter', 'mipmaps', 'srgb'],
2172
+ ['texture', 'textureatlas']
2173
+ ],
2174
+ [['atlas', 'frame-keys', 'pixels-per-unit', 'render-mode'], ['sprite']]
2175
+ ];
1999
2176
  const extToType = new Map([
2000
2177
  ['bin', 'binary'],
2001
2178
  ['css', 'css'],
@@ -2052,8 +2229,16 @@
2052
2229
  * immediately unless `lazy`. A `pc-asset` must be a direct child of `pc-app` — elements placed
2053
2230
  * elsewhere, or with an unsupported asset type, never become ready.
2054
2231
  *
2055
- * Apart from `lazy`, these attributes are read once when the asset is created, so changing them
2056
- * later has no effect.
2232
+ * For `texture` and `textureatlas` assets, the texture options (`address-u`, `address-v`,
2233
+ * `min-filter`, `mag-filter`, `anisotropy`, `mipmaps`, `srgb`, `flip-y`) apply when the texture is
2234
+ * created and — like `lazy` — are observed: changing one updates a texture that has already
2235
+ * loaded, and removing one restores the engine default. Changing `srgb` or `mipmaps` on a loaded
2236
+ * texture recreates the underlying GPU resource, so prefer declaring those up front. Each option
2237
+ * overrides the matching key in the `data` JSON; options left unset write nothing, leaving the
2238
+ * engine's per-format defaults in force.
2239
+ *
2240
+ * Apart from `lazy` and the texture options, these attributes are read once when the asset is
2241
+ * created, so changing them later has no effect.
2057
2242
  *
2058
2243
  * @attribute {string} id - The identifier used to reference the asset from other elements.
2059
2244
  * @attribute {string} src - The URL of the asset to load.
@@ -2075,7 +2260,15 @@
2075
2260
  * not that it succeeded.
2076
2261
  */
2077
2262
  class AssetElement extends AsyncElement {
2263
+ _addressU = null;
2264
+ _addressV = null;
2265
+ _anisotropy = null;
2266
+ _flipY = null;
2078
2267
  _lazy = false;
2268
+ _magFilter = null;
2269
+ _minFilter = null;
2270
+ _mipmaps = null;
2271
+ _srgb = null;
2079
2272
  /**
2080
2273
  * The asset that is loaded. Available once the element is ready — await
2081
2274
  * {@link whenReady} or the element's `ready()` promise before accessing it.
@@ -2146,6 +2339,15 @@
2146
2339
  console.warn(`Unsupported asset type: ${src}`);
2147
2340
  return;
2148
2341
  }
2342
+ // Attributes scoped to other asset types have no effect here - say so rather than
2343
+ // failing silently.
2344
+ const inapplicable = typeScopedAttributes
2345
+ .filter(([, types]) => !types.includes(type))
2346
+ .flatMap(([attributes]) => attributes)
2347
+ .filter((attribute) => this.hasAttribute(attribute));
2348
+ if (inapplicable.length > 0) {
2349
+ console.warn(`pc-asset '${id || src}' has attributes that do not apply to asset type '${type}' and are ignored: ${inapplicable.join(', ')}`);
2350
+ }
2149
2351
  // Optional inline asset data, used by data-driven assets such as texture atlases (frame
2150
2352
  // definitions) and sprites (atlas reference, frame keys, etc.).
2151
2353
  const data = this._buildData(type);
@@ -2173,9 +2375,11 @@
2173
2375
  this.asset.on('error', this._onAssetError, this);
2174
2376
  }
2175
2377
  /**
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.
2378
+ * Builds the `data` object for the asset from an optional inline `data` attribute (JSON), the
2379
+ * texture option attributes (for `texture` and `textureatlas` assets), and the sprite
2380
+ * convenience attributes (`atlas`, `frame-keys`, `pixels-per-unit`, `render-mode`). An
2381
+ * attribute overrides the matching `data` JSON key. Returns `undefined` when there is no data
2382
+ * to apply.
2179
2383
  * @param type - The resolved asset type.
2180
2384
  * @returns The asset data, or `undefined`.
2181
2385
  */
@@ -2190,6 +2394,37 @@
2190
2394
  console.warn(`Invalid 'data' JSON on pc-asset: ${dataAttr}`);
2191
2395
  }
2192
2396
  }
2397
+ if (type === 'texture' || type === 'textureatlas') {
2398
+ data = data ?? {};
2399
+ // Only options the user actually set are written: the engine reads these keys with
2400
+ // hasOwnProperty semantics, and an absent key leaves its per-format default (an HDR's
2401
+ // 'rgbe' type, a KTX2's transcoded format) in force.
2402
+ if (this._addressU !== null) {
2403
+ data.addressu = this._addressU;
2404
+ }
2405
+ if (this._addressV !== null) {
2406
+ data.addressv = this._addressV;
2407
+ }
2408
+ if (this._anisotropy !== null) {
2409
+ data.anisotropy = this._anisotropy;
2410
+ }
2411
+ if (this._flipY !== null) {
2412
+ // 'flipY' is the one camelCase key in the engine's texture JSON
2413
+ data.flipY = this._flipY;
2414
+ }
2415
+ if (this._magFilter !== null) {
2416
+ data.magfilter = toTextureJson(this._magFilter);
2417
+ }
2418
+ if (this._minFilter !== null) {
2419
+ data.minfilter = toTextureJson(this._minFilter);
2420
+ }
2421
+ if (this._mipmaps !== null) {
2422
+ data.mipmaps = this._mipmaps;
2423
+ }
2424
+ if (this._srgb !== null) {
2425
+ data.srgb = this._srgb;
2426
+ }
2427
+ }
2193
2428
  if (type === 'sprite') {
2194
2429
  data = data ?? {};
2195
2430
  // Resolve the referenced texture atlas to its (numeric) asset id. The atlas must be
@@ -2223,6 +2458,56 @@
2223
2458
  }
2224
2459
  return data;
2225
2460
  }
2461
+ /**
2462
+ * Returns the engine texture behind this asset, when there is one: the resource itself for a
2463
+ * `texture` asset, the atlas's texture for a `textureatlas` asset, `null` otherwise
2464
+ * (including before the asset has loaded).
2465
+ * @returns The texture, or `null`.
2466
+ */
2467
+ _texture() {
2468
+ const asset = this.asset;
2469
+ if (!asset?.resource)
2470
+ return null;
2471
+ if (asset.type === 'texture')
2472
+ return asset.resource;
2473
+ if (asset.type === 'textureatlas')
2474
+ return asset.resource.texture ?? null;
2475
+ return null;
2476
+ }
2477
+ /**
2478
+ * Writes one texture option through to the created asset, if any. The engine-JSON key is
2479
+ * written into `asset.data`, mutated in place - replacing the whole object would make the
2480
+ * registry re-patch every key, and a re-patched `srgb` or `mipmaps` recreates the texture
2481
+ * even when unchanged. The in-place key is what a not-yet-started load reads at texture
2482
+ * construction, and what any later reload reads. When the texture already exists, the
2483
+ * corresponding property is assigned directly; `null` (attribute removed) deletes the key
2484
+ * and restores the engine default. Assets of any other type are left untouched.
2485
+ *
2486
+ * @param key - The engine texture JSON key in `asset.data`.
2487
+ * @param property - The Texture property to assign.
2488
+ * @param dataValue - The engine-JSON value for `asset.data`, or `null` to delete the key.
2489
+ * @param textureValue - The value for the Texture property, or `null` for the engine default.
2490
+ */
2491
+ _applyTextureOption(key, property, dataValue, textureValue) {
2492
+ const asset = this.asset;
2493
+ if (!asset || (asset.type !== 'texture' && asset.type !== 'textureatlas'))
2494
+ return;
2495
+ const data = asset.data;
2496
+ if (dataValue === null) {
2497
+ delete data[key];
2498
+ }
2499
+ else {
2500
+ data[key] = dataValue;
2501
+ }
2502
+ const texture = this._texture();
2503
+ if (texture) {
2504
+ // Every option here is a number- or boolean-valued Texture property; the
2505
+ // value/property pairing is fixed by the callers, which TypeScript cannot see
2506
+ // through the union.
2507
+ texture[property] =
2508
+ textureValue ?? textureOptionDefaults[property];
2509
+ }
2510
+ }
2226
2511
  _destroyAsset() {
2227
2512
  if (this.asset) {
2228
2513
  // A caller that keeps the Asset alive must not dispatch on a removed element
@@ -2235,22 +2520,164 @@
2235
2520
  }
2236
2521
  }
2237
2522
  /**
2238
- * Sets whether the asset should be loaded lazily.
2239
- * @param value - The lazy loading flag.
2523
+ * Sets the texture's horizontal (U) address mode: how texture coordinates outside the 0 to 1
2524
+ * range sample the texture. Applies to `texture` and `textureatlas` assets, both when the
2525
+ * texture is created and after it has loaded.
2526
+ * @param value - The address mode, or `null` to use the engine default of 'repeat'.
2240
2527
  */
2241
- set lazy(value) {
2242
- this._lazy = value;
2243
- if (this.asset) {
2244
- this.asset.preload = !value;
2245
- }
2528
+ set addressU(value) {
2529
+ this._addressU = value;
2530
+ const constant = value === null ? null : (addressModes.get(value) ?? playcanvas.ADDRESS_REPEAT);
2531
+ this._applyTextureOption('addressu', 'addressU', value, constant);
2246
2532
  }
2247
2533
  /**
2248
- * Gets whether the asset should be loaded lazily.
2249
- * @returns The lazy loading flag.
2534
+ * Gets the texture's horizontal (U) address mode.
2535
+ * @returns The address mode, or `null` when unset.
2250
2536
  */
2251
- get lazy() {
2537
+ get addressU() {
2538
+ return this._addressU;
2539
+ }
2540
+ /**
2541
+ * Sets the texture's vertical (V) address mode: how texture coordinates outside the 0 to 1
2542
+ * range sample the texture. Applies to `texture` and `textureatlas` assets, both when the
2543
+ * texture is created and after it has loaded.
2544
+ * @param value - The address mode, or `null` to use the engine default of 'repeat'.
2545
+ */
2546
+ set addressV(value) {
2547
+ this._addressV = value;
2548
+ const constant = value === null ? null : (addressModes.get(value) ?? playcanvas.ADDRESS_REPEAT);
2549
+ this._applyTextureOption('addressv', 'addressV', value, constant);
2550
+ }
2551
+ /**
2552
+ * Gets the texture's vertical (V) address mode.
2553
+ * @returns The address mode, or `null` when unset.
2554
+ */
2555
+ get addressV() {
2556
+ return this._addressV;
2557
+ }
2558
+ /**
2559
+ * Sets the texture's maximum anisotropic filtering level, which improves quality at oblique
2560
+ * viewing angles. Applies to `texture` and `textureatlas` assets, both when the texture is
2561
+ * created and after it has loaded.
2562
+ * @param value - The anisotropy level, or `null` to use the engine default of 1.
2563
+ */
2564
+ set anisotropy(value) {
2565
+ this._anisotropy = value;
2566
+ this._applyTextureOption('anisotropy', 'anisotropy', value, value);
2567
+ }
2568
+ /**
2569
+ * Gets the texture's maximum anisotropic filtering level.
2570
+ * @returns The anisotropy level, or `null` when unset.
2571
+ */
2572
+ get anisotropy() {
2573
+ return this._anisotropy;
2574
+ }
2575
+ /**
2576
+ * Sets whether the texture's image data is flipped vertically at upload. Applies to `texture`
2577
+ * and `textureatlas` assets, both when the texture is created and after it has loaded.
2578
+ * @param value - The flip flag, or `null` to use the engine default of `false`.
2579
+ */
2580
+ set flipY(value) {
2581
+ this._flipY = value;
2582
+ this._applyTextureOption('flipY', 'flipY', value, value);
2583
+ }
2584
+ /**
2585
+ * Gets whether the texture's image data is flipped vertically at upload.
2586
+ * @returns The flip flag, or `null` when unset.
2587
+ */
2588
+ get flipY() {
2589
+ return this._flipY;
2590
+ }
2591
+ /**
2592
+ * Sets whether the asset should be loaded lazily.
2593
+ * @param value - The lazy loading flag.
2594
+ */
2595
+ set lazy(value) {
2596
+ this._lazy = value;
2597
+ if (this.asset) {
2598
+ this.asset.preload = !value;
2599
+ }
2600
+ }
2601
+ /**
2602
+ * Gets whether the asset should be loaded lazily.
2603
+ * @returns The lazy loading flag.
2604
+ */
2605
+ get lazy() {
2252
2606
  return this._lazy;
2253
2607
  }
2608
+ /**
2609
+ * Sets the texture's magnification filter, used when the texture is displayed larger than its
2610
+ * source size. Applies to `texture` and `textureatlas` assets, both when the texture is
2611
+ * created and after it has loaded.
2612
+ * @param value - The filter, or `null` to use the engine default of 'linear'.
2613
+ */
2614
+ set magFilter(value) {
2615
+ this._magFilter = value;
2616
+ const json = value === null ? null : toTextureJson(value);
2617
+ const constant = value === null ? null : (magFilterModes.get(value) ?? playcanvas.FILTER_LINEAR);
2618
+ this._applyTextureOption('magfilter', 'magFilter', json, constant);
2619
+ }
2620
+ /**
2621
+ * Gets the texture's magnification filter.
2622
+ * @returns The filter, or `null` when unset.
2623
+ */
2624
+ get magFilter() {
2625
+ return this._magFilter;
2626
+ }
2627
+ /**
2628
+ * Sets the texture's minification filter, used when the texture is displayed smaller than its
2629
+ * source size. The mip variants blend within (and, for the second `linear`, between) mipmap
2630
+ * levels. Applies to `texture` and `textureatlas` assets, both when the texture is created
2631
+ * and after it has loaded.
2632
+ * @param value - The filter, or `null` to use the engine default of 'linear-mip-linear'.
2633
+ */
2634
+ set minFilter(value) {
2635
+ this._minFilter = value;
2636
+ const json = value === null ? null : toTextureJson(value);
2637
+ const constant = value === null ? null : (minFilterModes.get(value) ?? playcanvas.FILTER_LINEAR_MIPMAP_LINEAR);
2638
+ this._applyTextureOption('minfilter', 'minFilter', json, constant);
2639
+ }
2640
+ /**
2641
+ * Gets the texture's minification filter.
2642
+ * @returns The filter, or `null` when unset.
2643
+ */
2644
+ get minFilter() {
2645
+ return this._minFilter;
2646
+ }
2647
+ /**
2648
+ * Sets whether the texture generates and uses mipmaps. Changing this on a loaded texture
2649
+ * recreates the underlying GPU resource, so prefer declaring it up front. Applies to
2650
+ * `texture` and `textureatlas` assets.
2651
+ * @param value - The mipmaps flag, or `null` to use the engine default of `true`.
2652
+ */
2653
+ set mipmaps(value) {
2654
+ this._mipmaps = value;
2655
+ this._applyTextureOption('mipmaps', 'mipmaps', value, value);
2656
+ }
2657
+ /**
2658
+ * Gets whether the texture generates and uses mipmaps.
2659
+ * @returns The mipmaps flag, or `null` when unset.
2660
+ */
2661
+ get mipmaps() {
2662
+ return this._mipmaps;
2663
+ }
2664
+ /**
2665
+ * Sets whether the texture holds sRGB (gamma-encoded) color data, enabling hardware gamma
2666
+ * decode. Free when set before the texture loads; changing it on a loaded texture recreates
2667
+ * the underlying GPU resource. Applies to `texture` and `textureatlas` assets.
2668
+ * @param value - The sRGB flag, or `null` to use the engine default of `false`.
2669
+ */
2670
+ set srgb(value) {
2671
+ this._srgb = value;
2672
+ this._applyTextureOption('srgb', 'srgb', value, value);
2673
+ }
2674
+ /**
2675
+ * Gets whether the texture holds sRGB (gamma-encoded) color data.
2676
+ * @returns The sRGB flag, or `null` when unset.
2677
+ */
2678
+ get srgb() {
2679
+ return this._srgb;
2680
+ }
2254
2681
  /**
2255
2682
  * Returns the {@link Asset} created by the `<pc-asset>` element with the given `id`, or
2256
2683
  * `undefined` if there is no such element or its asset has not been created yet.
@@ -2263,11 +2690,91 @@
2263
2690
  return assetElement?.asset;
2264
2691
  }
2265
2692
  static get observedAttributes() {
2266
- return ['lazy'];
2693
+ return [
2694
+ 'address-u',
2695
+ 'address-v',
2696
+ 'anisotropy',
2697
+ 'flip-y',
2698
+ 'lazy',
2699
+ 'mag-filter',
2700
+ 'min-filter',
2701
+ 'mipmaps',
2702
+ 'srgb'
2703
+ ];
2267
2704
  }
2268
2705
  attributeChangedCallback(name, _oldValue, newValue) {
2269
- if (name === 'lazy') {
2270
- this.lazy = parseBool(newValue, false);
2706
+ // Each texture option keeps its parse* call as the branch's first assignment (the CEM
2707
+ // manifest derives the attribute's type and default from it - a ternary would degrade
2708
+ // both to plain string) and treats a removed attribute (null) as a reset to unset,
2709
+ // which restores the engine default on a loaded texture.
2710
+ switch (name) {
2711
+ case 'address-u':
2712
+ if (newValue !== null) {
2713
+ this.addressU = parseEnum(newValue, addressModes, 'repeat', name);
2714
+ }
2715
+ else {
2716
+ this.addressU = null;
2717
+ }
2718
+ break;
2719
+ case 'address-v':
2720
+ if (newValue !== null) {
2721
+ this.addressV = parseEnum(newValue, addressModes, 'repeat', name);
2722
+ }
2723
+ else {
2724
+ this.addressV = null;
2725
+ }
2726
+ break;
2727
+ case 'anisotropy':
2728
+ if (newValue !== null) {
2729
+ this.anisotropy = parseNumber(newValue, 1, name);
2730
+ }
2731
+ else {
2732
+ this.anisotropy = null;
2733
+ }
2734
+ break;
2735
+ case 'flip-y':
2736
+ if (newValue !== null) {
2737
+ this.flipY = parseBool(newValue, false);
2738
+ }
2739
+ else {
2740
+ this.flipY = null;
2741
+ }
2742
+ break;
2743
+ case 'lazy':
2744
+ this.lazy = parseBool(newValue, false);
2745
+ break;
2746
+ case 'mag-filter':
2747
+ if (newValue !== null) {
2748
+ this.magFilter = parseEnum(newValue, magFilterModes, 'linear', name);
2749
+ }
2750
+ else {
2751
+ this.magFilter = null;
2752
+ }
2753
+ break;
2754
+ case 'min-filter':
2755
+ if (newValue !== null) {
2756
+ this.minFilter = parseEnum(newValue, minFilterModes, 'linear-mip-linear', name);
2757
+ }
2758
+ else {
2759
+ this.minFilter = null;
2760
+ }
2761
+ break;
2762
+ case 'mipmaps':
2763
+ if (newValue !== null) {
2764
+ this.mipmaps = parseBool(newValue, true);
2765
+ }
2766
+ else {
2767
+ this.mipmaps = null;
2768
+ }
2769
+ break;
2770
+ case 'srgb':
2771
+ if (newValue !== null) {
2772
+ this.srgb = parseBool(newValue, false);
2773
+ }
2774
+ else {
2775
+ this.srgb = null;
2776
+ }
2777
+ break;
2271
2778
  }
2272
2779
  }
2273
2780
  }
@@ -2283,6 +2790,16 @@
2283
2790
  _enabled = true;
2284
2791
  _component = null;
2285
2792
  _appElement = null;
2793
+ /**
2794
+ * The element hosting this component, held so the host's readiness cycles can be observed
2795
+ * even after `closestEntity` would no longer resolve (during teardown).
2796
+ */
2797
+ _hostElement = null;
2798
+ /**
2799
+ * The listener re-applying this component when the host's readiness cycles. Held for
2800
+ * removal on disconnect.
2801
+ */
2802
+ _hostReadyListener = null;
2286
2803
  /**
2287
2804
  * Incremented on every connect and disconnect. connectedCallback captures the value on entry
2288
2805
  * and abandons itself wherever it resumes from an await if the value has moved on — so a
@@ -2310,6 +2827,37 @@
2310
2827
  getInitialComponentData() {
2311
2828
  return {};
2312
2829
  }
2830
+ /**
2831
+ * Creates the component on the host's current entity, removing it first from a previous
2832
+ * entity that is still alive (a retargeted `<pc-node>` moves its decorations with it). When
2833
+ * the entity already has a component of this type — a glTF node arriving with its authored
2834
+ * `render` component, say — warns and leaves `component` null. The element-level warning is
2835
+ * load-bearing: the engine's own duplicate-addComponent warning is Debug-stripped from
2836
+ * production builds, which would otherwise leave a silent null.
2837
+ */
2838
+ _applyComponent() {
2839
+ const entity = this._hostElement?.entity ?? null;
2840
+ if (this._component && this._component.entity === entity) {
2841
+ return;
2842
+ }
2843
+ // A retarget leaves the previous component on a still-live entity - remove it so the
2844
+ // decoration follows the element, or vanishes with a dissolved binding. A destroyed
2845
+ // entity took its components with it.
2846
+ const previous = this._component;
2847
+ if (previous?.entity && previous.entity.c[this._componentName] === previous) {
2848
+ previous.entity.removeComponent(this._componentName);
2849
+ }
2850
+ this._component = null;
2851
+ if (!entity) {
2852
+ return;
2853
+ }
2854
+ if (entity.c[this._componentName]) {
2855
+ const label = this.id ? ` '${this.id}'` : '';
2856
+ console.warn(`${this.tagName.toLowerCase()}${label} - '${entity.name}' already has a '${this._componentName}' component - component not added`);
2857
+ return;
2858
+ }
2859
+ this._component = entity.addComponent(this._componentName, this.getInitialComponentData());
2860
+ }
2313
2861
  async _addComponent() {
2314
2862
  const generation = this._connectionGeneration;
2315
2863
  const entityElement = this.closestEntity;
@@ -2326,9 +2874,40 @@
2326
2874
  if (generation !== this._connectionGeneration) {
2327
2875
  return;
2328
2876
  }
2329
- // Add the component to the entity
2330
- const data = this.getInitialComponentData();
2331
- this._component = entityElement.entity.addComponent(this._componentName, data);
2877
+ this._hostElement = entityElement;
2878
+ this._applyComponent();
2879
+ // Re-apply when the host's readiness cycles without this element disconnecting: a
2880
+ // `<pc-node>` rebinding after its model reloads or retargets, or a re-created entity.
2881
+ // The 'ready' event bubbles, so events from descendants pass through this host - only
2882
+ // the host's own cycles count. Readiness is cycled here too, so decorations one level
2883
+ // down re-apply the same way.
2884
+ this._hostReadyListener = (event) => {
2885
+ if (event.target !== this._hostElement) {
2886
+ return;
2887
+ }
2888
+ if (generation !== this._connectionGeneration) {
2889
+ return;
2890
+ }
2891
+ this._hostCycled();
2892
+ };
2893
+ entityElement.addEventListener('ready', this._hostReadyListener);
2894
+ }
2895
+ /**
2896
+ * Re-evaluates this component against the host's current entity: applied to a new entity,
2897
+ * moved from a still-live old one, or removed when the host no longer fronts an entity at
2898
+ * all. Readiness follows - it cycles with a re-application and stays unresolved while the
2899
+ * host is unbound. Called by the host-ready listener, and directly by a `<pc-node>`
2900
+ * dissolving its binding: the one transition that fires no ready event to ride.
2901
+ *
2902
+ * @internal
2903
+ */
2904
+ _hostCycled() {
2905
+ this._resetReady();
2906
+ this._applyComponent();
2907
+ if (this._hostElement?.entity) {
2908
+ this.initComponent();
2909
+ this._onReady();
2910
+ }
2332
2911
  }
2333
2912
  /**
2334
2913
  * Configures the newly added component. Overridden by subclasses whose setup goes beyond
@@ -2357,6 +2936,11 @@
2357
2936
  disconnectedCallback() {
2358
2937
  // Invalidate any connectedCallback still suspended on an await
2359
2938
  this._connectionGeneration++;
2939
+ if (this._hostElement && this._hostReadyListener) {
2940
+ this._hostElement.removeEventListener('ready', this._hostReadyListener);
2941
+ }
2942
+ this._hostElement = null;
2943
+ this._hostReadyListener = null;
2360
2944
  // Remove the component when the element is disconnected. Skip this when the owning
2361
2945
  // application has already been destroyed — removing a <pc-app> disconnects it before
2362
2946
  // its children, taking the component systems with it.
@@ -3316,6 +3900,12 @@
3316
3900
  * The CollisionComponentElement interface also inherits the properties and methods of the
3317
3901
  * {@link HTMLElement} interface.
3318
3902
  *
3903
+ * For `type="mesh"`, the collision geometry defaults to the host entity's own render component
3904
+ * (its render asset) — a collider matching the visible mesh, which is what a mesh collider on a
3905
+ * glTF node means. The default resolves each time the component applies, so a `pc-node` that
3906
+ * retargets or rebinds picks up the new node's geometry. An entity with no asset-backed render
3907
+ * component warns, and the collider has no shape.
3908
+ *
3319
3909
  * @category Components
3320
3910
  */
3321
3911
  class CollisionComponentElement extends ComponentElement {
@@ -3343,6 +3933,29 @@
3343
3933
  type: this._type
3344
3934
  };
3345
3935
  }
3936
+ initComponent() {
3937
+ this._applyMeshGeometryDefault();
3938
+ }
3939
+ /**
3940
+ * Defaults a mesh collider's geometry to the host entity's own render component. The
3941
+ * engine's mesh collider only works with explicitly supplied geometry, and the element has
3942
+ * no attribute to supply it - so the host's visible geometry, the meaning a mesh collider
3943
+ * on a glTF node carries, fills the gap. Runs on every application (so a rebound `pc-node`
3944
+ * recomputes it) and on a runtime switch to `type="mesh"`; an explicitly assigned
3945
+ * `renderAsset` is never overwritten.
3946
+ */
3947
+ _applyMeshGeometryDefault() {
3948
+ const component = this.component;
3949
+ if (!component || this._type !== 'mesh' || component.renderAsset !== null) {
3950
+ return;
3951
+ }
3952
+ const asset = component.entity.render?.asset ?? null;
3953
+ if (asset === null) {
3954
+ console.warn(`pc-collision type="mesh" on '${component.entity.name}' found no asset-backed render component to take geometry from - collider has no shape`);
3955
+ return;
3956
+ }
3957
+ component.renderAsset = asset;
3958
+ }
3346
3959
  /**
3347
3960
  * Gets the underlying PlayCanvas collision component.
3348
3961
  * @returns The collision component.
@@ -3417,6 +4030,7 @@
3417
4030
  this._type = value;
3418
4031
  if (this.component) {
3419
4032
  this.component.type = value;
4033
+ this._applyMeshGeometryDefault();
3420
4034
  }
3421
4035
  }
3422
4036
  get type() {
@@ -5587,13 +6201,13 @@
5587
6201
  }
5588
6202
  /**
5589
6203
  * @param slot - The material property to write.
5590
- * @param texture - The loaded texture.
6204
+ * @param texture - The loaded texture, applied with its sampler state untouched - anisotropy
6205
+ * and friends belong to the `pc-asset`'s texture options.
5591
6206
  */
5592
6207
  _applyMap(slot, texture) {
5593
6208
  if (!this.material)
5594
6209
  return;
5595
6210
  this.material[slot] = texture;
5596
- texture.anisotropy = 4;
5597
6211
  this._scheduleUpdate();
5598
6212
  }
5599
6213
  /**
@@ -9873,6 +10487,21 @@
9873
10487
  * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-model/ | `<pc-model>`} elements.
9874
10488
  * The ModelElement interface also inherits the properties and methods of the
9875
10489
  * {@link HTMLElement} interface.
10490
+ *
10491
+ * The element becomes ready once its container asset has loaded and the instantiated hierarchy has
10492
+ * been added to the scene — `entity` is non-null by then. A failed load also settles readiness,
10493
+ * with `entity` remaining `null`: readiness means the load settled, not that it succeeded — listen
10494
+ * for `error`, or check `entity`, to tell the outcomes apart. Changing `asset` re-arms readiness
10495
+ * and instantiates anew, so a `ready()` obtained after the change resolves against the new
10496
+ * hierarchy. A `pc-model` outside a `pc-app`, or referencing an unknown asset id, warns and never
10497
+ * becomes ready.
10498
+ *
10499
+ * @fires {Event} load - Fired each time a container asset finishes instantiating, including
10500
+ * re-instantiation after `asset` changes. Does not bubble — listen on this element, or use a
10501
+ * capture-phase listener on an ancestor.
10502
+ * @fires {ErrorEvent} error - Fired when the container asset fails to load, with the engine's
10503
+ * error in `message`. Does not bubble. The element still becomes ready — readiness means the load
10504
+ * settled, not that it succeeded.
9876
10505
  */
9877
10506
  class ModelElement extends AsyncElement {
9878
10507
  _asset = '';
@@ -9885,11 +10514,12 @@
9885
10514
  */
9886
10515
  _loadGeneration = 0;
9887
10516
  /**
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).
10517
+ * The pending asset subscriptions of the current load, if it is waiting for its asset. Held
10518
+ * so that whatever supersedes the load can detach the handlers from the asset, rather than
10519
+ * leave them registered until the asset settles (or forever, if it never does).
9891
10520
  */
9892
10521
  _loadHandle = null;
10522
+ _errorHandle = null;
9893
10523
  /**
9894
10524
  * The root entity of the instantiated model. `null` until the container asset has loaded
9895
10525
  * and been instantiated, and again once the element has been removed from the document.
@@ -9899,18 +10529,36 @@
9899
10529
  return this._entity;
9900
10530
  }
9901
10531
  connectedCallback() {
10532
+ // A model outside an application is inert and never becomes ready, so awaiting it hangs.
10533
+ // Warn rather than fail silently, naming the parent it requires, as every other misplaced
10534
+ // element does.
10535
+ if (!this.closestApp) {
10536
+ const label = this._asset ? ` '${this._asset}'` : '';
10537
+ console.warn(`pc-model${label} must be a descendant of pc-app - model not created`);
10538
+ return;
10539
+ }
9902
10540
  this._loadModel();
9903
- this._onReady();
9904
10541
  }
9905
10542
  disconnectedCallback() {
9906
10543
  this._loadGeneration++;
9907
- this._detachLoadHandler();
10544
+ this._detachLoadHandlers();
9908
10545
  this._unloadModel();
9909
10546
  this._resetReady();
9910
10547
  }
9911
- _detachLoadHandler() {
10548
+ _detachLoadHandlers() {
9912
10549
  this._loadHandle?.off();
9913
10550
  this._loadHandle = null;
10551
+ this._errorHandle?.off();
10552
+ this._errorHandle = null;
10553
+ }
10554
+ /**
10555
+ * Resolves readiness and dispatches the `load` event. Called once the instantiated hierarchy
10556
+ * has been parented — readiness means "in the scene graph", matching `pc-entity`, so a ready
10557
+ * model's entity always has world transforms.
10558
+ */
10559
+ _announceLoad() {
10560
+ this._onReady();
10561
+ this.dispatchEvent(new Event('load'));
9914
10562
  }
9915
10563
  _instantiate(container) {
9916
10564
  const generation = this._loadGeneration;
@@ -9932,6 +10580,7 @@
9932
10580
  return;
9933
10581
  }
9934
10582
  parentEntityElement.entity.addChild(entity);
10583
+ this._announceLoad();
9935
10584
  });
9936
10585
  }
9937
10586
  else {
@@ -9942,6 +10591,7 @@
9942
10591
  return;
9943
10592
  }
9944
10593
  appElement.app.root.addChild(entity);
10594
+ this._announceLoad();
9945
10595
  });
9946
10596
  }
9947
10597
  }
@@ -9950,15 +10600,29 @@
9950
10600
  this._unloadModel();
9951
10601
  // Supersede any load already in flight - only the newest load may instantiate
9952
10602
  const generation = ++this._loadGeneration;
9953
- this._detachLoadHandler();
9954
- const appElement = await this.closestApp?.ready();
10603
+ this._detachLoadHandlers();
10604
+ // Re-arm readiness so a waiter obtained after an asset change resolves against the new
10605
+ // hierarchy. A no-op on first connection, where readiness is still pending.
10606
+ this._resetReady();
10607
+ const appElement = this.closestApp;
10608
+ if (!appElement) {
10609
+ // Outside pc-app; connectedCallback already warned. Reached through the asset setter.
10610
+ return;
10611
+ }
10612
+ await appElement.ready();
9955
10613
  // The element may have been removed, or another load started, while we waited
9956
10614
  if (generation !== this._loadGeneration) {
9957
10615
  return;
9958
10616
  }
9959
- const app = appElement?.app;
10617
+ const app = appElement.app;
9960
10618
  const asset = AssetElement.get(this._asset);
9961
10619
  if (!asset) {
10620
+ // An empty id is a legitimate transient (the asset may be assigned later); a
10621
+ // non-empty one that resolves to nothing is a dead end - say so rather than staying
10622
+ // silently pending.
10623
+ if (this._asset) {
10624
+ console.warn(`pc-model could not find asset '${this._asset}' - model not created`);
10625
+ }
9962
10626
  return;
9963
10627
  }
9964
10628
  if (asset.loaded) {
@@ -9967,14 +10631,26 @@
9967
10631
  else {
9968
10632
  // The generation is re-checked even though a superseded handler is detached: the
9969
10633
  // detach relies on how the engine's event emitter treats removal, while the check
9970
- // holds on its own.
10634
+ // holds on its own. Whichever of load/error fires first detaches the other.
9971
10635
  this._loadHandle = asset.once('load', () => {
9972
- this._loadHandle = null;
10636
+ this._detachLoadHandlers();
9973
10637
  if (generation !== this._loadGeneration) {
9974
10638
  return;
9975
10639
  }
9976
10640
  this._instantiate(asset.resource);
9977
10641
  });
10642
+ this._errorHandle = asset.once('error', (err) => {
10643
+ this._detachLoadHandlers();
10644
+ if (generation !== this._loadGeneration) {
10645
+ return;
10646
+ }
10647
+ // A failed load settles readiness with a null entity, mirroring pc-asset:
10648
+ // readiness means the load settled, not that it succeeded.
10649
+ this.dispatchEvent(new ErrorEvent('error', {
10650
+ message: err instanceof Error ? err.message : String(err)
10651
+ }));
10652
+ this._onReady();
10653
+ });
9978
10654
  app.assets.load(asset);
9979
10655
  }
9980
10656
  }
@@ -10012,6 +10688,625 @@
10012
10688
  }
10013
10689
  customElements.define('pc-model', ModelElement);
10014
10690
 
10691
+ /**
10692
+ * Computes the Levenshtein distance between two strings, for near-miss suggestions in the
10693
+ * resolution warnings.
10694
+ *
10695
+ * @param a - The first string.
10696
+ * @param b - The second string.
10697
+ * @returns The edit distance.
10698
+ */
10699
+ const levenshtein = (a, b) => {
10700
+ const row = Array.from({ length: b.length + 1 }, (_, i) => i);
10701
+ for (let i = 1; i <= a.length; i++) {
10702
+ let previous = row[0];
10703
+ row[0] = i;
10704
+ for (let j = 1; j <= b.length; j++) {
10705
+ const current = row[j];
10706
+ row[j] = Math.min(row[j] + 1, row[j - 1] + 1, previous + (a[i - 1] === b[j - 1] ? 0 : 1));
10707
+ previous = current;
10708
+ }
10709
+ }
10710
+ return row[b.length];
10711
+ };
10712
+ /**
10713
+ * The NodeElement interface provides properties and methods for manipulating
10714
+ * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-node/ | `<pc-node>`}
10715
+ * elements. The NodeElement interface also inherits the properties and methods of the
10716
+ * {@link HTMLElement} interface.
10717
+ *
10718
+ * A `pc-node` is an override element: where `pc-entity` creates an entity, `pc-node` binds to a
10719
+ * node a `pc-model` loaded and declares overrides against the authored asset — components to
10720
+ * add, properties to change, content to attach. Attributes present apply as overrides; attributes
10721
+ * absent leave authored values untouched, and removing an attribute (or assigning `null` to the
10722
+ * matching property) restores the authored value.
10723
+ *
10724
+ * `name` selects among the host model's nodes (first match in depth-first order), nesting a
10725
+ * `pc-node` inside another scopes the search to that subtree, and `index` picks among identically
10726
+ * named matches. When `name` matches more than one node and no `index` is given, the element
10727
+ * warns and binds nothing.
10728
+ *
10729
+ * The element becomes ready once bound, and never while unresolved — a missing or ambiguous
10730
+ * name warns and records the failure in `state`, readiness stays unresolved, and descendants
10731
+ * wait with it.
10732
+ *
10733
+ * The pointer events below are dispatched by the containing `<pc-app>` element when the pointer
10734
+ * intersects the bound node's geometry, exactly as for `<pc-entity>`.
10735
+ *
10736
+ * @attribute {string} name - The name of the node to bind, resolved within the nearest ancestor
10737
+ * `pc-model` (or `pc-node`) once it has instantiated.
10738
+ * @attribute {number} index - Which match to bind when `name` matches more than one node,
10739
+ * 0-based in depth-first order. Optional for a unique match; required for an ambiguous one.
10740
+ * @attribute {boolean} enabled - Overrides the node's enabled state.
10741
+ * @attribute {string} position - Overrides the node's local position, as an "x y z" triple.
10742
+ * @attribute {string} rotation - Overrides the node's local rotation (Euler angles), as an
10743
+ * "x y z" triple.
10744
+ * @attribute {string} scale - Overrides the node's local scale, as an "x y z" triple.
10745
+ * @attribute {string} tags - Overrides the node's tags, separated by spaces or commas.
10746
+ * @attribute {string} onpointerenter - Script to run when the pointer moves onto the node.
10747
+ * @attribute {string} onpointerleave - Script to run when the pointer moves off the node.
10748
+ * @attribute {string} onpointermove - Script to run when the pointer moves over the node.
10749
+ * @attribute {string} onpointerdown - Script to run when a pointer button is pressed over the
10750
+ * node.
10751
+ * @attribute {string} onpointerup - Script to run when a pointer button is released over the
10752
+ * node.
10753
+ * @fires {PointerEvent} pointerenter - Fired when the pointer moves onto the node.
10754
+ * @fires {PointerEvent} pointerleave - Fired when the pointer moves off the node.
10755
+ * @fires {PointerEvent} pointermove - Fired when the pointer moves over the node.
10756
+ * @fires {PointerEvent} pointerdown - Fired when a pointer button is pressed over the node.
10757
+ * @fires {PointerEvent} pointerup - Fired when a pointer button is released over the node.
10758
+ */
10759
+ class NodeElement extends EntityBaseElement {
10760
+ _name = '';
10761
+ _index = null;
10762
+ _state = 'pending';
10763
+ _path = null;
10764
+ /**
10765
+ * The element whose entity roots this element's search: the nearest ancestor `pc-node`, or
10766
+ * failing that the nearest ancestor `pc-model`. Resolved on connection.
10767
+ */
10768
+ _host = null;
10769
+ /**
10770
+ * The listener following the host's binding cycles. Both host kinds announce each cycle
10771
+ * with a `ready` event — `pc-model` on every instantiation, `pc-node` on every bind.
10772
+ */
10773
+ _hostListener = null;
10774
+ /**
10775
+ * The subscription to the bound entity's destruction, detached on unbind so a retargeted
10776
+ * element cannot be reset by the eventual death of a node it no longer fronts.
10777
+ */
10778
+ _destroyHandle = null;
10779
+ /** The authored values displaced by this element's overrides, captured per property. */
10780
+ _authored = {};
10781
+ // Override values. `null` means "no override": the authored value stays in force.
10782
+ _enabled = null;
10783
+ _position = null;
10784
+ _rotation = null;
10785
+ _scale = null;
10786
+ _tags = null;
10787
+ /**
10788
+ * The binding state: `pending` until the host instantiates and `name` resolves, `bound`
10789
+ * once decorated, `missing`/`ambiguous`/`duplicate` when resolution failed (each also
10790
+ * warns). Useful for asserting a document's bindings programmatically.
10791
+ * @returns The binding state.
10792
+ */
10793
+ get state() {
10794
+ return this._state;
10795
+ }
10796
+ /**
10797
+ * The path of the bound node below the search root, `/`-separated, or `null` while not
10798
+ * bound.
10799
+ * @returns The bound node's path, or `null`.
10800
+ */
10801
+ get path() {
10802
+ return this._path;
10803
+ }
10804
+ connectedCallback() {
10805
+ const host = (this.parentElement?.closest('pc-model, pc-node') ?? null);
10806
+ if (!host) {
10807
+ const label = this._name ? ` '${this._name}'` : '';
10808
+ console.warn(`pc-node${label} must be a descendant of pc-model - node not bound`);
10809
+ return;
10810
+ }
10811
+ this._host = host;
10812
+ // Follow the host's binding cycles. `ready` bubbles, so cycles of elements nested under
10813
+ // the host pass through it - only the host's own count.
10814
+ this._hostListener = (event) => {
10815
+ if (event.target !== this._host) {
10816
+ return;
10817
+ }
10818
+ this._rebind();
10819
+ };
10820
+ host.addEventListener('ready', this._hostListener);
10821
+ // The host may already be instantiated (an element inserted after load binds immediately)
10822
+ this._rebind();
10823
+ }
10824
+ disconnectedCallback() {
10825
+ if (this._host && this._hostListener) {
10826
+ this._host.removeEventListener('ready', this._hostListener);
10827
+ }
10828
+ this._host = null;
10829
+ this._hostListener = null;
10830
+ // Removal reverts: the model owns the node, so the entity is left as authored. Children
10831
+ // clean up through their own disconnect behavior.
10832
+ this._unbind();
10833
+ this._state = 'pending';
10834
+ }
10835
+ /**
10836
+ * Re-resolves the binding against the host's current hierarchy: on connection, on a `name`
10837
+ * or `index` change, and on every host cycle (a model [re]instantiating, an enclosing
10838
+ * `pc-node` [re]binding). When re-resolution yields the entity already bound, the binding
10839
+ * is retained untouched — a redundant edit must not flicker overrides through a revert.
10840
+ */
10841
+ _rebind() {
10842
+ const hostEntity = this._host?.entity ?? null;
10843
+ if (!hostEntity || !this._name) {
10844
+ // Host not instantiated (or nothing to look up yet): return to pending. An assigned
10845
+ // name arriving later, or the host's next cycle, resolves it.
10846
+ this._unbind();
10847
+ this._state = 'pending';
10848
+ return;
10849
+ }
10850
+ const target = this._resolve(hostEntity);
10851
+ if (target && target === this._entity) {
10852
+ this._path = this._pathOf(target, hostEntity);
10853
+ return;
10854
+ }
10855
+ this._unbind();
10856
+ if (!target) {
10857
+ // _resolve warned and set the failure state
10858
+ return;
10859
+ }
10860
+ this._bind(target, hostEntity);
10861
+ }
10862
+ /**
10863
+ * Resolves `name` (and `index`) to an entity under `hostEntity`, warning and recording the
10864
+ * failure state when it cannot.
10865
+ *
10866
+ * @param hostEntity - The root of the search.
10867
+ * @returns The resolved entity, or `null`.
10868
+ */
10869
+ _resolve(hostEntity) {
10870
+ const matches = hostEntity.find((node) => node.name === this._name);
10871
+ if (matches.length === 0) {
10872
+ const closest = this._closestName(hostEntity);
10873
+ const hint = closest ? ` - closest match: '${closest}'` : '';
10874
+ console.warn(`pc-node '${this._name}' not found in ${this._describeHost()}${hint}`);
10875
+ this._state = 'missing';
10876
+ return null;
10877
+ }
10878
+ let target;
10879
+ if (this._index !== null) {
10880
+ if (this._index >= matches.length) {
10881
+ console.warn(`pc-node '${this._name}' index ${this._index} is out of range - ${matches.length} match(es) in ${this._describeHost()}`);
10882
+ this._state = 'missing';
10883
+ return null;
10884
+ }
10885
+ target = matches[this._index];
10886
+ }
10887
+ else if (matches.length > 1) {
10888
+ // Ambiguity binds nothing: a fallback guess performs side effects on the wrong
10889
+ // scene node, and would go wrong silently when a re-export introduces a duplicate
10890
+ // name. The candidates tell the author exactly what to write.
10891
+ const candidates = matches.map((m, i) => `[${i}] ${this._pathOf(m, hostEntity)}`).join(', ');
10892
+ console.warn(`pc-node '${this._name}' is ambiguous in ${this._describeHost()} - specify index: ${candidates}`);
10893
+ this._state = 'ambiguous';
10894
+ return null;
10895
+ }
10896
+ else {
10897
+ target = matches[0];
10898
+ }
10899
+ const owner = this.closestApp?.elementFromEntity(target);
10900
+ if (owner && owner !== this) {
10901
+ console.warn(`pc-node '${this._name}' resolves to a node already bound by another element - element ignored`);
10902
+ this._state = 'duplicate';
10903
+ return null;
10904
+ }
10905
+ return target;
10906
+ }
10907
+ /**
10908
+ * Binds `target`: registers it (making it a pick target), hooks its destruction, applies
10909
+ * this element's overrides, announces readiness and builds the deferred child subtree.
10910
+ *
10911
+ * @param target - The entity to bind.
10912
+ * @param hostEntity - The search root, for the path.
10913
+ */
10914
+ _bind(target, hostEntity) {
10915
+ this._entity = target;
10916
+ this._registerEntity(target);
10917
+ this._destroyHandle = target.once('destroy', this._onEntityDestroy, this);
10918
+ this._state = 'bound';
10919
+ this._path = this._pathOf(target, hostEntity);
10920
+ this._applyOverrides();
10921
+ this._onReady();
10922
+ this._buildChildren();
10923
+ }
10924
+ /**
10925
+ * Dissolves the current binding, restoring every authored value this element's overrides
10926
+ * displaced and removing the decorations this binding hosts: attachment entities are
10927
+ * destroyed (re-created against the next binding) and component decorations are removed
10928
+ * from the abandoned node. Both sweeps are scoped by `closestEntity`, so a still-bound
10929
+ * nested `pc-node` keeps its own decorations. Safe to call in any state.
10930
+ */
10931
+ _unbind() {
10932
+ const entity = this._entity;
10933
+ if (!entity) {
10934
+ return;
10935
+ }
10936
+ this._revertOverrides();
10937
+ // Attachment points anchor to the bound node, so they cannot outlive the binding. Each
10938
+ // destroyed entity resets its element, which the next _buildChildren re-creates.
10939
+ this.querySelectorAll('pc-entity').forEach((child) => {
10940
+ if (child.closestEntity === this) {
10941
+ child.entity?.destroy();
10942
+ }
10943
+ });
10944
+ this._destroyHandle?.off();
10945
+ this._destroyHandle = null;
10946
+ this._unregisterEntity(entity);
10947
+ this._entity = null;
10948
+ this._path = null;
10949
+ this._authored = {};
10950
+ // Component decorations come off through the same hook the host-ready cycle uses. A
10951
+ // dissolve that never rebinds fires no ready event, so the sweep is explicit - after
10952
+ // `_entity` is cleared, so the hook sees a host without an entity.
10953
+ this.querySelectorAll('*').forEach((child) => {
10954
+ if (child instanceof ComponentElement && child.closestEntity === this) {
10955
+ child._hostCycled();
10956
+ }
10957
+ });
10958
+ this._resetReady();
10959
+ }
10960
+ /**
10961
+ * Handles the destruction of the bound entity - its model unloading, reloading, or a script
10962
+ * destroying it. There is nothing to revert on a destroyed entity; the element returns to
10963
+ * pending and the host's next cycle re-resolves it.
10964
+ */
10965
+ _onEntityDestroy(entity) {
10966
+ this._destroyHandle = null;
10967
+ this._unregisterEntity(entity);
10968
+ this._entity = null;
10969
+ this._path = null;
10970
+ this._authored = {};
10971
+ this._state = 'pending';
10972
+ this._resetReady();
10973
+ }
10974
+ /**
10975
+ * Creates and parents the entities of child `pc-entity` elements - the attachment points.
10976
+ * Mirrors the runtime-insertion path in EntityElement.connectedCallback: children were
10977
+ * deferred while this host was unresolved (or reset when a previous binding dissolved), and
10978
+ * build here once it binds.
10979
+ */
10980
+ _buildChildren() {
10981
+ const app = this.closestApp?.app;
10982
+ if (!app) {
10983
+ return;
10984
+ }
10985
+ const childEntities = this.querySelectorAll('pc-entity');
10986
+ childEntities.forEach((child) => {
10987
+ child._createEntity(app);
10988
+ });
10989
+ childEntities.forEach((child) => {
10990
+ child._buildHierarchy(app);
10991
+ });
10992
+ }
10993
+ /**
10994
+ * Applies every override that is explicitly set, capturing the authored value it displaces.
10995
+ */
10996
+ _applyOverrides() {
10997
+ if (this._enabled !== null) {
10998
+ this.enabled = this._enabled;
10999
+ }
11000
+ if (this._position !== null) {
11001
+ this.position = this._position;
11002
+ }
11003
+ if (this._rotation !== null) {
11004
+ this.rotation = this._rotation;
11005
+ }
11006
+ if (this._scale !== null) {
11007
+ this.scale = this._scale;
11008
+ }
11009
+ if (this._tags !== null) {
11010
+ this.tags = this._tags;
11011
+ }
11012
+ }
11013
+ /**
11014
+ * Restores every authored value this element's overrides displaced. The override values
11015
+ * themselves are kept - they re-apply on the next binding.
11016
+ */
11017
+ _revertOverrides() {
11018
+ const entity = this._entity;
11019
+ const authored = this._authored;
11020
+ if (authored.enabled !== undefined) {
11021
+ entity.enabled = authored.enabled;
11022
+ }
11023
+ if (authored.position) {
11024
+ entity.setLocalPosition(authored.position);
11025
+ }
11026
+ if (authored.rotation) {
11027
+ entity.setLocalRotation(authored.rotation);
11028
+ }
11029
+ if (authored.scale) {
11030
+ entity.setLocalScale(authored.scale);
11031
+ }
11032
+ if (authored.tags) {
11033
+ entity.tags.clear();
11034
+ entity.tags.add(authored.tags);
11035
+ }
11036
+ this._authored = {};
11037
+ }
11038
+ /**
11039
+ * Renders the path of `node` below `root`, for the `path` property and the resolution
11040
+ * warnings.
11041
+ *
11042
+ * @param node - The node to describe.
11043
+ * @param root - The search root.
11044
+ * @returns The `/`-separated path.
11045
+ */
11046
+ _pathOf(node, root) {
11047
+ const parts = [];
11048
+ for (let current = node; current && current !== root; current = current.parent) {
11049
+ parts.unshift(current.name);
11050
+ }
11051
+ return parts.join('/') || node.name;
11052
+ }
11053
+ /**
11054
+ * Describes the search root for warnings: the model's asset id, or the enclosing node's
11055
+ * name.
11056
+ * @returns The description.
11057
+ */
11058
+ _describeHost() {
11059
+ if (this._host instanceof ModelElement) {
11060
+ return `model '${this._host.asset}'`;
11061
+ }
11062
+ return `pc-node '${this._host?.name ?? ''}' subtree`;
11063
+ }
11064
+ /**
11065
+ * Finds the node name nearest to the missing `name`, for the miss warning. The names are
11066
+ * already in hand from resolution, so the suggestion is nearly free.
11067
+ *
11068
+ * @param hostEntity - The root of the search.
11069
+ * @returns The closest name within an edit distance of 2, or `null`.
11070
+ */
11071
+ _closestName(hostEntity) {
11072
+ let best = null;
11073
+ let bestDistance = 3;
11074
+ hostEntity.find((node) => {
11075
+ const distance = levenshtein(this._name, node.name);
11076
+ if (distance < bestDistance) {
11077
+ bestDistance = distance;
11078
+ best = node.name;
11079
+ }
11080
+ return false;
11081
+ });
11082
+ return best;
11083
+ }
11084
+ /**
11085
+ * Sets the name of the node to bind. A change retargets: the current binding's overrides
11086
+ * revert and the new name resolves afresh. `name` on a `pc-node` is never a rename of the
11087
+ * authored node - it is only ever a reference.
11088
+ * @param value - The node name.
11089
+ */
11090
+ set name(value) {
11091
+ this._name = value;
11092
+ if (this.isConnected && this._host) {
11093
+ this._rebind();
11094
+ }
11095
+ }
11096
+ /**
11097
+ * Gets the name of the node to bind.
11098
+ * @returns The node name.
11099
+ */
11100
+ get name() {
11101
+ return this._name;
11102
+ }
11103
+ /**
11104
+ * Sets which match to bind when `name` matches more than one node, 0-based in depth-first
11105
+ * order. A change retargets, like `name`. `null` means unset - required when the name is
11106
+ * ambiguous, optional otherwise.
11107
+ * @param value - The match index, or `null`.
11108
+ */
11109
+ set index(value) {
11110
+ this._index = value;
11111
+ if (this.isConnected && this._host) {
11112
+ this._rebind();
11113
+ }
11114
+ }
11115
+ /**
11116
+ * Gets which match to bind.
11117
+ * @returns The match index, or `null` when unset.
11118
+ */
11119
+ get index() {
11120
+ return this._index;
11121
+ }
11122
+ /**
11123
+ * Sets the enabled override. `null` clears it, restoring the authored state.
11124
+ * @param value - The enabled state, or `null`.
11125
+ */
11126
+ set enabled(value) {
11127
+ this._enabled = value;
11128
+ const entity = this._state === 'bound' ? this._entity : null;
11129
+ if (!entity) {
11130
+ return;
11131
+ }
11132
+ if (value !== null) {
11133
+ this._authored.enabled ??= entity.enabled;
11134
+ entity.enabled = value;
11135
+ }
11136
+ else if (this._authored.enabled !== undefined) {
11137
+ entity.enabled = this._authored.enabled;
11138
+ delete this._authored.enabled;
11139
+ }
11140
+ }
11141
+ /**
11142
+ * Gets the enabled override.
11143
+ * @returns The enabled state, or `null` while no override is set.
11144
+ */
11145
+ get enabled() {
11146
+ return this._enabled;
11147
+ }
11148
+ /**
11149
+ * Sets the local position override. `null` clears it, restoring the authored position.
11150
+ * @param value - The position, or `null`.
11151
+ */
11152
+ set position(value) {
11153
+ this._position = value;
11154
+ const entity = this._state === 'bound' ? this._entity : null;
11155
+ if (!entity) {
11156
+ return;
11157
+ }
11158
+ if (value !== null) {
11159
+ this._authored.position ??= entity.getLocalPosition().clone();
11160
+ entity.setLocalPosition(value);
11161
+ }
11162
+ else if (this._authored.position) {
11163
+ entity.setLocalPosition(this._authored.position);
11164
+ delete this._authored.position;
11165
+ }
11166
+ }
11167
+ /**
11168
+ * Gets the local position override.
11169
+ * @returns The position, or `null` while no override is set.
11170
+ */
11171
+ get position() {
11172
+ return this._position;
11173
+ }
11174
+ /**
11175
+ * Sets the local rotation override, as Euler angles in degrees. `null` clears it, restoring
11176
+ * the authored rotation.
11177
+ * @param value - The rotation, or `null`.
11178
+ */
11179
+ set rotation(value) {
11180
+ this._rotation = value;
11181
+ const entity = this._state === 'bound' ? this._entity : null;
11182
+ if (!entity) {
11183
+ return;
11184
+ }
11185
+ if (value !== null) {
11186
+ // The authored rotation is cached as a quaternion: it restores exactly, where a
11187
+ // round trip through Euler angles need not.
11188
+ this._authored.rotation ??= entity.getLocalRotation().clone();
11189
+ entity.setLocalEulerAngles(value);
11190
+ }
11191
+ else if (this._authored.rotation) {
11192
+ entity.setLocalRotation(this._authored.rotation);
11193
+ delete this._authored.rotation;
11194
+ }
11195
+ }
11196
+ /**
11197
+ * Gets the local rotation override.
11198
+ * @returns The rotation, or `null` while no override is set.
11199
+ */
11200
+ get rotation() {
11201
+ return this._rotation;
11202
+ }
11203
+ /**
11204
+ * Sets the local scale override. `null` clears it, restoring the authored scale.
11205
+ * @param value - The scale, or `null`.
11206
+ */
11207
+ set scale(value) {
11208
+ this._scale = value;
11209
+ const entity = this._state === 'bound' ? this._entity : null;
11210
+ if (!entity) {
11211
+ return;
11212
+ }
11213
+ if (value !== null) {
11214
+ this._authored.scale ??= entity.getLocalScale().clone();
11215
+ entity.setLocalScale(value);
11216
+ }
11217
+ else if (this._authored.scale) {
11218
+ entity.setLocalScale(this._authored.scale);
11219
+ delete this._authored.scale;
11220
+ }
11221
+ }
11222
+ /**
11223
+ * Gets the local scale override.
11224
+ * @returns The scale, or `null` while no override is set.
11225
+ */
11226
+ get scale() {
11227
+ return this._scale;
11228
+ }
11229
+ /**
11230
+ * Sets the tags override. `null` clears it, restoring the authored tags.
11231
+ * @param value - The tags, or `null`.
11232
+ */
11233
+ set tags(value) {
11234
+ this._tags = value;
11235
+ const entity = this._state === 'bound' ? this._entity : null;
11236
+ if (!entity) {
11237
+ return;
11238
+ }
11239
+ if (value !== null) {
11240
+ this._authored.tags ??= entity.tags.list().slice();
11241
+ entity.tags.clear();
11242
+ entity.tags.add(value);
11243
+ }
11244
+ else if (this._authored.tags) {
11245
+ entity.tags.clear();
11246
+ entity.tags.add(this._authored.tags);
11247
+ delete this._authored.tags;
11248
+ }
11249
+ }
11250
+ /**
11251
+ * Gets the tags override.
11252
+ * @returns The tags, or `null` while no override is set.
11253
+ */
11254
+ get tags() {
11255
+ return this._tags;
11256
+ }
11257
+ static get observedAttributes() {
11258
+ return ['enabled', 'index', 'name', 'position', 'rotation', 'scale', 'tags', ...POINTER_ATTRIBUTES];
11259
+ }
11260
+ attributeChangedCallback(name, _oldValue, newValue) {
11261
+ switch (name) {
11262
+ case 'enabled':
11263
+ this.enabled = newValue === null ? null : parseBool(newValue, true);
11264
+ break;
11265
+ case 'index':
11266
+ if (newValue === null) {
11267
+ this.index = null;
11268
+ }
11269
+ else {
11270
+ // Number('') is 0, which would make index="" silently mean the first match
11271
+ const index = newValue.trim() === '' ? NaN : Number(newValue);
11272
+ if (!Number.isInteger(index) || index < 0) {
11273
+ // Invalid values are treated as absent: under ambiguity that means
11274
+ // unbound, the fail-safe direction.
11275
+ console.warn(`pc-node index '${newValue}' is not a non-negative integer - treated as absent`);
11276
+ this.index = null;
11277
+ }
11278
+ else {
11279
+ this.index = index;
11280
+ }
11281
+ }
11282
+ break;
11283
+ case 'name':
11284
+ this.name = newValue ?? '';
11285
+ break;
11286
+ case 'position':
11287
+ this.position = newValue === null ? null : parseVec3(newValue, playcanvas.Vec3.ZERO, name);
11288
+ break;
11289
+ case 'rotation':
11290
+ this.rotation = newValue === null ? null : parseVec3(newValue, playcanvas.Vec3.ZERO, name);
11291
+ break;
11292
+ case 'scale':
11293
+ this.scale = newValue === null ? null : parseVec3(newValue, playcanvas.Vec3.ONE, name);
11294
+ break;
11295
+ case 'tags':
11296
+ this.tags = newValue === null ? null : parseTags(newValue);
11297
+ break;
11298
+ case 'onpointerenter':
11299
+ case 'onpointerleave':
11300
+ case 'onpointerdown':
11301
+ case 'onpointerup':
11302
+ case 'onpointermove':
11303
+ this._updateInlineHandler(name, newValue);
11304
+ break;
11305
+ }
11306
+ }
11307
+ }
11308
+ customElements.define('pc-node', NodeElement);
11309
+
10015
11310
  /**
10016
11311
  * The SceneElement interface provides properties and methods for manipulating
10017
11312
  * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-scene/ | `<pc-scene>`} elements.
@@ -10284,7 +11579,6 @@
10284
11579
  return;
10285
11580
  const source = asset.resource;
10286
11581
  const skybox = playcanvas.EnvLighting.generateSkyboxCubemap(source);
10287
- skybox.anisotropy = 4;
10288
11582
  // This element owns what it generated (see _unloadSkybox) - replacing a skybox from an
10289
11583
  // earlier load must release it, not orphan it on the GPU
10290
11584
  this._scene.skybox?.destroy();
@@ -10541,6 +11835,7 @@
10541
11835
  exports.CollisionComponentElement = CollisionComponentElement;
10542
11836
  exports.ComponentElement = ComponentElement;
10543
11837
  exports.ElementComponentElement = ElementComponentElement;
11838
+ exports.EntityBaseElement = EntityBaseElement;
10544
11839
  exports.EntityElement = EntityElement;
10545
11840
  exports.GSplatComponentElement = GSplatComponentElement;
10546
11841
  exports.LayoutChildComponentElement = LayoutChildComponentElement;
@@ -10550,6 +11845,7 @@
10550
11845
  exports.MaterialElement = MaterialElement;
10551
11846
  exports.ModelElement = ModelElement;
10552
11847
  exports.ModuleElement = ModuleElement;
11848
+ exports.NodeElement = NodeElement;
10553
11849
  exports.ParticleSystemComponentElement = ParticleSystemComponentElement;
10554
11850
  exports.RenderComponentElement = RenderComponentElement;
10555
11851
  exports.RigidBodyComponentElement = RigidBodyComponentElement;