@playcanvas/web-components 0.16.0 → 0.18.0

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Files changed (126) hide show
  1. package/README.md +5 -3
  2. package/dist/app.d.cts +18 -13
  3. package/dist/app.d.ts +18 -13
  4. package/dist/asset.d.cts +13 -3
  5. package/dist/asset.d.ts +13 -3
  6. package/dist/async-element.d.cts +13 -13
  7. package/dist/async-element.d.ts +13 -13
  8. package/dist/components/anim-clip.d.cts +4 -0
  9. package/dist/components/anim-clip.d.ts +4 -0
  10. package/dist/components/anim-component.d.cts +38 -5
  11. package/dist/components/anim-component.d.ts +38 -5
  12. package/dist/components/audio-listener-component.d.cts +26 -0
  13. package/dist/components/audio-listener-component.d.ts +26 -0
  14. package/dist/components/button-component.d.cts +10 -1
  15. package/dist/components/button-component.d.ts +10 -1
  16. package/dist/components/camera-component.d.cts +37 -1
  17. package/dist/components/camera-component.d.ts +37 -1
  18. package/dist/components/collision-component.d.cts +9 -1
  19. package/dist/components/collision-component.d.ts +9 -1
  20. package/dist/components/component.d.cts +3 -2
  21. package/dist/components/component.d.ts +3 -2
  22. package/dist/components/element-component.d.cts +11 -0
  23. package/dist/components/element-component.d.ts +11 -0
  24. package/dist/components/gsplat-component.d.cts +6 -0
  25. package/dist/components/gsplat-component.d.ts +6 -0
  26. package/dist/components/joint-component.d.cts +14 -2
  27. package/dist/components/joint-component.d.ts +14 -2
  28. package/dist/components/{layoutchild-component.d.cts → layout-child-component.d.cts} +7 -1
  29. package/dist/components/{layoutchild-component.d.ts → layout-child-component.d.ts} +7 -1
  30. package/dist/components/{layoutgroup-component.d.cts → layout-group-component.d.cts} +7 -1
  31. package/dist/components/{layoutgroup-component.d.ts → layout-group-component.d.ts} +7 -1
  32. package/dist/components/light-component.d.cts +52 -1
  33. package/dist/components/light-component.d.ts +52 -1
  34. package/dist/components/{particlesystem-component.d.cts → particle-system-component.d.cts} +7 -1
  35. package/dist/components/{particlesystem-component.d.ts → particle-system-component.d.ts} +7 -1
  36. package/dist/components/render-component.d.cts +7 -0
  37. package/dist/components/render-component.d.ts +7 -0
  38. package/dist/components/{rigidbody-component.d.cts → rigid-body-component.d.cts} +8 -1
  39. package/dist/components/{rigidbody-component.d.ts → rigid-body-component.d.ts} +8 -1
  40. package/dist/components/screen-component.d.cts +6 -0
  41. package/dist/components/screen-component.d.ts +6 -0
  42. package/dist/components/script-component.d.cts +26 -12
  43. package/dist/components/script-component.d.ts +26 -12
  44. package/dist/components/{script.d.cts → script-instance.d.cts} +11 -7
  45. package/dist/components/{script.d.ts → script-instance.d.ts} +11 -7
  46. package/dist/components/{scrollview-component.d.cts → scroll-view-component.d.cts} +7 -1
  47. package/dist/components/{scrollview-component.d.ts → scroll-view-component.d.ts} +7 -1
  48. package/dist/components/scrollbar-component.d.cts +6 -0
  49. package/dist/components/scrollbar-component.d.ts +6 -0
  50. package/dist/components/sound-component.d.cts +7 -1
  51. package/dist/components/sound-component.d.ts +7 -1
  52. package/dist/components/sound-slot.d.cts +5 -2
  53. package/dist/components/sound-slot.d.ts +5 -2
  54. package/dist/custom-elements.json +1852 -974
  55. package/dist/entity-base.d.cts +7 -6
  56. package/dist/entity-base.d.ts +7 -6
  57. package/dist/entity-owner.d.cts +118 -0
  58. package/dist/entity-owner.d.ts +118 -0
  59. package/dist/entity.d.cts +14 -102
  60. package/dist/entity.d.ts +14 -102
  61. package/dist/index.d.cts +26 -22
  62. package/dist/index.d.ts +26 -22
  63. package/dist/material.d.cts +18 -7
  64. package/dist/material.d.ts +18 -7
  65. package/dist/model.d.cts +72 -24
  66. package/dist/model.d.ts +72 -24
  67. package/dist/node.d.cts +6 -1
  68. package/dist/node.d.ts +6 -1
  69. package/dist/pwc.cjs +807 -293
  70. package/dist/pwc.cjs.map +1 -1
  71. package/dist/pwc.js +807 -293
  72. package/dist/pwc.js.map +1 -1
  73. package/dist/pwc.min.js +1 -1
  74. package/dist/pwc.min.js.map +1 -1
  75. package/dist/pwc.min.mjs +1 -1
  76. package/dist/pwc.min.mjs.map +1 -1
  77. package/dist/pwc.mjs +805 -292
  78. package/dist/pwc.mjs.map +1 -1
  79. package/dist/scene.d.cts +3 -0
  80. package/dist/scene.d.ts +3 -0
  81. package/dist/sky.d.cts +4 -0
  82. package/dist/sky.d.ts +4 -0
  83. package/dist/vscode.html-custom-data.json +351 -121
  84. package/dist/{module.d.cts → wasm.d.cts} +10 -6
  85. package/dist/{module.d.ts → wasm.d.ts} +10 -6
  86. package/dist/web-types.json +465 -291
  87. package/package.json +7 -7
  88. package/src/app.ts +49 -35
  89. package/src/asset.ts +13 -4
  90. package/src/async-element.ts +14 -14
  91. package/src/components/anim-clip.ts +4 -0
  92. package/src/components/anim-component.ts +89 -14
  93. package/src/components/audio-listener-component.ts +36 -0
  94. package/src/components/button-component.ts +10 -1
  95. package/src/components/camera-component.ts +65 -6
  96. package/src/components/collision-component.ts +9 -1
  97. package/src/components/component.ts +4 -3
  98. package/src/components/element-component.ts +11 -0
  99. package/src/components/gsplat-component.ts +6 -0
  100. package/src/components/joint-component.ts +14 -2
  101. package/src/components/{layoutchild-component.ts → layout-child-component.ts} +8 -2
  102. package/src/components/{layoutgroup-component.ts → layout-group-component.ts} +8 -2
  103. package/src/components/light-component.ts +110 -17
  104. package/src/components/{particlesystem-component.ts → particle-system-component.ts} +8 -2
  105. package/src/components/render-component.ts +7 -0
  106. package/src/components/{rigidbody-component.ts → rigid-body-component.ts} +9 -2
  107. package/src/components/screen-component.ts +6 -0
  108. package/src/components/script-component.ts +66 -42
  109. package/src/components/{script.ts → script-instance.ts} +18 -14
  110. package/src/components/{scrollview-component.ts → scroll-view-component.ts} +8 -2
  111. package/src/components/scrollbar-component.ts +6 -0
  112. package/src/components/sound-component.ts +8 -2
  113. package/src/components/sound-slot.ts +7 -4
  114. package/src/entity-base.ts +8 -7
  115. package/src/entity-owner.ts +298 -0
  116. package/src/entity.ts +21 -271
  117. package/src/index.ts +38 -25
  118. package/src/material.ts +19 -8
  119. package/src/model.ts +164 -72
  120. package/src/node.ts +15 -6
  121. package/src/scene.ts +3 -0
  122. package/src/sky.ts +4 -0
  123. package/src/{module.ts → wasm.ts} +12 -8
  124. package/dist/components/listener-component.d.cts +0 -20
  125. package/dist/components/listener-component.d.ts +0 -20
  126. package/src/components/listener-component.ts +0 -30
@@ -7,11 +7,18 @@ import { ComponentElement } from './component.cjs';
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  * The CameraComponentElement interface also inherits the properties and methods of the
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  * {@link HTMLElement} interface.
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  *
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+ * Engine component: {@link CameraComponent} (`camera`).
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+ *
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+ * @elementSummary The `<pc-camera>` element renders the scene from its entity's transform, with
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+ * attributes for the projection, field of view, clip planes, clear color and tonemapping. Must be a
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+ * child of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.
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+ *
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  * @category Components
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  */
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  declare class CameraComponentElement extends ComponentElement {
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  private _clearColor;
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  private _clearColorBuffer;
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+ private _clearDepth;
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  private _clearDepthBuffer;
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  private _clearStencilBuffer;
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  private _cullFaces;
@@ -33,6 +40,7 @@ declare class CameraComponentElement extends ComponentElement {
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  protected getInitialComponentData(): {
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  clearColor: Color;
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  clearColorBuffer: boolean;
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+ clearDepth: number;
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  clearDepthBuffer: boolean;
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  clearStencilBuffer: boolean;
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  cullFaces: boolean;
@@ -50,7 +58,25 @@ declare class CameraComponentElement extends ComponentElement {
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  scissorRect: Vec4;
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  toneMapping: number;
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  };
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- get xrAvailable(): boolean | null;
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+ /**
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+ * Whether immersive AR is available. Independent of {@link vrAvailable}: a device can offer
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+ * either mode without the other.
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+ * @returns Whether immersive AR is available.
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+ */
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+ get arAvailable(): boolean;
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+ /**
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+ * Whether immersive VR is available. Independent of {@link arAvailable}: a device can offer
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+ * either mode without the other.
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+ * @returns Whether immersive VR is available.
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+ */
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+ get vrAvailable(): boolean;
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+ /**
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+ * Whether one XR session type is available on this device.
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+ *
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+ * @param type - The XR session type to test.
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+ * @returns Whether that type is available.
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+ */
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+ private _available;
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  /**
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  * Starts the camera in XR mode.
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  * @param type - The type of XR mode to start.
@@ -86,6 +112,16 @@ declare class CameraComponentElement extends ComponentElement {
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  * @returns The clear color buffer.
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  */
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  get clearColorBuffer(): boolean;
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+ /**
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+ * Sets the depth value the depth buffer is cleared to. Defaults to 1.
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+ * @param value - The clear depth value.
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+ */
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+ set clearDepth(value: number);
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+ /**
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+ * Gets the depth value the depth buffer is cleared to.
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+ * @returns The clear depth value.
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+ */
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+ get clearDepth(): number;
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  /**
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  * Sets the clear depth buffer of the camera.
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  * @param value - The clear depth buffer.
@@ -7,11 +7,18 @@ import { ComponentElement } from './component.js';
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  * The CameraComponentElement interface also inherits the properties and methods of the
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  * {@link HTMLElement} interface.
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  *
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+ * Engine component: {@link CameraComponent} (`camera`).
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+ *
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+ * @elementSummary The `<pc-camera>` element renders the scene from its entity's transform, with
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+ * attributes for the projection, field of view, clip planes, clear color and tonemapping. Must be a
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+ * child of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.
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+ *
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  * @category Components
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  */
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  declare class CameraComponentElement extends ComponentElement {
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  private _clearColor;
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  private _clearColorBuffer;
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+ private _clearDepth;
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  private _clearDepthBuffer;
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  private _clearStencilBuffer;
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  private _cullFaces;
@@ -33,6 +40,7 @@ declare class CameraComponentElement extends ComponentElement {
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  protected getInitialComponentData(): {
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  clearColor: Color;
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  clearColorBuffer: boolean;
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+ clearDepth: number;
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  clearDepthBuffer: boolean;
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  clearStencilBuffer: boolean;
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  cullFaces: boolean;
@@ -50,7 +58,25 @@ declare class CameraComponentElement extends ComponentElement {
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  scissorRect: Vec4;
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  toneMapping: number;
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  };
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- get xrAvailable(): boolean | null;
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+ /**
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+ * Whether immersive AR is available. Independent of {@link vrAvailable}: a device can offer
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+ * either mode without the other.
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+ * @returns Whether immersive AR is available.
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+ */
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+ get arAvailable(): boolean;
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+ /**
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+ * Whether immersive VR is available. Independent of {@link arAvailable}: a device can offer
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+ * either mode without the other.
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+ * @returns Whether immersive VR is available.
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+ */
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+ get vrAvailable(): boolean;
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+ /**
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+ * Whether one XR session type is available on this device.
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+ *
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+ * @param type - The XR session type to test.
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+ * @returns Whether that type is available.
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+ */
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+ private _available;
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  /**
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  * Starts the camera in XR mode.
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  * @param type - The type of XR mode to start.
@@ -86,6 +112,16 @@ declare class CameraComponentElement extends ComponentElement {
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  * @returns The clear color buffer.
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  */
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  get clearColorBuffer(): boolean;
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+ /**
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+ * Sets the depth value the depth buffer is cleared to. Defaults to 1.
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+ * @param value - The clear depth value.
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+ */
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+ set clearDepth(value: number);
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+ /**
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+ * Gets the depth value the depth buffer is cleared to.
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+ * @returns The clear depth value.
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+ */
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+ get clearDepth(): number;
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  /**
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  * Sets the clear depth buffer of the camera.
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  * @param value - The clear depth buffer.
@@ -13,6 +13,12 @@ import { ComponentElement } from './component.cjs';
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  * retargets or rebinds picks up the new node's geometry. An entity with no asset-backed render
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  * component warns, and the collider has no shape.
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  *
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+ * Engine component: {@link CollisionComponent} (`collision`).
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+ *
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+ * @elementSummary The `<pc-collision>` element gives its entity a collision shape — a box, sphere,
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+ * capsule, cone, cylinder or mesh — for the physics simulation to collide against. Pair it with a
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+ * `<pc-rigid-body>`. Must be a child of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.
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+ *
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  * @category Components
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  */
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  declare class CollisionComponentElement extends ComponentElement {
@@ -43,7 +49,9 @@ declare class CollisionComponentElement extends ComponentElement {
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  * no attribute to supply it - so the host's visible geometry, the meaning a mesh collider
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  * on a glTF node carries, fills the gap. Runs on every application (so a rebound `pc-node`
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  * recomputes it) and on a runtime switch to `type="mesh"`; an explicitly assigned
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- * `renderAsset` is never overwritten.
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+ * `renderAsset` is never overwritten. A `pc-model` host entity never carries a render
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+ * component (the instantiated content beneath it does), so a mesh collider that should take
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+ * an asset's geometry belongs on a bound `pc-node`.
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  */
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  private _applyMeshGeometryDefault;
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  /**
@@ -13,6 +13,12 @@ import { ComponentElement } from './component.js';
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  * retargets or rebinds picks up the new node's geometry. An entity with no asset-backed render
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  * component warns, and the collider has no shape.
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  *
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+ * Engine component: {@link CollisionComponent} (`collision`).
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+ *
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+ * @elementSummary The `<pc-collision>` element gives its entity a collision shape — a box, sphere,
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+ * capsule, cone, cylinder or mesh — for the physics simulation to collide against. Pair it with a
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+ * `<pc-rigid-body>`. Must be a child of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.
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+ *
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  * @category Components
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  */
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  declare class CollisionComponentElement extends ComponentElement {
@@ -43,7 +49,9 @@ declare class CollisionComponentElement extends ComponentElement {
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  * no attribute to supply it - so the host's visible geometry, the meaning a mesh collider
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  * on a glTF node carries, fills the gap. Runs on every application (so a rebound `pc-node`
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  * recomputes it) and on a runtime switch to `type="mesh"`; an explicitly assigned
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- * `renderAsset` is never overwritten.
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+ * `renderAsset` is never overwritten. A `pc-model` host entity never carries a render
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+ * component (the instantiated content beneath it does), so a mesh collider that should take
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+ * an asset's geometry belongs on a bound `pc-node`.
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  */
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  private _applyMeshGeometryDefault;
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  /**
@@ -61,8 +61,9 @@ declare class ComponentElement extends AsyncElement {
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  disconnectedCallback(): void;
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  /**
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  * The PlayCanvas component instance. `null` until the element is ready, and also for an
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- * element that is not a descendant of a `<pc-entity>` — await {@link whenReady} or the
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- * element's `ready()` promise before accessing it.
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+ * element that is not a descendant of an entity-fronting element (`<pc-entity>`,
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+ * `<pc-model>` or `<pc-node>`) — await {@link whenReady} or the element's `ready()` promise
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+ * before accessing it.
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  * @returns The component instance, or `null`.
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  */
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  get component(): Component | null;
@@ -61,8 +61,9 @@ declare class ComponentElement extends AsyncElement {
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  disconnectedCallback(): void;
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  /**
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  * The PlayCanvas component instance. `null` until the element is ready, and also for an
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- * element that is not a descendant of a `<pc-entity>` — await {@link whenReady} or the
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- * element's `ready()` promise before accessing it.
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+ * element that is not a descendant of an entity-fronting element (`<pc-entity>`,
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+ * `<pc-model>` or `<pc-node>`) — await {@link whenReady} or the element's `ready()` promise
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+ * before accessing it.
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  * @returns The component instance, or `null`.
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  */
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  get component(): Component | null;
@@ -7,6 +7,17 @@ import { ComponentElement } from './component.cjs';
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  * The ElementComponentElement interface also inherits the properties and methods of the
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  * {@link HTMLElement} interface.
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  *
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+ * Despite the name, this is not a base class or a generic wrapper: it is the engine's 2D UI
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+ * component, which gives its host entity a rectangle in a `<pc-screen>` hierarchy that draws
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+ * either an image, a line of text or nothing (`type="image"`, `"text"` or `"group"`). The tag
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+ * spells the engine component it adds, as every component element does.
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+ *
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+ * Engine component: {@link ElementComponent} (`element`).
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+ *
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+ * @elementSummary The `<pc-element>` element gives its entity a 2D UI rectangle inside a
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+ * `<pc-screen>` hierarchy, drawing an image, a line of text or nothing (`type="image"`, `"text"` or
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+ * `"group"`). Must be a child of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.
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+ *
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  * @category Components
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  */
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  declare class ElementComponentElement extends ComponentElement {
@@ -7,6 +7,17 @@ import { ComponentElement } from './component.js';
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  * The ElementComponentElement interface also inherits the properties and methods of the
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  * {@link HTMLElement} interface.
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  *
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+ * Despite the name, this is not a base class or a generic wrapper: it is the engine's 2D UI
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+ * component, which gives its host entity a rectangle in a `<pc-screen>` hierarchy that draws
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+ * either an image, a line of text or nothing (`type="image"`, `"text"` or `"group"`). The tag
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+ * spells the engine component it adds, as every component element does.
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+ *
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+ * Engine component: {@link ElementComponent} (`element`).
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+ *
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+ * @elementSummary The `<pc-element>` element gives its entity a 2D UI rectangle inside a
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+ * `<pc-screen>` hierarchy, drawing an image, a line of text or nothing (`type="image"`, `"text"` or
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+ * `"group"`). Must be a child of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.
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+ *
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  * @category Components
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  */
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  declare class ElementComponentElement extends ComponentElement {
@@ -6,6 +6,12 @@ import { ComponentElement } from './component.cjs';
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  * The GSplatComponentElement interface also inherits the properties and methods of the
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  * {@link HTMLElement} interface.
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  *
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+ * Engine component: {@link GSplatComponent} (`gsplat`).
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+ *
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+ * @elementSummary The `<pc-gsplat>` element renders the 3D Gaussian splats of a `gsplat` asset at
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+ * its entity, with attributes for shadow casting and level of detail. Must be a child of a
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+ * `<pc-entity>`, `<pc-model>` or `<pc-node>`.
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+ *
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  * @category Components
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  */
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  declare class GSplatComponentElement extends ComponentElement {
@@ -6,6 +6,12 @@ import { ComponentElement } from './component.js';
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  * The GSplatComponentElement interface also inherits the properties and methods of the
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  * {@link HTMLElement} interface.
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  *
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+ * Engine component: {@link GSplatComponent} (`gsplat`).
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+ *
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+ * @elementSummary The `<pc-gsplat>` element renders the 3D Gaussian splats of a `gsplat` asset at
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+ * its entity, with attributes for shadow casting and level of detail. Must be a child of a
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+ * `<pc-entity>`, `<pc-model>` or `<pc-node>`.
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+ *
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  * @category Components
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  */
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  declare class GSplatComponentElement extends ComponentElement {
@@ -1,8 +1,13 @@
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  import type { JointComponent } from 'playcanvas';
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  import { Vec2, Vec3 } from 'playcanvas';
3
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  import { ComponentElement } from './component.cjs';
4
- type JointType = 'fixed' | 'ball' | 'hinge' | 'slider' | '6dof';
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- type MotionMode = 'locked' | 'limited' | 'free';
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+ /** The constraint types supported by the `<pc-joint>` element. */
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+ export type JointType = 'fixed' | 'ball' | 'hinge' | 'slider' | '6dof';
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+ /**
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+ * The motion modes for a single joint axis: fully constrained (`locked`), constrained within
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+ * limits (`limited`) or unconstrained (`free`).
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+ */
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+ export type MotionMode = 'locked' | 'limited' | 'free';
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  /**
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  * The JointComponentElement interface provides properties and methods for manipulating
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  * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-joint/ | `<pc-joint>`} elements.
@@ -16,10 +21,17 @@ type MotionMode = 'locked' | 'limited' | 'free';
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  * a rigid body component; leaving `entity-b` empty constrains `entity-a` to a fixed point in world
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  * space. The underlying engine component is in alpha, so its API may change.
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  *
24
+ * @elementSummary The `<pc-joint>` element constrains two rigid bodies to each other — a hinged
25
+ * door, a swinging chain, a sliding drawer. Its entity's transform is the joint frame, and
26
+ * `entity-a` and `entity-b` name the bodies. Must be a child of a `<pc-entity>`, `<pc-model>` or
27
+ * `<pc-node>`.
28
+ *
19
29
  * @fires {CustomEvent} break - Fired when the impulse on the joint exceeds `break-impulse` and the
20
30
  * constraint breaks. A broken joint no longer constrains its bodies; calling `refreshFrames()` on
21
31
  * the underlying component re-attaches it. Bubbles and is composed.
22
32
  *
33
+ * Engine component: {@link JointComponent} (`joint`).
34
+ *
23
35
  * @category Components
24
36
  */
25
37
  declare class JointComponentElement extends ComponentElement {
@@ -1,8 +1,13 @@
1
1
  import type { JointComponent } from 'playcanvas';
2
2
  import { Vec2, Vec3 } from 'playcanvas';
3
3
  import { ComponentElement } from './component.js';
4
- type JointType = 'fixed' | 'ball' | 'hinge' | 'slider' | '6dof';
5
- type MotionMode = 'locked' | 'limited' | 'free';
4
+ /** The constraint types supported by the `<pc-joint>` element. */
5
+ export type JointType = 'fixed' | 'ball' | 'hinge' | 'slider' | '6dof';
6
+ /**
7
+ * The motion modes for a single joint axis: fully constrained (`locked`), constrained within
8
+ * limits (`limited`) or unconstrained (`free`).
9
+ */
10
+ export type MotionMode = 'locked' | 'limited' | 'free';
6
11
  /**
7
12
  * The JointComponentElement interface provides properties and methods for manipulating
8
13
  * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-joint/ | `<pc-joint>`} elements.
@@ -16,10 +21,17 @@ type MotionMode = 'locked' | 'limited' | 'free';
16
21
  * a rigid body component; leaving `entity-b` empty constrains `entity-a` to a fixed point in world
17
22
  * space. The underlying engine component is in alpha, so its API may change.
18
23
  *
24
+ * @elementSummary The `<pc-joint>` element constrains two rigid bodies to each other — a hinged
25
+ * door, a swinging chain, a sliding drawer. Its entity's transform is the joint frame, and
26
+ * `entity-a` and `entity-b` name the bodies. Must be a child of a `<pc-entity>`, `<pc-model>` or
27
+ * `<pc-node>`.
28
+ *
19
29
  * @fires {CustomEvent} break - Fired when the impulse on the joint exceeds `break-impulse` and the
20
30
  * constraint breaks. A broken joint no longer constrains its bodies; calling `refreshFrames()` on
21
31
  * the underlying component re-attaches it. Bubbles and is composed.
22
32
  *
33
+ * Engine component: {@link JointComponent} (`joint`).
34
+ *
23
35
  * @category Components
24
36
  */
25
37
  declare class JointComponentElement extends ComponentElement {
@@ -2,10 +2,16 @@ import type { LayoutChildComponent } from 'playcanvas';
2
2
  import { ComponentElement } from './component.cjs';
3
3
  /**
4
4
  * The LayoutChildComponentElement interface provides properties and methods for manipulating
5
- * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-layoutchild/ | `<pc-layoutchild>`} elements.
5
+ * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-layout-child/ | `<pc-layout-child>`} elements.
6
6
  * The LayoutChildComponentElement interface also inherits the properties and methods of the
7
7
  * {@link HTMLElement} interface.
8
8
  *
9
+ * Engine component: {@link LayoutChildComponent} (`layoutchild`).
10
+ *
11
+ * @elementSummary The `<pc-layout-child>` element controls how its entity is sized by the
12
+ * `<pc-layout-group>` above it, through minimum and maximum sizes and fit proportions. Must be a
13
+ * child of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.
14
+ *
9
15
  * @category Components
10
16
  */
11
17
  declare class LayoutChildComponentElement extends ComponentElement {
@@ -2,10 +2,16 @@ import type { LayoutChildComponent } from 'playcanvas';
2
2
  import { ComponentElement } from './component.js';
3
3
  /**
4
4
  * The LayoutChildComponentElement interface provides properties and methods for manipulating
5
- * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-layoutchild/ | `<pc-layoutchild>`} elements.
5
+ * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-layout-child/ | `<pc-layout-child>`} elements.
6
6
  * The LayoutChildComponentElement interface also inherits the properties and methods of the
7
7
  * {@link HTMLElement} interface.
8
8
  *
9
+ * Engine component: {@link LayoutChildComponent} (`layoutchild`).
10
+ *
11
+ * @elementSummary The `<pc-layout-child>` element controls how its entity is sized by the
12
+ * `<pc-layout-group>` above it, through minimum and maximum sizes and fit proportions. Must be a
13
+ * child of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.
14
+ *
9
15
  * @category Components
10
16
  */
11
17
  declare class LayoutChildComponentElement extends ComponentElement {
@@ -3,10 +3,16 @@ import { Vec2, Vec4 } from 'playcanvas';
3
3
  import { ComponentElement } from './component.cjs';
4
4
  /**
5
5
  * The LayoutGroupComponentElement interface provides properties and methods for manipulating
6
- * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-layoutgroup/ | `<pc-layoutgroup>`} elements.
6
+ * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-layout-group/ | `<pc-layout-group>`} elements.
7
7
  * The LayoutGroupComponentElement interface also inherits the properties and methods of the
8
8
  * {@link HTMLElement} interface.
9
9
  *
10
+ * Engine component: {@link LayoutGroupComponent} (`layoutgroup`).
11
+ *
12
+ * @elementSummary The `<pc-layout-group>` element arranges its entity's children in a row or
13
+ * column, with spacing, padding, alignment and fitting. Must be a child of a `<pc-entity>`,
14
+ * `<pc-model>` or `<pc-node>`.
15
+ *
10
16
  * @category Components
11
17
  */
12
18
  declare class LayoutGroupComponentElement extends ComponentElement {
@@ -3,10 +3,16 @@ import { Vec2, Vec4 } from 'playcanvas';
3
3
  import { ComponentElement } from './component.js';
4
4
  /**
5
5
  * The LayoutGroupComponentElement interface provides properties and methods for manipulating
6
- * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-layoutgroup/ | `<pc-layoutgroup>`} elements.
6
+ * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-layout-group/ | `<pc-layout-group>`} elements.
7
7
  * The LayoutGroupComponentElement interface also inherits the properties and methods of the
8
8
  * {@link HTMLElement} interface.
9
9
  *
10
+ * Engine component: {@link LayoutGroupComponent} (`layoutgroup`).
11
+ *
12
+ * @elementSummary The `<pc-layout-group>` element arranges its entity's children in a row or
13
+ * column, with spacing, padding, alignment and fitting. Must be a child of a `<pc-entity>`,
14
+ * `<pc-model>` or `<pc-node>`.
15
+ *
10
16
  * @category Components
11
17
  */
12
18
  declare class LayoutGroupComponentElement extends ComponentElement {
@@ -7,14 +7,23 @@ import { ComponentElement } from './component.cjs';
7
7
  * The LightComponentElement interface also inherits the properties and methods of the
8
8
  * {@link HTMLElement} interface.
9
9
  *
10
+ * Engine component: {@link LightComponent} (`light`).
11
+ *
12
+ * @elementSummary The `<pc-light>` element lights the scene from its entity — as a directional,
13
+ * omni or spot light — with attributes for color, intensity, range and shadows. Must be a child of
14
+ * a `<pc-entity>`, `<pc-model>` or `<pc-node>`.
15
+ *
10
16
  * @category Components
11
17
  */
12
18
  declare class LightComponentElement extends ComponentElement {
19
+ private _cascadeBlend;
20
+ private _cascadeDistribution;
13
21
  private _castShadows;
14
22
  private _color;
15
23
  private _innerConeAngle;
16
24
  private _intensity;
17
25
  private _normalOffsetBias;
26
+ private _numCascades;
18
27
  private _outerConeAngle;
19
28
  private _range;
20
29
  private _shadowBias;
@@ -32,11 +41,14 @@ declare class LightComponentElement extends ComponentElement {
32
41
  /** @ignore */
33
42
  constructor();
34
43
  protected getInitialComponentData(): {
44
+ cascadeBlend: number;
45
+ cascadeDistribution: number;
35
46
  castShadows: boolean;
36
47
  color: Color;
37
48
  innerConeAngle: number;
38
49
  intensity: number;
39
50
  normalOffsetBias: number;
51
+ numCascades: number;
40
52
  outerConeAngle: number;
41
53
  penumbraFalloff: number;
42
54
  penumbraSize: number;
@@ -47,7 +59,7 @@ declare class LightComponentElement extends ComponentElement {
47
59
  shadowIntensity: number;
48
60
  shadowResolution: number;
49
61
  shadowSamples: number;
50
- shadowType: number | undefined;
62
+ shadowType: number;
51
63
  type: "directional" | "omni" | "spot";
52
64
  vsmBias: number;
53
65
  vsmBlurSize: number;
@@ -57,6 +69,33 @@ declare class LightComponentElement extends ComponentElement {
57
69
  * @returns The light component.
58
70
  */
59
71
  get component(): LightComponent;
72
+ /**
73
+ * Sets the fraction of each shadow cascade that is blended into the next one, from 0 (no
74
+ * blending) to 1, which applies only to `directional` lights with `num-cascades` greater than
75
+ * 1. Defaults to 0.
76
+ * @param value - The cascade blend factor.
77
+ */
78
+ set cascadeBlend(value: number);
79
+ /**
80
+ * Gets the cascade blend factor of the light, from 0 (no blending) to 1, which applies only to
81
+ * `directional` lights with `num-cascades` greater than 1.
82
+ * @returns The cascade blend factor.
83
+ */
84
+ get cascadeBlend(): number;
85
+ /**
86
+ * Sets the distribution of the camera frustum split between shadow cascades, from 0 (linear
87
+ * split) to 1 (logarithmic split, concentrating shadow resolution near the camera), which
88
+ * applies only to `directional` lights with `num-cascades` greater than 1. Defaults to 0.5.
89
+ * @param value - The cascade distribution.
90
+ */
91
+ set cascadeDistribution(value: number);
92
+ /**
93
+ * Gets the cascade distribution of the light, from 0 (linear split) to 1 (logarithmic split,
94
+ * concentrating shadow resolution near the camera), which applies only to `directional` lights
95
+ * with `num-cascades` greater than 1.
96
+ * @returns The cascade distribution.
97
+ */
98
+ get cascadeDistribution(): number;
60
99
  /**
61
100
  * Sets the cast shadows flag of the light.
62
101
  * @param value - The cast shadows flag.
@@ -107,6 +146,18 @@ declare class LightComponentElement extends ComponentElement {
107
146
  * @returns The normal offset bias.
108
147
  */
109
148
  get normalOffsetBias(): number;
149
+ /**
150
+ * Sets the number of shadow cascades of the light, an integer from 1 (no cascades) to 4, which
151
+ * applies only to `directional` lights. Defaults to 1.
152
+ * @param value - The number of shadow cascades.
153
+ */
154
+ set numCascades(value: number);
155
+ /**
156
+ * Gets the number of shadow cascades of the light, an integer from 1 (no cascades) to 4, which
157
+ * applies only to `directional` lights.
158
+ * @returns The number of shadow cascades.
159
+ */
160
+ get numCascades(): number;
110
161
  /**
111
162
  * Sets the outer cone angle of the light.
112
163
  * @param value - The outer cone angle.
@@ -7,14 +7,23 @@ import { ComponentElement } from './component.js';
7
7
  * The LightComponentElement interface also inherits the properties and methods of the
8
8
  * {@link HTMLElement} interface.
9
9
  *
10
+ * Engine component: {@link LightComponent} (`light`).
11
+ *
12
+ * @elementSummary The `<pc-light>` element lights the scene from its entity — as a directional,
13
+ * omni or spot light — with attributes for color, intensity, range and shadows. Must be a child of
14
+ * a `<pc-entity>`, `<pc-model>` or `<pc-node>`.
15
+ *
10
16
  * @category Components
11
17
  */
12
18
  declare class LightComponentElement extends ComponentElement {
19
+ private _cascadeBlend;
20
+ private _cascadeDistribution;
13
21
  private _castShadows;
14
22
  private _color;
15
23
  private _innerConeAngle;
16
24
  private _intensity;
17
25
  private _normalOffsetBias;
26
+ private _numCascades;
18
27
  private _outerConeAngle;
19
28
  private _range;
20
29
  private _shadowBias;
@@ -32,11 +41,14 @@ declare class LightComponentElement extends ComponentElement {
32
41
  /** @ignore */
33
42
  constructor();
34
43
  protected getInitialComponentData(): {
44
+ cascadeBlend: number;
45
+ cascadeDistribution: number;
35
46
  castShadows: boolean;
36
47
  color: Color;
37
48
  innerConeAngle: number;
38
49
  intensity: number;
39
50
  normalOffsetBias: number;
51
+ numCascades: number;
40
52
  outerConeAngle: number;
41
53
  penumbraFalloff: number;
42
54
  penumbraSize: number;
@@ -47,7 +59,7 @@ declare class LightComponentElement extends ComponentElement {
47
59
  shadowIntensity: number;
48
60
  shadowResolution: number;
49
61
  shadowSamples: number;
50
- shadowType: number | undefined;
62
+ shadowType: number;
51
63
  type: "directional" | "omni" | "spot";
52
64
  vsmBias: number;
53
65
  vsmBlurSize: number;
@@ -57,6 +69,33 @@ declare class LightComponentElement extends ComponentElement {
57
69
  * @returns The light component.
58
70
  */
59
71
  get component(): LightComponent;
72
+ /**
73
+ * Sets the fraction of each shadow cascade that is blended into the next one, from 0 (no
74
+ * blending) to 1, which applies only to `directional` lights with `num-cascades` greater than
75
+ * 1. Defaults to 0.
76
+ * @param value - The cascade blend factor.
77
+ */
78
+ set cascadeBlend(value: number);
79
+ /**
80
+ * Gets the cascade blend factor of the light, from 0 (no blending) to 1, which applies only to
81
+ * `directional` lights with `num-cascades` greater than 1.
82
+ * @returns The cascade blend factor.
83
+ */
84
+ get cascadeBlend(): number;
85
+ /**
86
+ * Sets the distribution of the camera frustum split between shadow cascades, from 0 (linear
87
+ * split) to 1 (logarithmic split, concentrating shadow resolution near the camera), which
88
+ * applies only to `directional` lights with `num-cascades` greater than 1. Defaults to 0.5.
89
+ * @param value - The cascade distribution.
90
+ */
91
+ set cascadeDistribution(value: number);
92
+ /**
93
+ * Gets the cascade distribution of the light, from 0 (linear split) to 1 (logarithmic split,
94
+ * concentrating shadow resolution near the camera), which applies only to `directional` lights
95
+ * with `num-cascades` greater than 1.
96
+ * @returns The cascade distribution.
97
+ */
98
+ get cascadeDistribution(): number;
60
99
  /**
61
100
  * Sets the cast shadows flag of the light.
62
101
  * @param value - The cast shadows flag.
@@ -107,6 +146,18 @@ declare class LightComponentElement extends ComponentElement {
107
146
  * @returns The normal offset bias.
108
147
  */
109
148
  get normalOffsetBias(): number;
149
+ /**
150
+ * Sets the number of shadow cascades of the light, an integer from 1 (no cascades) to 4, which
151
+ * applies only to `directional` lights. Defaults to 1.
152
+ * @param value - The number of shadow cascades.
153
+ */
154
+ set numCascades(value: number);
155
+ /**
156
+ * Gets the number of shadow cascades of the light, an integer from 1 (no cascades) to 4, which
157
+ * applies only to `directional` lights.
158
+ * @returns The number of shadow cascades.
159
+ */
160
+ get numCascades(): number;
110
161
  /**
111
162
  * Sets the outer cone angle of the light.
112
163
  * @param value - The outer cone angle.
@@ -2,10 +2,16 @@ import type { ParticleSystemComponent } from 'playcanvas';
2
2
  import { ComponentElement } from './component.cjs';
3
3
  /**
4
4
  * The ParticleSystemComponentElement interface provides properties and methods for manipulating
5
- * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-particles/ | `<pc-particles>`} elements.
5
+ * {@link https://developer.playcanvas.com/user-manual/web-components/tags/pc-particle-system/ | `<pc-particle-system>`} elements.
6
6
  * The ParticleSystemComponentElement interface also inherits the properties and methods of the
7
7
  * {@link HTMLElement} interface.
8
8
  *
9
+ * Engine component: {@link ParticleSystemComponent} (`particlesystem`).
10
+ *
11
+ * @elementSummary The `<pc-particle-system>` element emits particles from its entity, with
12
+ * attributes for the emitter's shape, rate, lifetime, textures and blending. Must be a child of a
13
+ * `<pc-entity>`, `<pc-model>` or `<pc-node>`.
14
+ *
9
15
  * @category Components
10
16
  */
11
17
  declare class ParticleSystemComponentElement extends ComponentElement {