@playcanvas/web-components 0.17.0 → 0.18.0
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.
- package/README.md +5 -3
- package/dist/app.d.cts +4 -0
- package/dist/app.d.ts +4 -0
- package/dist/asset.d.cts +13 -3
- package/dist/asset.d.ts +13 -3
- package/dist/components/anim-clip.d.cts +4 -0
- package/dist/components/anim-clip.d.ts +4 -0
- package/dist/components/anim-component.d.cts +5 -0
- package/dist/components/anim-component.d.ts +5 -0
- package/dist/components/audio-listener-component.d.cts +4 -0
- package/dist/components/audio-listener-component.d.ts +4 -0
- package/dist/components/button-component.d.cts +5 -0
- package/dist/components/button-component.d.ts +5 -0
- package/dist/components/camera-component.d.cts +35 -1
- package/dist/components/camera-component.d.ts +35 -1
- package/dist/components/collision-component.d.cts +4 -0
- package/dist/components/collision-component.d.ts +4 -0
- package/dist/components/element-component.d.cts +4 -0
- package/dist/components/element-component.d.ts +4 -0
- package/dist/components/gsplat-component.d.cts +4 -0
- package/dist/components/gsplat-component.d.ts +4 -0
- package/dist/components/joint-component.d.cts +12 -2
- package/dist/components/joint-component.d.ts +12 -2
- package/dist/components/layout-child-component.d.cts +4 -0
- package/dist/components/layout-child-component.d.ts +4 -0
- package/dist/components/layout-group-component.d.cts +4 -0
- package/dist/components/layout-group-component.d.ts +4 -0
- package/dist/components/light-component.d.cts +50 -1
- package/dist/components/light-component.d.ts +50 -1
- package/dist/components/particle-system-component.d.cts +4 -0
- package/dist/components/particle-system-component.d.ts +4 -0
- package/dist/components/render-component.d.cts +5 -0
- package/dist/components/render-component.d.ts +5 -0
- package/dist/components/rigid-body-component.d.cts +5 -0
- package/dist/components/rigid-body-component.d.ts +5 -0
- package/dist/components/screen-component.d.cts +4 -0
- package/dist/components/screen-component.d.ts +4 -0
- package/dist/components/script-component.d.cts +3 -0
- package/dist/components/script-component.d.ts +3 -0
- package/dist/components/script-instance.d.cts +4 -0
- package/dist/components/script-instance.d.ts +4 -0
- package/dist/components/scroll-view-component.d.cts +4 -0
- package/dist/components/scroll-view-component.d.ts +4 -0
- package/dist/components/scrollbar-component.d.cts +4 -0
- package/dist/components/scrollbar-component.d.ts +4 -0
- package/dist/components/sound-component.d.cts +4 -0
- package/dist/components/sound-component.d.ts +4 -0
- package/dist/components/sound-slot.d.cts +3 -0
- package/dist/components/sound-slot.d.ts +3 -0
- package/dist/custom-elements.json +268 -7
- package/dist/entity-base.d.cts +1 -1
- package/dist/entity-base.d.ts +1 -1
- package/dist/entity-owner.d.cts +2 -2
- package/dist/entity-owner.d.ts +2 -2
- package/dist/entity.d.cts +6 -1
- package/dist/entity.d.ts +6 -1
- package/dist/index.d.cts +4 -1
- package/dist/index.d.ts +4 -1
- package/dist/material.d.cts +18 -7
- package/dist/material.d.ts +18 -7
- package/dist/model.d.cts +5 -0
- package/dist/model.d.ts +5 -0
- package/dist/node.d.cts +6 -1
- package/dist/node.d.ts +6 -1
- package/dist/pwc.cjs +284 -28
- package/dist/pwc.cjs.map +1 -1
- package/dist/pwc.js +284 -28
- package/dist/pwc.js.map +1 -1
- package/dist/pwc.min.js +1 -1
- package/dist/pwc.min.js.map +1 -1
- package/dist/pwc.min.mjs +1 -1
- package/dist/pwc.min.mjs.map +1 -1
- package/dist/pwc.mjs +285 -29
- package/dist/pwc.mjs.map +1 -1
- package/dist/scene.d.cts +3 -0
- package/dist/scene.d.ts +3 -0
- package/dist/sky.d.cts +4 -0
- package/dist/sky.d.ts +4 -0
- package/dist/vscode.html-custom-data.json +237 -62
- package/dist/wasm.d.cts +4 -0
- package/dist/wasm.d.ts +4 -0
- package/dist/web-types.json +115 -69
- package/package.json +1 -1
- package/src/app.ts +4 -0
- package/src/asset.ts +13 -4
- package/src/components/anim-clip.ts +4 -0
- package/src/components/anim-component.ts +5 -0
- package/src/components/audio-listener-component.ts +4 -0
- package/src/components/button-component.ts +5 -0
- package/src/components/camera-component.ts +63 -6
- package/src/components/collision-component.ts +4 -0
- package/src/components/element-component.ts +4 -0
- package/src/components/gsplat-component.ts +4 -0
- package/src/components/joint-component.ts +12 -2
- package/src/components/layout-child-component.ts +4 -0
- package/src/components/layout-group-component.ts +4 -0
- package/src/components/light-component.ts +108 -17
- package/src/components/particle-system-component.ts +4 -0
- package/src/components/render-component.ts +5 -0
- package/src/components/rigid-body-component.ts +5 -0
- package/src/components/screen-component.ts +4 -0
- package/src/components/script-component.ts +3 -0
- package/src/components/script-instance.ts +4 -0
- package/src/components/scroll-view-component.ts +4 -0
- package/src/components/scrollbar-component.ts +4 -0
- package/src/components/sound-component.ts +4 -0
- package/src/components/sound-slot.ts +3 -0
- package/src/entity-base.ts +2 -2
- package/src/entity-owner.ts +2 -2
- package/src/entity.ts +6 -1
- package/src/index.ts +12 -1
- package/src/material.ts +19 -8
- package/src/model.ts +5 -0
- package/src/node.ts +6 -1
- package/src/scene.ts +3 -0
- package/src/sky.ts +4 -0
- package/src/wasm.ts +4 -0
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"tags": [
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{
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"name": "pc-app",
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"description": "The
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"description": "The `<pc-app>` element creates a PlayCanvas application and the canvas it renders\ninto, and is the root of every scene. It holds the `<pc-asset>`, `<pc-material>`, `<pc-wasm>` and\n`<pc-scene>` elements, and the page's CSS sizes it, as it would a `<video>`.\n\n---\n\n\n### **Events:**\n - **error** - Fired when the application cannot boot because no graphics device could be created (for example, a browser with WebGL disabled). `message` names the requested backends and `error` holds the underlying failure. The element never becomes ready and `app` stays `null` — listen for this event to show a fallback UI. Removing the element and re-inserting it retries the boot with its current attributes. Does not bubble.\n- **progress** - Fired while the application preloads its assets. `loaded` and `total` are asset counts, not bytes, and an asset that fails to load still counts as loaded. Fired at least once per boot, and the final event always has `loaded` equal to `total`. Does not bubble.\n- **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"name": "User Manual",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-app/"
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"name": "pc-asset",
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"description": "The
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"description": "The `<pc-asset>` element declares an asset for the application to load — a model,\ntexture, font, sound, script or JSON file — under an `id` that other elements reference. Must be\na direct child of `<pc-app>`.\n\n---\n\n\n### **Events:**\n - **error** - Fired when the asset fails to load, with the engine's error in `message`. Does not bubble. The element still becomes ready — readiness means the load settled, not that it succeeded.\n- **load** - Fired each time the asset finishes loading, including a `lazy` asset loaded later and any subsequent reloads. Does not bubble — listen on this element, or use a capture-phase listener on an ancestor to observe every asset.\n- **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"name": "User Manual",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-asset/"
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"name": "pc-entity",
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"description": "The
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"description": "The `<pc-entity>` element creates an entity: a named, transformable node of the\nscene hierarchy, and the host for component elements such as `<pc-camera>`, `<pc-light>` and\n`<pc-render>`. Place it in the `<pc-scene>`, or nest it under another `<pc-entity>`, a\n`<pc-model>` or a `<pc-node>` to parent it there.\n\n---\n\n\n### **Events:**\n - **pointerdown** - Fired when a pointer button is pressed over the entity.\n- **pointerenter** - Fired when the pointer moves onto the entity.\n- **pointerleave** - Fired when the pointer moves off the entity.\n- **pointermove** - Fired when the pointer moves over the entity.\n- **pointerup** - Fired when a pointer button is released over the entity.\n- **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"name": "enabled",
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"name": "User Manual",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-entity/"
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"name": "pc-material",
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"description": "The
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"description": "The `<pc-material>` element defines a physically based material, which\n`<pc-render>` elements apply by naming its `id`. It is metal/rough by default, with `metalness`\nstarting at 0. Must be a direct child of `<pc-app>`.\n\n---\n",
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"name": "alpha-test",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-material/"
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"name": "pc-model",
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"description": "The
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"description": "The `<pc-model>` element instantiates a 3D model from a container asset\n(typically a GLB) beneath an entity of its own, so the element's transform and tags place the\ninstance in the scene. Its `<pc-node>` children override what the asset authored. Place it in the\n`<pc-scene>`, or nest it under a `<pc-entity>`, another `<pc-model>` or a `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **error** - Fired when the container asset fails to load, with the engine's error in `message`. Does not bubble. The element still becomes ready — readiness means the load settled, not that it succeeded.\n- **load** - Fired each time a container asset finishes instantiating, including re-instantiation after `asset` changes. Does not bubble — listen on this element, or use a capture-phase listener on an ancestor.\n- **pointerdown** - Fired when a pointer button is pressed over the model.\n- **pointerenter** - Fired when the pointer moves onto the model.\n- **pointerleave** - Fired when the pointer moves off the model.\n- **pointermove** - Fired when the pointer moves over the model.\n- **pointerup** - Fired when a pointer button is released over the model.\n- **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"name": "asset",
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"name": "User Manual",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-model/"
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"name": "pc-node",
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"description": "The
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"description": "The `<pc-node>` element binds to a node inside the hierarchy a `<pc-model>`\ninstantiated and declares overrides against it: a transform, an enabled state, tags, components\nto add, or content to attach. Its `name` is a lookup, never a rename. Must be a descendant of\n`<pc-model>`.\n\n---\n\n\n### **Events:**\n - **pointerdown** - Fired when a pointer button is pressed over the node.\n- **pointerenter** - Fired when the pointer moves onto the node.\n- **pointerleave** - Fired when the pointer moves off the node.\n- **pointermove** - Fired when the pointer moves over the node.\n- **pointerup** - Fired when a pointer button is released over the node.\n- **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-node/"
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"description": "The `<pc-scene>` element holds the entity hierarchy the application renders,\nalong with the scene-wide fog and gravity settings. Must be a direct child of `<pc-app>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"description": "The `<pc-sky>` element renders a skybox from a texture asset, projected as an\ninfinite background, a box or a dome, and optionally lights the scene from it. Must be a direct\nchild of `<pc-scene>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"description": "The `<pc-wasm>` element loads a WebAssembly module the engine needs before the\napplication starts — `Ammo` for physics, `Basis` or `DracoDecoderModule` for compressed assets.\nMust be a direct child of `<pc-app>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"description": "The `<pc-anim-clip>` element declares one named animation clip on its parent\n`<pc-anim>`, taken from the `asset` it names or, without one, from the enclosing `<pc-model>`'s\nown animations. Must be a direct child of `<pc-anim>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"description": "The
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"description": "The `<pc-anim>` element plays animation clips over its entity's hierarchy, taken\nfrom `<pc-anim-clip>` children or from the enclosing `<pc-model>`'s own animations. The first\nclip plays automatically, and the `clip` attribute switches between them. Must be a child of a\n`<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-anim/"
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"description": "The
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"description": "The `<pc-audio-listener>` element makes its entity the point from which\npositional sounds are heard, typically the entity holding the `<pc-camera>`. Must be a child of a\n`<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-audio-listener/"
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"name": "pc-button",
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"description": "The
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"description": "The `<pc-button>` element makes its entity respond to pointer input, tinting or\nswapping its image as the pointer hovers, presses and releases it. The entity also needs a\n`<pc-element>` with `use-input` set. Must be a child of a `<pc-entity>`, `<pc-model>` or\n`<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"name": "User Manual",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-button/"
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"name": "pc-camera",
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"description": "The
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"description": "The `<pc-camera>` element renders the scene from its entity's transform, with\nattributes for the projection, field of view, clip planes, clear color and tonemapping. Must be a\nchild of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"name": "clear-color",
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"description": "The clear color buffer of the camera.",
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"name": "clear-depth",
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"description": "The depth value the depth buffer is cleared to.",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-camera/"
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"name": "pc-collision",
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"description": "The
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"description": "The `<pc-collision>` element gives its entity a collision shape — a box, sphere,\ncapsule, cone, cylinder or mesh — for the physics simulation to collide against. Pair it with a\n`<pc-rigid-body>`. Must be a child of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-collision/"
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"description": "The
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"description": "The `<pc-element>` element gives its entity a 2D UI rectangle inside a\n`<pc-screen>` hierarchy, drawing an image, a line of text or nothing (`type=\"image\"`, `\"text\"` or\n`\"group\"`). Must be a child of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-element/"
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"name": "pc-gsplat",
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"description": "The
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"description": "The `<pc-gsplat>` element renders the 3D Gaussian splats of a `gsplat` asset at\nits entity, with attributes for shadow casting and level of detail. Must be a child of a\n`<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-gsplat/"
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"name": "pc-joint",
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"description": "The
|
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"description": "The `<pc-joint>` element constrains two rigid bodies to each other — a hinged\ndoor, a swinging chain, a sliding drawer. Its entity's transform is the joint frame, and\n`entity-a` and `entity-b` name the bodies. Must be a child of a `<pc-entity>`, `<pc-model>` or\n`<pc-node>`.\n\n---\n\n\n### **Events:**\n - **break** - Fired when the impulse on the joint exceeds `break-impulse` and the constraint breaks. A broken joint no longer constrains its bodies; calling `refreshFrames()` on the underlying component re-attaches it. Bubbles and is composed. Engine component: `JointComponent` (`joint`).\n- **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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{
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"name": "pc-layout-child",
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"description": "The
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"description": "The `<pc-layout-child>` element controls how its entity is sized by the\n`<pc-layout-group>` above it, through minimum and maximum sizes and fit proportions. Must be a\nchild of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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|
"name": "pc-layout-group",
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"description": "The
|
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"description": "The `<pc-layout-group>` element arranges its entity's children in a row or\ncolumn, with spacing, padding, alignment and fitting. Must be a child of a `<pc-entity>`,\n`<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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{
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"name": "User Manual",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-layout-group/"
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{
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|
"name": "pc-light",
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|
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"description": "The
|
|
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|
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"description": "The `<pc-light>` element lights the scene from its entity — as a directional,\nomni or spot light — with attributes for color, intensity, range and shadows. Must be a child of\na `<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
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|
"attributes": [
|
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|
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{
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|
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"name": "cascade-blend",
|
|
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|
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"description": "The cascade blend factor of the light, from 0 (no blending) to 1, which applies only to `directional` lights with `num-cascades` greater than 1.",
|
|
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|
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"values": []
|
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},
|
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|
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{
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|
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"name": "cascade-distribution",
|
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|
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"description": "The cascade distribution of the light, from 0 (linear split) to 1 (logarithmic split, concentrating shadow resolution near the camera), which applies only to `directional` lights with `num-cascades` greater than 1.",
|
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|
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|
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},
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|
{
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|
"name": "cast-shadows",
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|
"description": "The cast shadows flag of the light.",
|
|
@@ -1795,6 +1910,11 @@
|
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|
"description": "The normal offset bias of the light.",
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|
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|
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|
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|
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|
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{
|
|
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|
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"name": "num-cascades",
|
|
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|
+
"description": "The number of shadow cascades of the light, an integer from 1 (no cascades) to 4, which applies only to `directional` lights.",
|
|
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|
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"values": []
|
|
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|
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},
|
|
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|
{
|
|
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|
"name": "outer-cone-angle",
|
|
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|
"description": "The outer cone angle of the light.",
|
|
@@ -1880,11 +2000,16 @@
|
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|
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|
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|
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|
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|
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"references": [
|
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|
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"references": [
|
|
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|
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{
|
|
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|
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"name": "User Manual",
|
|
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|
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-light/"
|
|
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|
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}
|
|
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|
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]
|
|
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|
},
|
|
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|
{
|
|
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|
"name": "pc-particle-system",
|
|
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|
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"description": "The
|
|
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|
+
"description": "The `<pc-particle-system>` element emits particles from its entity, with\nattributes for the emitter's shape, rate, lifetime, textures and blending. Must be a child of a\n`<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
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|
"attributes": [
|
|
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2014
|
{
|
|
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2015
|
"name": "asset",
|
|
@@ -1897,11 +2022,16 @@
|
|
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|
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|
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|
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|
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|
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|
|
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|
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"references": [
|
|
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|
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"references": [
|
|
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|
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{
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"name": "User Manual",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-particle-system/"
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}
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{
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"name": "pc-render",
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"description": "The
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"description": "The `<pc-render>` element renders one of the engine's built-in primitives at its\nentity — box, sphere, capsule, cone, cylinder or plane — shaded by the `<pc-material>` its\n`material` attribute names. For glTF content, use `<pc-model>` instead. Must be a child of a\n`<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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"attributes": [
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{
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"name": "cast-shadows",
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]
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}
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"references": [
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"references": [
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{
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"name": "User Manual",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-render/"
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}
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]
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},
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{
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"name": "pc-rigid-body",
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"description": "The
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"description": "The `<pc-rigid-body>` element hands its entity to the physics simulation, with\nattributes for its type, mass, friction and restitution. It needs a sibling `<pc-collision>` for\nits shape, and `Ammo` loaded through `<pc-wasm>`. Must be a child of a `<pc-entity>`,\n`<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
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|
"attributes": [
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{ "name": "angular-damping", "values": [] },
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{
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@@ -1972,11 +2107,16 @@
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]
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}
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],
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"references": [
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"references": [
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{
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"name": "User Manual",
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"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-rigid-body/"
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}
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]
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{
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|
"name": "pc-screen",
|
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|
-
"description": "The
|
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|
+
"description": "The `<pc-screen>` element gives its entity a 2D space — in screen space or in the\nworld — that a hierarchy of `<pc-element>` descendants lays out inside. Must be a child of a\n`<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
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|
"attributes": [
|
|
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|
{
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|
"name": "enabled",
|
|
@@ -2006,11 +2146,16 @@
|
|
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},
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|
{ "name": "screen-space", "values": [] }
|
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|
],
|
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|
-
"references": [
|
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|
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"references": [
|
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{
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|
+
"name": "User Manual",
|
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|
+
"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-screen/"
|
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|
+
}
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]
|
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},
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|
{
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|
"name": "pc-script",
|
|
2013
|
-
"description": "The
|
|
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|
+
"description": "The `<pc-script>` element holds the `<pc-script-instance>` children that attach\nscripts to its entity. Must be a child of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
2014
2159
|
"attributes": [
|
|
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2160
|
{
|
|
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|
"name": "enabled",
|
|
@@ -2018,11 +2163,16 @@
|
|
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2018
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|
"values": []
|
|
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|
}
|
|
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2165
|
],
|
|
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|
-
"references": [
|
|
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|
+
"references": [
|
|
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|
+
{
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|
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|
+
"name": "User Manual",
|
|
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|
+
"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-script/"
|
|
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|
+
}
|
|
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|
+
]
|
|
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|
},
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|
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|
{
|
|
2024
2174
|
"name": "pc-script-instance",
|
|
2025
|
-
"description": "The
|
|
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|
+
"description": "The `<pc-script-instance>` element attaches one script class, named by `name`, to\nthe entity of its parent `<pc-script>`. Its other attributes set script attributes of the same\nname, and `attributes` takes a JSON object instead. Must be a direct child of `<pc-script>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.\n- **scriptattributeschange** - Fired when the script's attributes change. The `detail` carries the new `attributes` object. Bubbles.\n- **scriptenablechange** - Fired when the script's enabled state changes. The `detail` carries the new `enabled` state. Bubbles.\n- **scriptnamechange** - Fired when the script is renamed on a live element. The `detail` carries `oldName` and `newName`. Bubbles.",
|
|
2026
2176
|
"attributes": [
|
|
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2177
|
{
|
|
2028
2178
|
"name": "attributes",
|
|
@@ -2040,11 +2190,16 @@
|
|
|
2040
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|
"values": []
|
|
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2191
|
}
|
|
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|
],
|
|
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|
-
"references": [
|
|
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|
+
"references": [
|
|
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|
+
{
|
|
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|
+
"name": "User Manual",
|
|
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|
+
"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-script-instance/"
|
|
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|
+
}
|
|
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|
+
]
|
|
2044
2199
|
},
|
|
2045
2200
|
{
|
|
2046
2201
|
"name": "pc-scroll-view",
|
|
2047
|
-
"description": "The
|
|
2202
|
+
"description": "The `<pc-scroll-view>` element scrolls a larger content entity within a clipped\nviewport at its entity, optionally driven by the `<pc-scrollbar>` elements it references. Must be\na child of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
2048
2203
|
"attributes": [
|
|
2049
2204
|
{
|
|
2050
2205
|
"name": "bounce-amount",
|
|
@@ -2117,11 +2272,16 @@
|
|
|
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|
"values": []
|
|
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|
}
|
|
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|
],
|
|
2120
|
-
"references": [
|
|
2275
|
+
"references": [
|
|
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|
+
{
|
|
2277
|
+
"name": "User Manual",
|
|
2278
|
+
"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-scroll-view/"
|
|
2279
|
+
}
|
|
2280
|
+
]
|
|
2121
2281
|
},
|
|
2122
2282
|
{
|
|
2123
2283
|
"name": "pc-scrollbar",
|
|
2124
|
-
"description": "The
|
|
2284
|
+
"description": "The `<pc-scrollbar>` element gives its entity a draggable handle reporting a\nposition from 0 to 1, which a `<pc-scroll-view>` references to scroll its content. Must be a\nchild of a `<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
2125
2285
|
"attributes": [
|
|
2126
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|
{
|
|
2127
2287
|
"name": "enabled",
|
|
@@ -2149,11 +2309,16 @@
|
|
|
2149
2309
|
"values": []
|
|
2150
2310
|
}
|
|
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|
],
|
|
2152
|
-
"references": [
|
|
2312
|
+
"references": [
|
|
2313
|
+
{
|
|
2314
|
+
"name": "User Manual",
|
|
2315
|
+
"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-scrollbar/"
|
|
2316
|
+
}
|
|
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|
+
]
|
|
2153
2318
|
},
|
|
2154
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|
{
|
|
2155
2320
|
"name": "pc-sound",
|
|
2156
|
-
"description": "The
|
|
2321
|
+
"description": "The `<pc-sound>` element holds the `<pc-sound-slot>` children that play sounds at\nits entity, along with the positional audio settings they share. Must be a child of a\n`<pc-entity>`, `<pc-model>` or `<pc-node>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
2157
2322
|
"attributes": [
|
|
2158
2323
|
{
|
|
2159
2324
|
"name": "distance-model",
|
|
@@ -2200,11 +2365,16 @@
|
|
|
2200
2365
|
"values": []
|
|
2201
2366
|
}
|
|
2202
2367
|
],
|
|
2203
|
-
"references": [
|
|
2368
|
+
"references": [
|
|
2369
|
+
{
|
|
2370
|
+
"name": "User Manual",
|
|
2371
|
+
"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-sound/"
|
|
2372
|
+
}
|
|
2373
|
+
]
|
|
2204
2374
|
},
|
|
2205
2375
|
{
|
|
2206
2376
|
"name": "pc-sound-slot",
|
|
2207
|
-
"description": "The
|
|
2377
|
+
"description": "The `<pc-sound-slot>` element declares one named sound on its parent `<pc-sound>`\n— its asset, volume, pitch, looping and autoplay. Must be a direct child of `<pc-sound>`.\n\n---\n\n\n### **Events:**\n - **ready** - Fired when the element is fully initialized — once per readiness cycle, so an element that is torn down and re-initialized (for example by removing and re-inserting it) fires it again. Bubbles and is composed.",
|
|
2208
2378
|
"attributes": [
|
|
2209
2379
|
{
|
|
2210
2380
|
"name": "asset",
|
|
@@ -2252,7 +2422,12 @@
|
|
|
2252
2422
|
"values": []
|
|
2253
2423
|
}
|
|
2254
2424
|
],
|
|
2255
|
-
"references": [
|
|
2425
|
+
"references": [
|
|
2426
|
+
{
|
|
2427
|
+
"name": "User Manual",
|
|
2428
|
+
"url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-sound-slot/"
|
|
2429
|
+
}
|
|
2430
|
+
]
|
|
2256
2431
|
}
|
|
2257
2432
|
]
|
|
2258
2433
|
}
|