@playcanvas/web-components 0.17.0 → 0.19.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (117) hide show
  1. package/README.md +5 -3
  2. package/dist/app.d.cts +28 -3
  3. package/dist/app.d.ts +28 -3
  4. package/dist/asset.d.cts +13 -3
  5. package/dist/asset.d.ts +13 -3
  6. package/dist/components/anim-clip.d.cts +3 -1
  7. package/dist/components/anim-clip.d.ts +3 -1
  8. package/dist/components/anim-component.d.cts +5 -0
  9. package/dist/components/anim-component.d.ts +5 -0
  10. package/dist/components/audio-listener-component.d.cts +4 -0
  11. package/dist/components/audio-listener-component.d.ts +4 -0
  12. package/dist/components/button-component.d.cts +5 -0
  13. package/dist/components/button-component.d.ts +5 -0
  14. package/dist/components/camera-component.d.cts +35 -1
  15. package/dist/components/camera-component.d.ts +35 -1
  16. package/dist/components/collision-component.d.cts +4 -0
  17. package/dist/components/collision-component.d.ts +4 -0
  18. package/dist/components/element-component.d.cts +4 -0
  19. package/dist/components/element-component.d.ts +4 -0
  20. package/dist/components/gsplat-component.d.cts +4 -0
  21. package/dist/components/gsplat-component.d.ts +4 -0
  22. package/dist/components/joint-component.d.cts +12 -2
  23. package/dist/components/joint-component.d.ts +12 -2
  24. package/dist/components/layout-child-component.d.cts +4 -0
  25. package/dist/components/layout-child-component.d.ts +4 -0
  26. package/dist/components/layout-group-component.d.cts +4 -0
  27. package/dist/components/layout-group-component.d.ts +4 -0
  28. package/dist/components/light-component.d.cts +50 -1
  29. package/dist/components/light-component.d.ts +50 -1
  30. package/dist/components/particle-system-component.d.cts +4 -0
  31. package/dist/components/particle-system-component.d.ts +4 -0
  32. package/dist/components/render-component.d.cts +5 -0
  33. package/dist/components/render-component.d.ts +5 -0
  34. package/dist/components/rigid-body-component.d.cts +5 -0
  35. package/dist/components/rigid-body-component.d.ts +5 -0
  36. package/dist/components/screen-component.d.cts +4 -0
  37. package/dist/components/screen-component.d.ts +4 -0
  38. package/dist/components/script-component.d.cts +3 -0
  39. package/dist/components/script-component.d.ts +3 -0
  40. package/dist/components/script-instance.d.cts +4 -0
  41. package/dist/components/script-instance.d.ts +4 -0
  42. package/dist/components/scroll-view-component.d.cts +4 -0
  43. package/dist/components/scroll-view-component.d.ts +4 -0
  44. package/dist/components/scrollbar-component.d.cts +4 -0
  45. package/dist/components/scrollbar-component.d.ts +4 -0
  46. package/dist/components/sound-component.d.cts +4 -0
  47. package/dist/components/sound-component.d.ts +4 -0
  48. package/dist/components/sound-slot.d.cts +3 -0
  49. package/dist/components/sound-slot.d.ts +3 -0
  50. package/dist/custom-elements.json +338 -7
  51. package/dist/entity-base.d.cts +5 -4
  52. package/dist/entity-base.d.ts +5 -4
  53. package/dist/entity-owner.d.cts +2 -2
  54. package/dist/entity-owner.d.ts +2 -2
  55. package/dist/entity.d.cts +13 -2
  56. package/dist/entity.d.ts +13 -2
  57. package/dist/index.d.cts +4 -1
  58. package/dist/index.d.ts +4 -1
  59. package/dist/material.d.cts +18 -7
  60. package/dist/material.d.ts +18 -7
  61. package/dist/model.d.cts +11 -0
  62. package/dist/model.d.ts +11 -0
  63. package/dist/node.d.cts +12 -1
  64. package/dist/node.d.ts +12 -1
  65. package/dist/pwc.cjs +601 -206
  66. package/dist/pwc.cjs.map +1 -1
  67. package/dist/pwc.js +601 -206
  68. package/dist/pwc.js.map +1 -1
  69. package/dist/pwc.min.js +1 -1
  70. package/dist/pwc.min.js.map +1 -1
  71. package/dist/pwc.min.mjs +1 -1
  72. package/dist/pwc.min.mjs.map +1 -1
  73. package/dist/pwc.mjs +602 -207
  74. package/dist/pwc.mjs.map +1 -1
  75. package/dist/scene.d.cts +19 -0
  76. package/dist/scene.d.ts +19 -0
  77. package/dist/sky.d.cts +4 -0
  78. package/dist/sky.d.ts +4 -0
  79. package/dist/vscode.html-custom-data.json +257 -62
  80. package/dist/wasm.d.cts +4 -0
  81. package/dist/wasm.d.ts +4 -0
  82. package/dist/web-types.json +169 -69
  83. package/package.json +3 -3
  84. package/src/app.ts +150 -71
  85. package/src/asset.ts +13 -4
  86. package/src/components/anim-clip.ts +3 -1
  87. package/src/components/anim-component.ts +5 -0
  88. package/src/components/audio-listener-component.ts +4 -0
  89. package/src/components/button-component.ts +5 -0
  90. package/src/components/camera-component.ts +63 -6
  91. package/src/components/collision-component.ts +4 -0
  92. package/src/components/element-component.ts +4 -0
  93. package/src/components/gsplat-component.ts +4 -0
  94. package/src/components/joint-component.ts +12 -2
  95. package/src/components/layout-child-component.ts +4 -0
  96. package/src/components/layout-group-component.ts +4 -0
  97. package/src/components/light-component.ts +108 -17
  98. package/src/components/particle-system-component.ts +4 -0
  99. package/src/components/render-component.ts +5 -0
  100. package/src/components/rigid-body-component.ts +5 -0
  101. package/src/components/screen-component.ts +4 -0
  102. package/src/components/script-component.ts +3 -0
  103. package/src/components/script-instance.ts +4 -0
  104. package/src/components/scroll-view-component.ts +4 -0
  105. package/src/components/scrollbar-component.ts +4 -0
  106. package/src/components/sound-component.ts +4 -0
  107. package/src/components/sound-slot.ts +3 -0
  108. package/src/entity-base.ts +28 -16
  109. package/src/entity-owner.ts +2 -2
  110. package/src/entity.ts +16 -4
  111. package/src/index.ts +12 -1
  112. package/src/material.ts +19 -8
  113. package/src/model.ts +14 -2
  114. package/src/node.ts +15 -3
  115. package/src/scene.ts +35 -1
  116. package/src/sky.ts +4 -0
  117. package/src/wasm.ts +4 -0
@@ -4,7 +4,7 @@
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  "tags": [
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  {
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  "name": "pc-app",
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- "description": "The AppElement interface provides properties and methods for manipulating\n[`<pc-app>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-app/) elements.\nThe AppElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nThe element is sized like a replaced element such as `<video>`: a block-level box that the\npage's CSS controls, 300x150 by default. The application's canvas always fills the element,\nand the drawing buffer resolution follows the element's size (capped by `max-pixel-ratio`),\ntracked live via a ResizeObserver — so the element can be embedded at any size, resized by\nits container, or made fullscreen with ordinary CSS such as `width: 100vw; height: 100dvh`.\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.\n\n### **Methods:**\n - **elementFromEntity(entity: _Entity_): __** - Returns the `<pc-entity>`, `<pc-model>` or `<pc-node>` element whose backing entity is\n`entity`, or `null` if the entity is not fronted by an element of this application - for\nexample, an unbound node inside a model's instantiated hierarchy, or an entity created\nthrough the engine API.\n- **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
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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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  "attributes": [
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  {
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  "name": "alpha",
@@ -46,11 +46,16 @@
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  "values": []
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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-app/"
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+ }
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+ ]
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  },
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  {
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  "name": "pc-asset",
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- "description": "The AssetElement interface provides properties and methods for manipulating\n[`<pc-asset>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-asset/) elements.\nThe AssetElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nThe element becomes ready once the containing application has started and the asset is in the\nstate declared by the markup: loaded for preloaded assets (even if loading failed — check the\nasset's `resource`), or registered and awaiting a load for `lazy` assets. Elements inserted\nwhile the application is running are created and registered on insertion, and begin loading\nimmediately unless `lazy`. A `pc-asset` must be a direct child of `pc-app` elements placed\nelsewhere, or with an unsupported asset type, never become ready.\n\nA `lazy` asset loads on first use: the first time any element resolves it by `id` — a model,\na material map, a sky, a script `asset:` reference — or when the `lazy` attribute is removed,\nwhichever comes first. Until then it stays registered and unloaded.\n\nFor `texture` and `textureatlas` assets, the texture options (`address-u`, `address-v`,\n`min-filter`, `mag-filter`, `anisotropy`, `mipmaps`, `srgb`, `flip-y`) apply when the texture is\ncreated and — like `lazy` — are observed: changing one updates a texture that has already\nloaded, and removing one restores the engine default. Changing `srgb` or `mipmaps` on a loaded\ntexture recreates the underlying GPU resource, so prefer declaring those up front. Each option\noverrides the matching key in the `data` JSON; options left unset write nothing, leaving the\nengine's per-format defaults in force.\n\nApart from `lazy` and the texture options, these attributes are read once when the asset is\ncreated, so changing them later has no effect.\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.\n\n### **Methods:**\n - **get(id: _string_): __** - Returns the Asset created by the `<pc-asset>` element with the given `id`, or\n`undefined` if there is no such element or its asset has not been created yet.\n- **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
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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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  "attributes": [
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  {
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  "name": "address-u",
@@ -157,11 +162,16 @@
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  "values": []
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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-asset/"
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+ }
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+ ]
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  },
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  {
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  "name": "pc-entity",
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- "description": "The EntityElement interface provides properties and methods for manipulating\n[`<pc-entity>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-entity/) elements.\nThe EntityElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nThe pointer events below are dispatched by the containing `<pc-app>` element when the pointer\nintersects this entity's geometry. They are only generated while the entity has a listener for\nthem, registered either with addEventListener or with the matching inline `onpointer*`\nattribute.\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.\n\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
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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 - **click** - Fired when a primary pointer button is pressed and then released over the entity. A press and release that picked different entities fires on their nearest common ancestor instead, as in the DOM. `detail` carries the click count, so a double click arrives as a click whose `detail` is 2.\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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  "attributes": [
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  {
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  "name": "enabled",
@@ -173,6 +183,11 @@
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  "description": "The name of the entity.",
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  "values": []
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  },
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+ {
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+ "name": "onclick",
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+ "description": "Script to run when the entity is clicked: a primary pointer button pressed and then released over it.",
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+ "values": []
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+ },
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  {
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  "name": "onpointerdown",
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  "description": "Script to run when a pointer button is pressed over the entity.",
@@ -219,11 +234,16 @@
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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-entity/"
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+ }
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+ ]
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  },
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  {
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  "name": "pc-material",
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- "description": "The MaterialElement interface provides properties and methods for manipulating\n[`<pc-material>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-material/) elements.\nThe MaterialElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nA `pc-material` must be a direct child of `pc-app` elements placed elsewhere log a warning\nand never create a material. Elements inserted while the application is already running are\ncreated on insertion.\n\nThe element is metal/rough by default: unlike a bare `StandardMaterial` it enables the metalness\nworkflow, which is what the `metalness-*` attributes assume and what glTF means by PBR. It also\ndefaults `metalness` to 0 rather than the engine's 1, because those two defaults have to be\nchosen together - the engine's 1 is unreachable under its own `useMetalness` of false, and with\nthe workflow on it would make every material fully metallic, so `<pc-material diffuse=\"crimson\">`\nwould render as dark tinted reflections of an environment that may not exist rather than as a\ncrimson surface. `metalness=\"1\"` remains one attribute away.\n\nThe `roughness` and `roughness-map` attributes are aliases for `gloss` and `gloss-map` that\nadditionally invert the gloss channel; do not mix the two families on one element.\n\nThe two aliases are documented here rather than on an accessor, because they resolve to the\n`gloss` properties and would otherwise inherit gloss's description - which reads inverted.\n\n---\n\n\n### **Methods:**\n - **get(id: _string_): __** - Returns the StandardMaterial created by the `<pc-material>` element with the given\n`id`, or `undefined` if there is no such element or its material has not been created yet.",
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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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  {
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  "name": "alpha-test",
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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-material/"
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+ }
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+ ]
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  },
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  {
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  "name": "pc-model",
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- "description": "The ModelElement interface provides properties and methods for manipulating\n[`<pc-model>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-model/) elements.\nThe ModelElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nThe element creates and fronts a stable host entity: `entity` is that host, created when the\napplication builds its hierarchy and kept across `asset` changes, so the element's transform\nand tags are instance placement that composes with whatever transform the asset authored on\nits root. The instantiated content is parented beneath the host and exposed as\ncontentEntity.\n\nThe element becomes ready once its current asset selection has settled: the container asset\nhas loaded and its content root has been parented beneath the host, the load has failed\n(`contentEntity` stays `null` listen for `error`, or check `contentEntity`, to tell the\noutcomes apart), or no asset is assigned at all. Changing `asset` re-arms readiness and\ninstantiates anew, so a `ready()` obtained after the change resolves against the new content.\nA `pc-model` outside a `pc-app`, or referencing an unknown asset id, warns and never becomes\nready.\n\nThe pointer events below are dispatched by the containing `<pc-app>` element when the pointer\nintersects the model's geometry, exactly as for `<pc-entity>` a hit on a content node that no\n`pc-node` fronts resolves to this element.\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.\n\n### **Methods:**\n - **hierarchy(): __** - Returns a snapshot of the instantiated node tree, or `null` while there is none (the\ncontainer asset has not loaded, or the element has left the document). One call grounds a\nsession — a browser console, a test, an agent — in the vocabulary `pc-node` binding\nresolves against: the instantiated names (HierarchyNode.name), paths, match\nindices, attached component types and the material assignments of render components\n(HierarchyNode.materials). `String(...)` of the result, or of any node in it,\nis the printable form.\n\nThe snapshot is plain data, computed afresh each call: it does not follow later changes\nto the hierarchy, and mutating it changes nothing. It covers the instantiated content\nonly — the host entity the element fronts is not part of the asset's node tree.\n- **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
731
+ "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 - **click** - Fired when a primary pointer button is pressed and then released over the model. A press and release that picked different entities fires on their nearest common ancestor instead, as in the DOM. `detail` carries the click count, so a double click arrives as a click whose `detail` is 2.\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.",
707
732
  "attributes": [
708
733
  {
709
734
  "name": "asset",
@@ -720,6 +745,11 @@
720
745
  "description": "The name of the model.",
721
746
  "values": []
722
747
  },
748
+ {
749
+ "name": "onclick",
750
+ "description": "Script to run when the model is clicked: a primary pointer button pressed and then released over it.",
751
+ "values": []
752
+ },
723
753
  {
724
754
  "name": "onpointerdown",
725
755
  "description": "Script to run when a pointer button is pressed over the model.",
@@ -766,11 +796,16 @@
766
796
  "values": []
767
797
  }
768
798
  ],
769
- "references": []
799
+ "references": [
800
+ {
801
+ "name": "User Manual",
802
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-model/"
803
+ }
804
+ ]
770
805
  },
771
806
  {
772
807
  "name": "pc-node",
773
- "description": "The NodeElement interface provides properties and methods for manipulating\n[`<pc-node>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-node/)\nelements. The NodeElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nA `pc-node` is an override element: where `pc-entity` creates an entity, `pc-node` binds to a\nnode a `pc-model` loaded and declares overrides against the authored asset components to\nadd, properties to change, content to attach. Attributes present apply as overrides; attributes\nabsent leave authored values untouched, and removing an attribute (or assigning `null` to the\nmatching property) restores the authored value.\n\n`name` selects among the host model's nodes (first match in depth-first order), nesting a\n`pc-node` inside another scopes the search to that subtree, and `index` picks among identically\nnamed matches. When `name` matches more than one node and no `index` is given, the element\nwarns and binds nothing.\n\nThe element becomes ready once bound, and never while unresolved — a missing or ambiguous\nname warns and records the failure in `state`, readiness stays unresolved, and descendants\nwait with it.\n\nThe pointer events below are dispatched by the containing `<pc-app>` element when the pointer\nintersects the bound node's geometry, exactly as for `<pc-entity>`.\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.\n\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
808
+ "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 - **click** - Fired when a primary pointer button is pressed and then released over the node. A press and release that picked different entities fires on their nearest common ancestor instead, as in the DOM. `detail` carries the click count, so a double click arrives as a click whose `detail` is 2.\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.",
774
809
  "attributes": [
775
810
  {
776
811
  "name": "enabled",
@@ -792,6 +827,11 @@
792
827
  "description": "The name of the node to bind, resolved within the nearest ancestor `pc-model` (or `pc-node`) once it has instantiated.",
793
828
  "values": []
794
829
  },
830
+ {
831
+ "name": "onclick",
832
+ "description": "Script to run when the node is clicked: a primary pointer button pressed and then released over it.",
833
+ "values": []
834
+ },
795
835
  {
796
836
  "name": "onpointerdown",
797
837
  "description": "Script to run when a pointer button is pressed over the node.",
@@ -838,12 +878,22 @@
838
878
  "values": []
839
879
  }
840
880
  ],
841
- "references": []
881
+ "references": [
882
+ {
883
+ "name": "User Manual",
884
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-node/"
885
+ }
886
+ ]
842
887
  },
843
888
  {
844
889
  "name": "pc-scene",
845
- "description": "The SceneElement interface provides properties and methods for manipulating\n[`<pc-scene>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-scene/) elements.\nThe SceneElement interface also inherits the properties and methods of the\nHTMLElement interface.\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
890
+ "description": "The `<pc-scene>` element holds the entity hierarchy the application renders,\nalong with the scene-wide fog, exposure and gravity settings. Must be a direct child of\n`<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.",
846
891
  "attributes": [
892
+ {
893
+ "name": "exposure",
894
+ "description": "The exposure of the scene.",
895
+ "values": []
896
+ },
847
897
  {
848
898
  "name": "fog",
849
899
  "description": "The fog type of the scene.",
@@ -880,11 +930,16 @@
880
930
  "values": []
881
931
  }
882
932
  ],
883
- "references": []
933
+ "references": [
934
+ {
935
+ "name": "User Manual",
936
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-scene/"
937
+ }
938
+ ]
884
939
  },
885
940
  {
886
941
  "name": "pc-sky",
887
- "description": "The SkyElement interface provides properties and methods for manipulating\n`<pc-sky>` elements. The SkyElement interface also inherits the properties and\nmethods of the HTMLElement interface.\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
942
+ "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.",
888
943
  "attributes": [
889
944
  {
890
945
  "name": "asset",
@@ -932,11 +987,16 @@
932
987
  ]
933
988
  }
934
989
  ],
935
- "references": []
990
+ "references": [
991
+ {
992
+ "name": "User Manual",
993
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-sky/"
994
+ }
995
+ ]
936
996
  },
937
997
  {
938
998
  "name": "pc-wasm",
939
- "description": "The WasmElement interface provides properties and methods for manipulating\n[`<pc-wasm>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-wasm/)\nelements. The WasmElement interface also inherits the properties and methods of the\nAsyncElement interface.\n\nThe attributes are read once, when the module starts loading - on the element's first\nconnection, or earlier if a containing `<pc-app>` boots first and collects it - so changing\nthem later has no effect. The element becomes ready once the module has loaded. WebAssembly\nmodules configure engine-global state that never unloads, so readiness is not re-armed by\nremoving the element, and a re-inserted element does not load again.\n\nA `<pc-wasm>` without a `name` warns and never becomes ready; a containing `<pc-app>` still\nboots.\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
999
+ "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.",
940
1000
  "attributes": [
941
1001
  {
942
1002
  "name": "fallback",
@@ -959,11 +1019,16 @@
959
1019
  "values": []
960
1020
  }
961
1021
  ],
962
- "references": []
1022
+ "references": [
1023
+ {
1024
+ "name": "User Manual",
1025
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-wasm/"
1026
+ }
1027
+ ]
963
1028
  },
964
1029
  {
965
1030
  "name": "pc-anim-clip",
966
- "description": "The AnimClipElement interface provides properties and methods for manipulating\n[`<pc-anim-clip>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-anim-clip/)\nelements. The AnimClipElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nA clip declares one named animation on its parent `<pc-anim>`. `name` is both the clip's name\nand the track looked up in the clip's source: an explicit `asset` (a `container`, an\n`animation` `.glb`, or an `animclip` JSON), or, without one, the container of the `<pc-model>`\nenclosing the parent `<pc-anim>`. A source holding a single track supplies it whatever it is\nnamed; in a multi-track source the track named `name` is chosen, falling back to the first\nwith a warning. The element becomes ready once its resolved track is assigned.\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
1031
+ "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.",
967
1032
  "attributes": [
968
1033
  {
969
1034
  "name": "asset",
@@ -986,11 +1051,16 @@
986
1051
  "values": []
987
1052
  }
988
1053
  ],
989
- "references": []
1054
+ "references": [
1055
+ {
1056
+ "name": "User Manual",
1057
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-anim-clip/"
1058
+ }
1059
+ ]
990
1060
  },
991
1061
  {
992
1062
  "name": "pc-anim",
993
- "description": "The AnimComponentElement interface provides properties and methods for manipulating\n[`<pc-anim>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-anim/) elements.\nThe AnimComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nThe element drives animation clips over the host entity's hierarchy. Clips come from\n`<pc-anim-clip>` children or, when the element is a direct child of a `<pc-model>` and\ndeclares no clips, every animation of that model's container asset is assigned, named by track\nname, in container order. The first clip plays automatically (opt out with `activate=\"false\"`);\nswitch clips declaratively through the `clip` attribute, or imperatively through play\nand transition. Tracks bind to scene nodes by name, so any hierarchy whose node names\nmatch a clip's curves can be animated — a model's skeleton is simply the common case.\n\nThe engine reports no clip completion: a non-looping clip holds its last pose silently. Poll\nthe underlying AnimComponent (via component) for playback state beyond what\nthis element exposes.\n\nEngine component: AnimComponent (`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.\n\n### **Methods:**\n - **pause()** - Pauses playback, preserving the playhead — play resumes from where it stopped.\n- **play(name: _string_)** - Resumes playback, optionally switching to a named clip first (a hard cut). A name that\nmatches no clip leaves the selection unchanged.\n- **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.\n- **transition(name: _string_, time: _number_)** - Cross-fades to a named clip and ensures playback is running. A name that matches no clip\nleaves the selection unchanged.",
1063
+ "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.",
994
1064
  "attributes": [
995
1065
  {
996
1066
  "name": "activate",
@@ -1018,11 +1088,16 @@
1018
1088
  "values": []
1019
1089
  }
1020
1090
  ],
1021
- "references": []
1091
+ "references": [
1092
+ {
1093
+ "name": "User Manual",
1094
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-anim/"
1095
+ }
1096
+ ]
1022
1097
  },
1023
1098
  {
1024
1099
  "name": "pc-audio-listener",
1025
- "description": "The AudioListenerComponentElement interface provides properties and methods for manipulating\n[`<pc-audio-listener>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-audio-listener/) elements.\nThe AudioListenerComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nEngine component: AudioListenerComponent (`audiolistener`).\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
1100
+ "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.",
1026
1101
  "attributes": [
1027
1102
  {
1028
1103
  "name": "enabled",
@@ -1030,11 +1105,16 @@
1030
1105
  "values": []
1031
1106
  }
1032
1107
  ],
1033
- "references": []
1108
+ "references": [
1109
+ {
1110
+ "name": "User Manual",
1111
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-audio-listener/"
1112
+ }
1113
+ ]
1034
1114
  },
1035
1115
  {
1036
1116
  "name": "pc-button",
1037
- "description": "The ButtonComponentElement interface provides properties and methods for manipulating\n[`<pc-button>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-button/) elements.\nThe ButtonComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nEngine component: ButtonComponent (`button`).\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
1117
+ "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.",
1038
1118
  "attributes": [
1039
1119
  {
1040
1120
  "name": "active",
@@ -1112,11 +1192,16 @@
1112
1192
  "values": [{ "name": "tint" }, { "name": "sprite" }]
1113
1193
  }
1114
1194
  ],
1115
- "references": []
1195
+ "references": [
1196
+ {
1197
+ "name": "User Manual",
1198
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-button/"
1199
+ }
1200
+ ]
1116
1201
  },
1117
1202
  {
1118
1203
  "name": "pc-camera",
1119
- "description": "The CameraComponentElement interface provides properties and methods for manipulating\n[`<pc-camera>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-camera/) elements.\nThe CameraComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nEngine component: CameraComponent (`camera`).\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\n### **Methods:**\n - **endXr()** - Ends the camera's XR mode.\n- **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.\n- **startXr(type: _'immersive-ar' | 'immersive-vr'_, space: _'bounded-floor' | 'local' | 'local-floor' | 'unbounded' | 'viewer'_)** - Starts the camera in XR mode.",
1204
+ "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.",
1120
1205
  "attributes": [
1121
1206
  {
1122
1207
  "name": "clear-color",
@@ -1128,6 +1213,11 @@
1128
1213
  "description": "The clear color buffer of the camera.",
1129
1214
  "values": []
1130
1215
  },
1216
+ {
1217
+ "name": "clear-depth",
1218
+ "description": "The depth value the depth buffer is cleared to.",
1219
+ "values": []
1220
+ },
1131
1221
  {
1132
1222
  "name": "clear-depth-buffer",
1133
1223
  "description": "The clear depth buffer of the camera.",
@@ -1222,11 +1312,16 @@
1222
1312
  ]
1223
1313
  }
1224
1314
  ],
1225
- "references": []
1315
+ "references": [
1316
+ {
1317
+ "name": "User Manual",
1318
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-camera/"
1319
+ }
1320
+ ]
1226
1321
  },
1227
1322
  {
1228
1323
  "name": "pc-collision",
1229
- "description": "The CollisionComponentElement interface provides properties and methods for manipulating\n[`<pc-collision>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-collision/) elements.\nThe CollisionComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nFor `type=\"mesh\"`, the collision geometry defaults to the host entity's own render component\n(its render asset) a collider matching the visible mesh, which is what a mesh collider on a\nglTF node means. The default resolves each time the component applies, so a `pc-node` that\nretargets or rebinds picks up the new node's geometry. An entity with no asset-backed render\ncomponent warns, and the collider has no shape.\n\nEngine component: CollisionComponent (`collision`).\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
1324
+ "description": "The `<pc-collision>` element gives its entity a collision shape a box, sphere,\ncapsule, cone, cylinder or meshfor 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.",
1230
1325
  "attributes": [
1231
1326
  {
1232
1327
  "name": "angular-offset",
@@ -1265,11 +1360,16 @@
1265
1360
  ]
1266
1361
  }
1267
1362
  ],
1268
- "references": []
1363
+ "references": [
1364
+ {
1365
+ "name": "User Manual",
1366
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-collision/"
1367
+ }
1368
+ ]
1269
1369
  },
1270
1370
  {
1271
1371
  "name": "pc-element",
1272
- "description": "The ElementComponentElement interface provides properties and methods for manipulating\n[`<pc-element>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-element/) elements.\nThe ElementComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nDespite the name, this is not a base class or a generic wrapper: it is the engine's 2D UI\ncomponent, which gives its host entity a rectangle in a `<pc-screen>` hierarchy that draws\neither an image, a line of text or nothing (`type=\"image\"`, `\"text\"` or `\"group\"`). The tag\nspells the engine component it adds, as every component element does.\n\nEngine component: ElementComponent (`element`).\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
1372
+ "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.",
1273
1373
  "attributes": [
1274
1374
  {
1275
1375
  "name": "anchor",
@@ -1411,11 +1511,16 @@
1411
1511
  "values": []
1412
1512
  }
1413
1513
  ],
1414
- "references": []
1514
+ "references": [
1515
+ {
1516
+ "name": "User Manual",
1517
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-element/"
1518
+ }
1519
+ ]
1415
1520
  },
1416
1521
  {
1417
1522
  "name": "pc-gsplat",
1418
- "description": "The GSplatComponentElement interface provides properties and methods for manipulating\n[`<pc-gsplat>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-gsplat/) elements.\nThe GSplatComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nEngine component: GSplatComponent (`gsplat`).\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
1523
+ "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.",
1419
1524
  "attributes": [
1420
1525
  {
1421
1526
  "name": "asset",
@@ -1453,11 +1558,16 @@
1453
1558
  "values": []
1454
1559
  }
1455
1560
  ],
1456
- "references": []
1561
+ "references": [
1562
+ {
1563
+ "name": "User Manual",
1564
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-gsplat/"
1565
+ }
1566
+ ]
1457
1567
  },
1458
1568
  {
1459
1569
  "name": "pc-joint",
1460
- "description": "The JointComponentElement interface provides properties and methods for manipulating\n[`<pc-joint>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-joint/) elements.\nThe JointComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nThe entity holding the joint is not itself constrained. Its world transform defines the joint\nframe — the anchor point and axes the constraint operates about — with the local X axis as the\nprimary axis: a hinge rotates about it, a slider translates along it and a ball joint twists\nabout it. The constrained bodies are referenced by `entity-a` and `entity-b`, both of which need\na rigid body component; leaving `entity-b` empty constrains `entity-a` to a fixed point in world\nspace. The underlying engine component is in alpha, so its API may change.\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.\n\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
1570
+ "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.",
1461
1571
  "attributes": [
1462
1572
  {
1463
1573
  "name": "angular-damping",
@@ -1645,11 +1755,16 @@
1645
1755
  ]
1646
1756
  }
1647
1757
  ],
1648
- "references": []
1758
+ "references": [
1759
+ {
1760
+ "name": "User Manual",
1761
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-joint/"
1762
+ }
1763
+ ]
1649
1764
  },
1650
1765
  {
1651
1766
  "name": "pc-layout-child",
1652
- "description": "The LayoutChildComponentElement interface provides properties and methods for manipulating\n[`<pc-layout-child>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-layout-child/) elements.\nThe LayoutChildComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nEngine component: LayoutChildComponent (`layoutchild`).\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
1767
+ "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.",
1653
1768
  "attributes": [
1654
1769
  {
1655
1770
  "name": "enabled",
@@ -1692,11 +1807,16 @@
1692
1807
  "values": []
1693
1808
  }
1694
1809
  ],
1695
- "references": []
1810
+ "references": [
1811
+ {
1812
+ "name": "User Manual",
1813
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-layout-child/"
1814
+ }
1815
+ ]
1696
1816
  },
1697
1817
  {
1698
1818
  "name": "pc-layout-group",
1699
- "description": "The LayoutGroupComponentElement interface provides properties and methods for manipulating\n[`<pc-layout-group>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-layout-group/) elements.\nThe LayoutGroupComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nEngine component: LayoutGroupComponent (`layoutgroup`).\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
1819
+ "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.",
1700
1820
  "attributes": [
1701
1821
  {
1702
1822
  "name": "alignment",
@@ -1759,12 +1879,27 @@
1759
1879
  "values": []
1760
1880
  }
1761
1881
  ],
1762
- "references": []
1882
+ "references": [
1883
+ {
1884
+ "name": "User Manual",
1885
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-layout-group/"
1886
+ }
1887
+ ]
1763
1888
  },
1764
1889
  {
1765
1890
  "name": "pc-light",
1766
- "description": "The LightComponentElement interface provides properties and methods for manipulating\n[`<pc-light>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-light/) elements.\nThe LightComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nEngine component: LightComponent (`light`).\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
1891
+ "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.",
1767
1892
  "attributes": [
1893
+ {
1894
+ "name": "cascade-blend",
1895
+ "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.",
1896
+ "values": []
1897
+ },
1898
+ {
1899
+ "name": "cascade-distribution",
1900
+ "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.",
1901
+ "values": []
1902
+ },
1768
1903
  {
1769
1904
  "name": "cast-shadows",
1770
1905
  "description": "The cast shadows flag of the light.",
@@ -1795,6 +1930,11 @@
1795
1930
  "description": "The normal offset bias of the light.",
1796
1931
  "values": []
1797
1932
  },
1933
+ {
1934
+ "name": "num-cascades",
1935
+ "description": "The number of shadow cascades of the light, an integer from 1 (no cascades) to 4, which applies only to `directional` lights.",
1936
+ "values": []
1937
+ },
1798
1938
  {
1799
1939
  "name": "outer-cone-angle",
1800
1940
  "description": "The outer cone angle of the light.",
@@ -1880,11 +2020,16 @@
1880
2020
  "values": []
1881
2021
  }
1882
2022
  ],
1883
- "references": []
2023
+ "references": [
2024
+ {
2025
+ "name": "User Manual",
2026
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-light/"
2027
+ }
2028
+ ]
1884
2029
  },
1885
2030
  {
1886
2031
  "name": "pc-particle-system",
1887
- "description": "The ParticleSystemComponentElement interface provides properties and methods for manipulating\n[`<pc-particle-system>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-particle-system/) elements.\nThe ParticleSystemComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nEngine component: ParticleSystemComponent (`particlesystem`).\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\n### **Methods:**\n - **pause()** - Pauses the particle system\n- **play()** - Starts playing the particle system\n- **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.\n- **reset()** - Resets the particle system\n- **stop()** - Stops the particle system",
2032
+ "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.",
1888
2033
  "attributes": [
1889
2034
  {
1890
2035
  "name": "asset",
@@ -1897,11 +2042,16 @@
1897
2042
  "values": []
1898
2043
  }
1899
2044
  ],
1900
- "references": []
2045
+ "references": [
2046
+ {
2047
+ "name": "User Manual",
2048
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-particle-system/"
2049
+ }
2050
+ ]
1901
2051
  },
1902
2052
  {
1903
2053
  "name": "pc-render",
1904
- "description": "The RenderComponentElement interface provides properties and methods for manipulating\n[`<pc-render>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-render/) elements.\nThe RenderComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nThis element renders one of the engine's built-in primitives, selected with `type` (defaulting\nto `box`). It does not cover the engine's `asset` render type, since there is no way to supply\na render asset here use `pc-model` for glTF content instead.\n\nEngine component: RenderComponent (`render`).\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
2054
+ "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.",
1905
2055
  "attributes": [
1906
2056
  {
1907
2057
  "name": "cast-shadows",
@@ -1936,11 +2086,16 @@
1936
2086
  ]
1937
2087
  }
1938
2088
  ],
1939
- "references": []
2089
+ "references": [
2090
+ {
2091
+ "name": "User Manual",
2092
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-render/"
2093
+ }
2094
+ ]
1940
2095
  },
1941
2096
  {
1942
2097
  "name": "pc-rigid-body",
1943
- "description": "The RigidBodyComponentElement interface provides properties and methods for manipulating\n[`<pc-rigid-body>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-rigid-body/) elements.\nThe RigidBodyComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nEngine component: RigidBodyComponent (`rigidbody`).\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
2098
+ "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.",
1944
2099
  "attributes": [
1945
2100
  { "name": "angular-damping", "values": [] },
1946
2101
  {
@@ -1972,11 +2127,16 @@
1972
2127
  ]
1973
2128
  }
1974
2129
  ],
1975
- "references": []
2130
+ "references": [
2131
+ {
2132
+ "name": "User Manual",
2133
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-rigid-body/"
2134
+ }
2135
+ ]
1976
2136
  },
1977
2137
  {
1978
2138
  "name": "pc-screen",
1979
- "description": "The ScreenComponentElement interface provides properties and methods for manipulating\n[`<pc-screen>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-screen/) elements.\nThe ScreenComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nEngine component: ScreenComponent (`screen`).\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
2139
+ "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.",
1980
2140
  "attributes": [
1981
2141
  {
1982
2142
  "name": "enabled",
@@ -2006,11 +2166,16 @@
2006
2166
  },
2007
2167
  { "name": "screen-space", "values": [] }
2008
2168
  ],
2009
- "references": []
2169
+ "references": [
2170
+ {
2171
+ "name": "User Manual",
2172
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-screen/"
2173
+ }
2174
+ ]
2010
2175
  },
2011
2176
  {
2012
2177
  "name": "pc-script",
2013
- "description": "The ScriptComponentElement interface provides properties and methods for manipulating\n[`<pc-script>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-script/) elements.\nThe ScriptComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nEngine component: ScriptComponent (`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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
2178
+ "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
2179
  "attributes": [
2015
2180
  {
2016
2181
  "name": "enabled",
@@ -2018,11 +2183,16 @@
2018
2183
  "values": []
2019
2184
  }
2020
2185
  ],
2021
- "references": []
2186
+ "references": [
2187
+ {
2188
+ "name": "User Manual",
2189
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-script/"
2190
+ }
2191
+ ]
2022
2192
  },
2023
2193
  {
2024
2194
  "name": "pc-script-instance",
2025
- "description": "The ScriptInstanceElement interface provides properties and methods for manipulating\n`<pc-script-instance>` elements. The ScriptInstanceElement interface also inherits the properties and\nmethods of the AsyncElement interface.\n\nScript attributes can be supplied through two channels:\n\n- **Per-property attributes**: any non-reserved attribute on the element maps to the script\n attribute of the same name (kebab-case to camelCase, e.g. `focus-point` `focusPoint`).\n Values are parsed according to the type of the attribute's current value — initially the\n script's declared default (numbers, booleans, strings, Vec2/3/4, Color, Quat as Euler\n angles) — and the `asset:`/`entity:`/`vec2:`/`vec3:`/`vec4:`/`color:` prefixes may be used\n to be explicit.\n- **The `attributes` JSON attribute**: an object supporting nested structures and attribute\n names that collide with reserved HTML attribute names (e.g. `title`).\n\nWhen both specify the same attribute, the per-property attribute wins — at creation and\nwhenever either channel changes at runtime. The element's own `name` and `enabled`\nattributes configure the element itself and are not script attributes.\n\nChanging `name` on a live element destroys the old-name script instance and creates the\nnew-name one, re-applying both attribute channels to it.\n\nThe element becomes ready once its script instance has been created by the parent\n`<pc-script>` element.\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.\n\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
2195
+ "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
2196
  "attributes": [
2027
2197
  {
2028
2198
  "name": "attributes",
@@ -2040,11 +2210,16 @@
2040
2210
  "values": []
2041
2211
  }
2042
2212
  ],
2043
- "references": []
2213
+ "references": [
2214
+ {
2215
+ "name": "User Manual",
2216
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-script-instance/"
2217
+ }
2218
+ ]
2044
2219
  },
2045
2220
  {
2046
2221
  "name": "pc-scroll-view",
2047
- "description": "The ScrollViewComponentElement interface provides properties and methods for manipulating\n[`<pc-scroll-view>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-scroll-view/) elements.\nThe ScrollViewComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nEngine component: ScrollViewComponent (`scrollview`).\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
2222
+ "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
2223
  "attributes": [
2049
2224
  {
2050
2225
  "name": "bounce-amount",
@@ -2117,11 +2292,16 @@
2117
2292
  "values": []
2118
2293
  }
2119
2294
  ],
2120
- "references": []
2295
+ "references": [
2296
+ {
2297
+ "name": "User Manual",
2298
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-scroll-view/"
2299
+ }
2300
+ ]
2121
2301
  },
2122
2302
  {
2123
2303
  "name": "pc-scrollbar",
2124
- "description": "The ScrollbarComponentElement interface provides properties and methods for manipulating\n[`<pc-scrollbar>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-scrollbar/) elements.\nThe ScrollbarComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nEngine component: ScrollbarComponent (`scrollbar`).\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
2304
+ "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
2305
  "attributes": [
2126
2306
  {
2127
2307
  "name": "enabled",
@@ -2149,11 +2329,16 @@
2149
2329
  "values": []
2150
2330
  }
2151
2331
  ],
2152
- "references": []
2332
+ "references": [
2333
+ {
2334
+ "name": "User Manual",
2335
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-scrollbar/"
2336
+ }
2337
+ ]
2153
2338
  },
2154
2339
  {
2155
2340
  "name": "pc-sound",
2156
- "description": "The SoundComponentElement interface provides properties and methods for manipulating\n[`<pc-sound>`](https://developer.playcanvas.com/user-manual/web-components/tags/pc-sound/) elements.\nThe SoundComponentElement interface also inherits the properties and methods of the\nHTMLElement interface.\n\nEngine component: SoundComponent (`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.\n\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
2341
+ "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
2342
  "attributes": [
2158
2343
  {
2159
2344
  "name": "distance-model",
@@ -2200,11 +2385,16 @@
2200
2385
  "values": []
2201
2386
  }
2202
2387
  ],
2203
- "references": []
2388
+ "references": [
2389
+ {
2390
+ "name": "User Manual",
2391
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-sound/"
2392
+ }
2393
+ ]
2204
2394
  },
2205
2395
  {
2206
2396
  "name": "pc-sound-slot",
2207
- "description": "The SoundSlotElement interface provides properties and methods for manipulating\n`<pc-sound-slot>` elements. The SoundSlotElement interface also inherits the properties and\nmethods of the AsyncElement interface.\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\n### **Methods:**\n - **ready(): __** - Returns a promise that resolves with this element when it's ready. This is the low-level\nprimitive underlying whenReady, which is the recommended way to wait for elements.\n\nReadiness tracks the element's current lifecycle: once a ready element is torn down (for\nexample by removing it from the document), this returns a fresh promise that resolves when\nthe element is next ready. A promise obtained earlier stays resolved — call this again\nafter re-inserting an element rather than reusing a promise from before its removal.",
2397
+ "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
2398
  "attributes": [
2209
2399
  {
2210
2400
  "name": "asset",
@@ -2252,7 +2442,12 @@
2252
2442
  "values": []
2253
2443
  }
2254
2444
  ],
2255
- "references": []
2445
+ "references": [
2446
+ {
2447
+ "name": "User Manual",
2448
+ "url": "https://developer.playcanvas.com/user-manual/web-components/tags/pc-sound-slot/"
2449
+ }
2450
+ ]
2256
2451
  }
2257
2452
  ]
2258
2453
  }