Create a new MeshInstance instance.
The graphics mesh to instance.
The material to use for this mesh instance.
Optional
node: GraphNode = nullThe graph node defining the transform for this instance. This parameter is optional when used with RenderComponent and will use the node the component is attached to.
// Create a mesh instance pointing to a 1x1x1 'cube' mesh
const mesh = pc.Mesh.fromGeometry(app.graphicsDevice, new pc.BoxGeometry());
const material = new pc.StandardMaterial();
const meshInstance = new pc.MeshInstance(mesh, material);
const entity = new pc.Entity();
entity.addComponent('render', {
meshInstances: [meshInstance]
});
// Add the entity to the scene hierarchy
this.app.scene.root.addChild(entity);
Enable shadow casting for this mesh instance. Use this property to enable/disable shadow casting without overhead of removing from scene. Note that this property does not add the mesh instance to appropriate list of shadow casters on a Layer, but allows mesh to be skipped from shadow casting while it is in the list already. Defaults to false.
Controls whether the mesh instance can be culled by frustum culling (CameraComponent#frustumCulling). Defaults to true.
Use this value to affect rendering order of mesh instances. Only used when mesh instances are added to a Layer with Layer#opaqueSortMode or Layer#transparentSortMode (depending on the material) set to SORTMODE_MANUAL.
The graph node defining the transform for this instance.
Enable rendering for this mesh instance. Use visible property to enable/disable rendering without overhead of removing from scene. But note that the mesh instance is still in the hierarchy and still in the draw call list.
Read this value in Layer#onPostCull to determine if the object is actually going to be rendered.
Gets the world space axis-aligned bounding box for this mesh instance.
Sets the world space axis-aligned bounding box for this mesh instance.
Gets the callback to calculate sort distance.
Sets the callback to calculate sort distance. In some circumstances mesh instances are sorted by a distance calculation to determine their rendering order. Set this callback to override the default distance calculation, which gives the dot product of the camera forward vector and the vector between the camera position and the center of the mesh instance's axis-aligned bounding box. This option can be particularly useful for rendering transparent meshes in a better order than the default.
Gets the number of instances when using hardware instancing to render the mesh.
Sets the number of instances when using hardware instancing to render the mesh.
Gets the mask controlling which LightComponents light this mesh instance, which CameraComponent sees it and in which Layer it is rendered.
Sets the mask controlling which LightComponents light this mesh instance, which CameraComponent sees it and in which Layer it is rendered. Defaults to 1.
Gets the morph instance managing morphing of this mesh instance.
Sets the morph instance managing morphing of this mesh instance. Set to null if morphing is not used.
Gets the render style of the mesh instance.
Sets the render style of the mesh instance. Can be:
Defaults to RENDERSTYLE_SOLID.
Gets the skin instance managing skinning of this mesh instance.
Sets the skin instance managing skinning of this mesh instance. Set to null if skinning is not used.
Sets up MeshInstance to be rendered using Hardware Instancing.
Vertex buffer to hold per-instance vertex data (usually world matrices). Pass null to turn off hardware instancing.
Whether to perform frustum culling on this instance. If true, the whole instance will be culled by the camera frustum. This often involves setting RenderComponent#customAabb containing all instances. Defaults to false, which means the whole instance is always rendered.
Sets a shader parameter on a mesh instance. Note that this parameter will take precedence over parameter of the same name if set on Material this mesh instance uses for rendering.
The name of the parameter to set.
The value for the specified parameter.
Optional
passFlags: number = -262141Mask describing which passes the material should be included in.
An instance of a Mesh. A single mesh can be referenced by many mesh instances that can have different transforms and materials.