@playcanvas/web-components v0.1.3
PlayCanvas Web Components
Unleash the power of PlayCanvas in your HTML. PlayCanvas Web Components allows you to write PlayCanvas scenes using only HTML, enabling a clear and concise structure, and making it easier than ever to integrate with other web technologies. Just add tags for entities, components, and assets, and watch your 3D scene come to life!
Usage 🚧
If you are using a bundler (e.g. Rollup), you can install PlayCanvas Web Components and the PlayCanvas Engine using NPM:
npm install playcanvas @playcanvas/web-components --save-dev
Or you can include it directly in your HTML file from a CDN.
ES Modules:
<script type="module" src="https://cdn.jsdelivr.net/npm/@playcanvas/web-components@0.1.0/dist/pwc.mjs"></script>
UMD:
<script src="https://cdn.jsdelivr.net/npm/@playcanvas/web-components@0.1.0"></script>
Tag Reference 📖
Table of contents:
- pc-app
- pc-asset
- pc-camera
- pc-collision
- pc-element
- pc-entity
- pc-light
- pc-listener
- pc-module
- pc-render
- pc-rigidbody
- pc-scene
- pc-script
- pc-scripts
- pc-sky
- pc-screen
- pc-sound
- pc-sounds
- pc-splat
pc-app
The pc-app
tag is the root element for your PlayCanvas application. It is used to initialize the PlayCanvas application and provide a container for your scene.
Attribute | Description |
---|---|
high-resolution | Valueless attribute. If present, enables high-resolution mode. |
pc-asset
The pc-asset
tag is used to define an asset. It must be a direct child of pc-app
.
Attribute | Description |
---|---|
id | The ID of the asset. This is used to reference the asset in scripts. |
src | The path to the asset. |
preload | Valueless attribute. If present, the asset is loaded immediately. |
type | The type of asset. If not specified, the type is inferred from the file extension. Can be: audio , binary , css , container , gsplat , html , json , script , shader , text , texture . |
pc-camera
The pc-camera
tag is used to define a camera component. It must be a direct child of an pc-entity
.
Attribute | Description |
---|---|
clear-color | The background color of the camera. Can be a comma-separated list of R, G, B, and A values or a hex color code. If unspecified, 0.75,0.75,0.75,1 is used. |
clear-color-buffer | Boolean attribute. Controls whether the camera clears the color buffer. If unspecified, the color buffer is cleared. |
clear-depth-buffer | Boolean attribute. Controls whether the camera clears the depth buffer. If unspecified, the depth buffer is cleared. |
clear-stencil-buffer | Boolean attribute. Controls whether the camera clears the stencil buffer. If unspecified, the stencil buffer is cleared. |
cull-faces | Boolean attribute. Controls whether the camera culls faces. If unspecified, faces are culled. |
far-clip | The far clipping plane of the camera. If unspecified, 1000 is used. |
flip-faces | Boolean attribute. Controls whether the camera flips faces. If unspecified, faces are not flipped. |
fov | The field of view of the camera. If unspecified, 45 is used. |
frustum-culling | Boolean attribute. Controls whether the camera uses frustum culling. If unspecified, frustum culling is used. |
near-clip | The near clipping plane of the camera. If unspecified, 0.1 is used. |
orthographic | Valueless attribute. If present, the camera uses an orthographic projection. If unspecified, the camera uses a perspective projection. |
ortho-height | The height of the orthographic projection. If unspecified, 10 is used. |
priority | The priority of the camera. If unspecified, 0 is used. |
rect | The viewport rectangle of the camera. Specified as a comma-separated list of X, Y, Width, and Height values. If unspecified, 0,0,1,1 is used. |
scissor-rect | The scissor rectangle of the camera. Specified as a comma-separated list of X, Y, Width, and Height values. If not specified, 0,0,1,1 is used. |
pc-collision
The pc-collision
tag is used to define a collision component. It must be a direct child of a pc-entity
.
Attribute | Description |
---|---|
axis | The axis of the collision component. If not specified, 1 is used (Y-axis). |
convex-hull | Valueless attribute. If present, the collision component uses a convex hull. |
enabled | Enabled state of the collision component. If not specified, true is used. |
half-extents | The half-extents of the collision component. Specified as a comma-separated list of X, Y, and Z values. If not specified, 0.5,0.5,0.5 is used. |
height | The height of the collision component. If not specified, 2 is used. |
radius | The radius of the collision component. If not specified, 0.5 is used. |
type | The type of collision component. Can be box , capsule , cone , cylinder or sphere . |
pc-element
The pc-element
tag is used to define an element component. It must be a direct child of a pc-entity
.
Attribute | Description |
---|---|
anchor | The anchor of the element component. Specified as a comma-separated list of X, Y, Z, and W values. If not specified, 0,0,0,1 is used. |
asset | A string that should match the id of a pc-asset tag that has a type of font . |
auto-width | Valueless attribute. If present, the element component automatically adjusts its width. |
color | The color of the element component. Can be a comma-separated list of R, G, B, and A values or a hex color code. If not specified, 1,1,1,1 is used. |
font-size | The font size of the element component. If not specified, 16 is used. |
line-height | The line height of the element component. If not specified, 1.2 is used. |
pivot | The pivot of the element component. Specified as a comma-separated list of X and Y values. If not specified, 0.5,0.5 is used. |
text | The text of the element component. |
type | The type of element component. Can be group , image or text . If not specified, group is used. |
width | The width of the element component. If not specified, 0 is used. |
wrap-lines | Valueless attribute. If present, the element component wraps lines. |
pc-entity
The pc-entity
tag is used to define an entity. It must be a direct child of pc-scene
or another pc-entity
.
Attribute | Description |
---|---|
enabled | Enabled state of the entity. If not specified, true is used. |
name | The name of the entity. |
position | The position of the entity. Specified as a comma-separated list of X, Y, and Z values. If not specified, 0,0,0 is used. |
rotation | The rotation of the entity. Specified as a comma-separated list of X, Y, and Z Euler angles in degrees. If not specified, 0,0,0 is used. |
scale | The scale of the entity. Specified as a comma-separated list of X, Y, and Z values. If not specified, 1,1,1 is used. |
tags | A comma-separated list of tags for the entity. |
pc-light
The pc-light
tag is used to define a light component. It must be a direct child of a pc-entity
.
Attribute | Description |
---|---|
color | The color of the light. Can be a comma-separated list of R, G, B values or a hex color code. If not specified, 1,1,1 is used. |
cast-shadows | Valueless attribute. If present, the light casts shadows. |
inner-cone-angle | The angle of the light's inner cone. If not specified, 40 is used. |
intensity | The intensity of the light. If not specified, 1 is used. |
normal-offset-bias | The bias of the light's normal offset. If not specified, 0.05 is used. |
outer-cone-angle | The angle of the light's outer cone. If not specified, 45 is used. |
range | The range of the light. If not specified, 10 is used. |
shadow-bias | The bias of the light's shadows. If not specified, 0.2 is used. |
shadow-distance | The distance at which the light's shadows are no longer rendered. If not specified, 16 is used. |
type | The type of light. Can be directional , point or omni . |
pc-listener
The pc-listener
tag is used to define a listener component. It must be a direct child of a pc-entity
. It has no attributes.
pc-module
The pc-module
tag is used to define a WASM module. It must be a direct child of pc-app
.
Attribute | Description |
---|---|
name | The name of the module. This is used to reference the module in scripts. |
glue | The path to the glue code for the module. |
wasm | The path to the WASM file for the module. |
fallback | The path to the fallback (asm.js) code for the module. |
pc-render
The pc-render
tag is used to define a render component that render a 3D primitive. It must be a direct child of a pc-entity
.
Attribute | Description |
---|---|
type | The type of render component. Can be box , capsule , cone , cylinder , plane or sphere . |
cast-shadows | Valueless attribute. If present, the render component casts shadows. |
receive-shadows | Valueless attribute. If present, the render component receives shadows. |
pc-rigidbody
The pc-rigidbody
tag is used to define a rigidbody component. It must be a direct child of a pc-entity
.
Attribute | Description |
---|---|
angular-damping | The angular damping of the rigidbody. If not specified, 0 is used. |
angular-factor | The angular factor of the rigidbody. Specified as a comma-separated list of X, Y, and Z values. If not specified, 1,1,1 is used. |
friction | The friction of the rigidbody. If not specified, 0.5 is used. |
linear-damping | The linear damping of the rigidbody. If not specified, 0 is used. |
linear-factor | The linear factor of the rigidbody. Specified as a comma-separated list of X, Y, and Z values. If not specified, 1,1,1 is used. |
mass | The mass of the rigidbody. If not specified, 1 is used. |
restitution | The restitution of the rigidbody. If not specified, 0 is used. |
rolling-friction | The rolling friction of the rigidbody. If not specified, 0 is used. |
type | The type of rigidbody component. Can be static , kinematic or dynamic . |
pc-scene
The pc-scene
tag is used to define the scene. It must be a direct child of pc-app
.
Attribute | Description |
---|---|
fog | The type of fog to use. Can be linear , exp , or exp2 . |
fog-color | The color of the fog. Can be a CSS color string or a hex color code. |
fog-start | The start distance of the fog. |
fog-end | The end distance of the fog. |
fog-density | The density of the fog. |
pc-screen
The pc-screen
tag is used to define a screen component. It must be a direct child of a pc-entity
.
Attribute | Description |
---|---|
blend | Valueless attribute. If present, the screen component blends. |
priority | The priority of the screen component. Must be an integer between 0 and 255 . If not specified, 0 is used. |
reference-resolution | The reference resolution of the screen component. Specified as a comma-separated list of Width and Height values. If not specified, 640,320 is used. |
resolution | The resolution of the screen component. Specified as a comma-separated list of Width and Height values. If not specified, 640,320 is used. |
scale-blend | The scale blend of the screen component. Must be a number between 0 and 1 . If not specified, 0.5 is used. |
screen-space | Valueless attribute. If present, the screen component is in screen space. |
pc-script
The pc-script
tag is used to define a script. It must be a direct child of a pc-scripts
component.
Attribute | Description |
---|---|
attributes | A JSON string of attributes for the script. |
enabled | Enabled state of the script. If not specified, true is used. |
name | The name of the script. |
pc-scripts
The pc-scripts
tag is used to define a scripts component. It must be a direct child of a pc-entity
.
Attribute | Description |
---|---|
enabled | Enabled state of the scripts component. If not specified, true is used. |
pc-sky
The pc-sky
tag is used to define a sky component. It must be a direct child of a pc-scene
.
Attribute | Description |
---|---|
asset | A string that should match the id of a pc-asset tag that has a type of texture . |
intensity | The intensity of the sky. If not specified, 1 is used. |
level | The mipmap level used to render the sky. If not specified, 0 is used (base mip level). |
rotation | The rotation of the sky. Specified as a comma-separated list of X, Y, and Z values. If not specified, 0,0,0 is used. |
solid-color | Valueless attribute. If present, the skybox itself is not rendered but is still used for environment lighting. |
pc-sound
The pc-sound
tag is used to define a sound. It must be a direct child of a pc-sounds
.
Attribute | Description |
---|---|
asset | A string that should match the id of a pc-asset tag that has a type of audio . |
auto-play | Valueless attribute. If present, the sound slot plays automatically. |
duration | The duration of the sound slot. |
loop | Valueless attribute. If present, the sound slot loops. |
name | The name of the sound slot. |
overlap | Valueless attribute. If present, the sound slot overlaps. |
pitch | The pitch of the sound slot. If not specified, 1 is used. |
start-time | The start time of the sound slot. If not specified, 0 is used. |
volume | The volume of the sound slot. If not specified, 1 is used. |
pc-sounds
The pc-sounds
tag is used to define a sound component. It must be a direct child of a pc-entity
.
Attribute | Description |
---|---|
pitch | The pitch of the sound. If not specified, 1 is used. |
positional | Valueless attribute. If present, the sound is positional. |
volume | The volume of the sound. If not specified, 1 is used. |
pc-splat
The pc-splat
tag is used to define a splat component. It must be a direct child of a pc-entity
.
Attribute | Description |
---|---|
asset | A string that should match the id of a pc-asset tag that has a type of gsplat . |
enabled | Enabled state of the splat component. If not specified, true is used. |
Example
Below is a basic example of how to use PlayCanvas Web Components to create a simple 3D scene (a spinning cube):
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>PlayCanvas Web Components - Spinning Cube</title>
<script type="importmap">
{
"imports": {
"playcanvas": "https://esm.run/playcanvas@2.1.0"
}
}
</script>
<script type="module" src="https://cdn.jsdelivr.net/npm/@playcanvas/web-components@0.1.0/dist/pwc.mjs"></script>
<link rel="stylesheet" href="styles.css">
</head>
<body>
<pc-app>
<script type="module">
import { registerScript, Script } from 'playcanvas';
class Rotate extends Script {
update(dt) {
this.entity.rotate(10 * dt, 20 * dt, 30 * dt);
}
}
registerScript(Rotate, 'rotate');
</script>
<pc-scene>
<!-- Camera -->
<pc-entity name="camera" position="0,0,3">
<pc-camera clear-color="#8099e6"></pc-camera>
</pc-entity>
<!-- Light -->
<pc-entity name="light" rotation="45,0,0">
<pc-light></pc-light>
</pc-entity>
<!-- Cube -->
<pc-entity name="cube">
<pc-render type="box"></pc-render>
<pc-scripts>
<pc-script name="rotate"></pc-script>
</pc-scripts>
</pc-entity>
</pc-scene>
</pc-app>
</body>
</html>