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Class Camera

The Camera Component.

Hierarchy

Index

Constructors

constructor

  • newCamera(name?: string): Camera

Properties

Private __prefab

__prefab: CompPrefabInfo | null = null

Protected _aperture

_aperture: CameraAperture = Aperture.F16_0

Protected _camera

_camera: Camera | null = null

Protected _clearFlags

_clearFlags: ClearFlag = ClearFlag.SOLID_COLOR

Protected _color

_color: Color = new Color('#333333')

Protected _depth

_depth: number = 1

Private _enabled

_enabled: boolean = true

Protected _far

_far: number = 1000

Protected _flows

_flows: string[] | undefined = undefined

Protected _fov

_fov: number = 45

Protected _fovAxis

_fovAxis: CameraFOVAxis = FOVAxis.VERTICAL

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

Protected _inEditorMode

_inEditorMode: boolean = false

Protected _iso

_iso: CameraISO = ISO.ISO100

Protected _name

_name: string

Protected _near

_near: number = 1

_objFlags

_objFlags: number

Protected _orthoHeight

_orthoHeight: number = 10

Protected _priority

_priority: number = 0

Protected _projection

_projection: CameraProjection = ProjectionType.PERSPECTIVE

Protected _rect

_rect: Rect = new Rect(0, 0, 1, 1)

Private sceneGetter

sceneGetter: null | (() => RenderScene) = null

Protected _screenScale

_screenScale: number = 1

Protected _shutter

_shutter: CameraShutter = Shutter.D125

Protected _stencil

_stencil: number = 0

Protected _targetTexture

_targetTexture: RenderTexture | null = null

Protected _visibility

_visibility: number = CAMERA_DEFAULT_MASK

node

node: Node = NullNode

The node this component is attached to. A component is always attached to a node.

example
import { log } from 'cc';
log(comp.node);

Static Aperture

Aperture: EnumAlias<typeof Aperture> = Aperture

Static ClearFlag

ClearFlag: EnumAlias<typeof ClearFlag> = ClearFlag

Static FOVAxis

FOVAxis: EnumAlias<typeof FOVAxis> = FOVAxis

Static ISO

ISO: EnumAlias<typeof ISO> = ISO

Static ProjectionType

ProjectionType: EnumAlias<typeof ProjectionType> = ProjectionType

Static Shutter

Shutter: EnumAlias<typeof Shutter> = Shutter

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

isOnLoadCalled

  • get isOnLoadCalled(): number

aperture

  • get aperture(): CameraAperture
  • set aperture(val: CameraAperture): void

camera

  • get camera(): Camera

clearColor

  • get clearColor(): Readonly<Color>
  • set clearColor(val: {}): void

clearDepth

  • get clearDepth(): number
  • set clearDepth(val: number): void

clearFlags

clearStencil

  • get clearStencil(): number
  • set clearStencil(val: number): void

enabled

  • get enabled(): boolean
  • set enabled(value: boolean): void

enabledInHierarchy

  • get enabledInHierarchy(): boolean

far

  • get far(): number
  • set far(val: number): void

fov

  • get fov(): number
  • set fov(val: number): void

fovAxis

  • get fovAxis(): CameraFOVAxis
  • set fovAxis(val: CameraFOVAxis): void

inEditorMode

  • get inEditorMode(): boolean
  • set inEditorMode(value: boolean): void

isValid

  • get isValid(): boolean
  • Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    When an object's destroy is called, it is actually destroyed after the end of this frame. So isValid will return false from the next frame, while isValid in the current frame will still be true. If you want to determine whether the current frame has called destroy, use isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

    default

    true

    readonly
    example
    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid);    // true
    node.destroy();
    log(node.isValid);    // true, still valid in this frame
    // after a frame...
    log(node.isValid);    // false, destroyed in the end of last frame

    Returns boolean

iso

  • get iso(): CameraISO
  • set iso(val: CameraISO): void

name

  • get name(): string
  • set name(value: string): void

near

  • get near(): number
  • set near(val: number): void

orthoHeight

  • get orthoHeight(): number
  • set orthoHeight(val: number): void

priority

  • get priority(): number
  • set priority(val: number): void

projection

  • get projection(): CameraProjection
  • set projection(val: CameraProjection): void

rect

  • get rect(): Rect
  • set rect(val: Rect): void

screenScale

  • get screenScale(): number
  • set screenScale(val: number): void

shutter

  • get shutter(): CameraShutter
  • set shutter(val: CameraShutter): void

targetTexture

uuid

  • get uuid(): string

visibility

  • get visibility(): number
  • set visibility(val: number): void

Methods

Optional Private preload

  • __preload(): void
  • __preload is called before every onLoad.
    It is used to initialize the builtin components internally,
    to avoid checking whether onLoad is called before every public method calls.
    This method should be removed if script priority is supported.

    Returns void

Protected attachToScene

  • _attachToScene(): void

Protected chechTargetTextureEvent

createCamera

  • _createCamera(): void

destroyImmediate

  • _destroyImmediate(): void

destruct

  • _destruct(): void
  • Clear all references in the instance.

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }

    Returns void

Protected detachFromScene

  • _detachFromScene(): void

Optional Private getLocalBounds

  • getLocalBounds(out_rect: Rect): void
  • If the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

    Parameters

    • out_rect: Rect

      The rect to store the result bounding rect

    Returns void

Private getRenderScene

  • _getRenderScene(): RenderScene

instantiate

  • instantiate(cloned: any): any

onPreDestroy

  • _onPreDestroy(): void

Protected updateTargetTexture

  • _updateTargetTexture(): void

addComponent

  • addComponent<T>(classConstructor: Constructor<T>): T | null
  • addComponent(className: string): Component | null

convertToUINode

  • 3D node to UI local node coordinates. The converted value is the offset under the UI node.

    example
    this.convertToUINode(target.worldPosition, uiNode.parent, out);
    uiNode.position = out;

    Parameters

    • wpos: Vec3

      3D 节点世界坐标

    • uiNode: Node

      UI 节点

    • Optional out: Vec3

      返回在当前传入的 UI 节点下的偏移量

    Returns Vec3

destroy

  • destroy(): boolean

getComponent

  • getComponent<T>(classConstructor: Constructor<T>): T | null
  • getComponent(className: string): Component | null
  • Returns the component of supplied type if the node has one attached, null if it doesn't.
    You can also get component in the node by passing in the name of the script.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved or to be created

    Returns T | null

  • Returns the component of supplied type if the node has one attached, null if it doesn't.
    You can also get component in the node by passing in the name of the script.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

getComponentInChildren

  • getComponentInChildren<T>(classConstructor: Constructor<T>): T | null
  • getComponentInChildren(className: string): Component | null

getComponents

  • getComponents<T>(classConstructor: Constructor<T>): T[]
  • getComponents(className: string): Component[]

getComponentsInChildren

  • getComponentsInChildren<T>(classConstructor: Constructor<T>): T[]
  • getComponentsInChildren(className: string): Component[]

Protected Optional lateUpdate

  • lateUpdate(dt: number): void
  • LateUpdate is called every frame, if the Component is enabled.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Parameters

    • dt: number

      the delta time in seconds it took to complete the last frame

    Returns void

onDestroy

  • onDestroy(): void

onDisable

  • onDisable(): void

onEnable

  • onEnable(): void

Optional onFocusInEditor

  • onFocusInEditor(): void

onLoad

  • onLoad(): void

Optional onLostFocusInEditor

  • onLostFocusInEditor(): void

Protected Optional onRestore

  • onRestore(): void
  • onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs an undo operation on this component.

    If the component contains the "internal state", short for "temporary member variables which not included
    in its CCClass properties", then you may need to implement this function.

    The editor will call the getset accessors of your component to record/restore the component's state
    for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
    this function to manually synchronize your component's "internal states" with its public properties.
    Once you implement this function, all the getset accessors of your component will not be called when
    the user performs an undo/redo operation. Which means that only the properties with default value
    will be recorded or restored by editor.

    Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
    to support the reset menu, you should manually synchronize your component's "internal states" with its
    properties in this function. Once you implement this function, all the getset accessors of your component
    will not be called during reset operation. Which means that only the properties with default value
    will be reset by editor.

    This function is only called in editor mode.

    Returns void

Optional resetInEditor

  • resetInEditor(): void

schedule

  • schedule(callback: any, interval?: number, repeat?: number, delay?: number): void
  • Schedules a custom task.
    If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    example
    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1);

    Parameters

    • callback: any

      The callback function of the task

    • Default value interval: number = 0

      The time interval between each invocation

    • Default value repeat: number = legacyCC.macro.REPEAT_FOREVER

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

scheduleOnce

  • scheduleOnce(callback: any, delay?: number): void
  • Schedules a task that runs only once, with a delay of 0 or larger.

    method

    scheduleOnce

    see

    schedule

    example
    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2);

    Parameters

    • callback: any

      The callback function of the task

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

screenPointToRay

  • screenPointToRay(x: number, y: number, out?: ray): ray

screenToWorld

Protected Optional start

  • start(): void
  • Called before all scripts' update if the Component is enabled the first time.
    Usually used to initialize some logic which need to be called after all components' onload methods called.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Returns void

unschedule

  • unschedule(callback_fn: any): void

unscheduleAllCallbacks

  • unscheduleAllCallbacks(): void

Protected Optional update

  • update(dt: number): void
  • Update is called every frame, if the Component is enabled.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Parameters

    • dt: number

      the delta time in seconds it took to complete the last frame

    Returns void

worldToScreen

Static deferredDestroy

  • _deferredDestroy(): void

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