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Class Terrain

地形组件

Hierarchy

Index

Constructors

constructor

Properties

Protected __asset

__asset: TerrainAsset | null = null

Private __prefab

__prefab: CompPrefabInfo | null = null

Protected _blockCount

_blockCount: number[] = [1, 1]

Protected _blocks

_blocks: TerrainBlock[] = []

Protected _effectAsset

_effectAsset: EffectAsset | null = null

Private _enabled

_enabled: boolean = true

Protected _heights

_heights: Uint16Array = new Uint16Array()

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

Protected _layerBuffer

_layerBuffer: number[] = []

Protected _layerList

_layerList: (null | TerrainLayer)[] = []

Protected _lightMapSize

_lightMapSize: number = 128

Protected _lightmapInfos

_lightmapInfos: TerrainBlockLightmapInfo[] = []

Protected _name

_name: string

Protected _normals

_normals: number[] = []

_objFlags

_objFlags: number

Protected _receiveShadow

_receiveShadow: boolean = false

Private sceneGetter

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

Protected _sharedIndexBuffer

_sharedIndexBuffer: Buffer | null = null

Protected _tileSize

_tileSize: number = 1

Protected _useNormalmap

_useNormalmap: boolean = false

Protected _usePBR

_usePBR: boolean = false

Protected _weightMapSize

_weightMapSize: number = 128

Protected _weights

_weights: Uint8Array = new Uint8Array()

node

node: Node = NullNode

该组件被附加到的节点。组件总会附加到一个节点。

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

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

asset

isOnLoadCalled

  • get isOnLoadCalled(): number

blockCount

  • get blockCount(): number[]

effectAsset

enabled

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

enabledInHierarchy

  • get enabledInHierarchy(): boolean

heights

  • get heights(): Uint16Array

info

isValid

  • get isValid(): boolean
  • 表示该对象是否可用(被 destroy 后将不可用)。
    当一个对象的 destroy 调用以后,会在这一帧结束后才真正销毁。
    因此从下一帧开始 isValid 就会返回 false,而当前帧内 isValid 仍然会是 true。
    如果希望判断当前帧是否调用过 destroy,请使用 isValid(obj, true),不过这往往是特殊的业务需求引起的,通常情况下不需要这样。

    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

lightMapSize

  • get lightMapSize(): number

name

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

receiveShadow

  • get receiveShadow(): boolean
  • set receiveShadow(val: boolean): void

size

tileCount

  • get tileCount(): number[]

tileSize

  • get tileSize(): number

useNormalMap

  • get useNormalMap(): boolean
  • set useNormalMap(val: boolean): void

usePBR

  • get usePBR(): boolean
  • set usePBR(val: boolean): void

uuid

  • get uuid(): string

valid

  • get valid(): boolean

vertexCount

  • get vertexCount(): number[]

weightMapSize

  • get weightMapSize(): number

weights

  • get weights(): Uint8Array

Methods

Optional Private preload

  • __preload(): void
  • __preload 在每次onLoad之前调用。
    它用于在内部初始化内置组件,
    以避免在每次公有方法调用之前检查是否调用了onLoad。
    如果支持脚本优先级,则应删除此方法。

    Returns void

Private buildImp

  • buildImp(restore?: boolean): void

buildNormals

  • _buildNormals(): void

calcNormal

  • calcNormal(x: number, z: number): Vec3

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

getLightmapInfo

Optional Private getLocalBounds

  • getLocalBounds(out_rect: Rect): void
  • 如果组件的包围盒与节点不同,您可以实现该方法以提供自定义的轴向对齐的包围盒(AABB), 以便编辑器的场景视图可以正确地执行点选测试。

    Parameters

    • out_rect: Rect

      The rect to store the result bounding rect

    Returns void

Private getRenderScene

  • _getRenderScene(): RenderScene

getSharedIndexBuffer

  • _getSharedIndexBuffer(): null | Buffer

instantiate

  • instantiate(cloned: any): any

onPreDestroy

  • _onPreDestroy(): void

Private rebuildHeights

Private rebuildLayerBuffer

Private rebuildWeights

resetLightmap

  • resetLightmap(enble: boolean): void

setNormal

  • setNormal(i: number, j: number, n: Vec3): void

updateLightmap

  • updateLightmap(blockId: number, tex: Texture2D | null, uOff: number, vOff: number, uScale: number, vScale: number): void

addComponent

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

addLayer

build

destroy

  • destroy(): boolean

exportAsset

exportHeightField

  • exportHeightField(hf: HeightField, heightScale: number): void

getBlock

getBlockLayer

  • getBlockLayer(i: number, j: number, index: number): number

getBlockLayers

  • getBlockLayers(i: number, j: number): number[]

getBlocks

getComponent

  • getComponent<T>(classConstructor: Constructor<T>): T | null
  • getComponent(className: string): Component | null
  • 获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    传入参数也可以是脚本的名称。

    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

  • 获取节点上指定类型的组件,如果节点有附加指定类型的组件,则返回,如果没有则为空。
    传入参数也可以是脚本的名称。

    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[]

getEffectAsset

getHeight

  • getHeight(i: number, j: number): number

getHeightAt

  • getHeightAt(x: number, y: number): null | number

getHeightClamp

  • getHeightClamp(i: number, j: number): number

getHeightField

  • getHeightField(): Uint16Array

getLayer

getNormal

  • getNormal(i: number, j: number): Vec3

getNormalAt

  • getNormalAt(x: number, y: number): null | Vec3

getPosition

  • getPosition(i: number, j: number): Vec3

getWeight

  • getWeight(i: number, j: number): Vec4

getWeightAt

  • getWeightAt(x: number, y: number): null | Vec4

importHeightField

  • importHeightField(hf: HeightField, heightScale: number): void

Protected Optional lateUpdate

  • lateUpdate(dt: number): void
  • 如果该组件启用,则每帧调用 LateUpdate。
    该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    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

onRestore

  • onRestore(): void

rayCheck

  • rayCheck(start: Vec3, dir: Vec3, step: number, worldSpace?: boolean): null | Vec3
  • 射线检测

    Parameters

    • start: Vec3

      ray start

    • dir: Vec3

      ray direction

    • step: number

      ray step

    • Default value worldSpace: boolean = true

      is world space

    Returns null | Vec3

rebuild

removeLayer

  • removeLayer(id: number): void

Optional resetInEditor

  • resetInEditor(): void

schedule

  • schedule(callback: any, interval?: number, repeat?: number, delay?: number): void
  • 调度一个自定义的回调任务。
    如果回调任务已调度,那么将不会重复调度它,只会更新时间间隔参数。

    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
  • 调度一个只运行一次的回调任务,可以指定 0 让回调函数在下一帧立即执行或者在一定的延时之后执行。

    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

setBlockLayer

  • setBlockLayer(i: number, j: number, index: number, layerId: number): void

setHeight

  • setHeight(i: number, j: number, h: number): void

setLayer

setWeight

  • setWeight(i: number, j: number, w: Vec4): void

Protected Optional start

  • start(): void
  • 如果该组件第一次启用,则在所有组件的 update 之前调用。通常用于需要在所有组件的 onLoad 初始化完毕后执行的逻辑。
    该方法为生命周期方法,父类未必会有实现。并且你只能在该方法内部调用父类的实现,不可在其它地方直接调用该方法。

    Returns void

unschedule

  • unschedule(callback_fn: any): void

unscheduleAllCallbacks

  • unscheduleAllCallbacks(): void

update

  • update(deltaTime: number): void

Static deferredDestroy

  • _deferredDestroy(): void

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