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Class SkinnedMeshBatchRenderer

The skinned mesh batch renderer component, batches multiple skeleton-sharing SkinnedMeshRenderer.

Hierarchy

Index

Constructors

constructor

Properties

Private __prefab

__prefab: CompPrefabInfo | null = null

Private _batchMaterial

_batchMaterial: Material | null = null

Protected _clip

_clip: AnimationClip | null = null

Private _enabled

_enabled: boolean = true

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

Protected _materialInstances

_materialInstances: (null | MaterialInstance)[] = []

Protected _materials

_materials: (null | Material)[] = []

Protected _mesh

_mesh: Mesh | null = null

Protected _model

_model: Model | null = null

Protected _modelType

_modelType: typeof Model

Protected _models

_models: Model[] = []

Protected _name

_name: string

_objFlags

_objFlags: number

Private sceneGetter

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

Protected _shadowCastingMode

_shadowCastingMode: number = ModelShadowCastingMode.OFF

Protected _shadowReceivingMode

_shadowReceivingMode: number = ModelShadowReceivingMode.ON

Protected _skeleton

_skeleton: Skeleton | null = null

Protected _skinningRoot

_skinningRoot: Node | null = null

Private _textures

_textures: Record<string, Texture2D>

Protected _visFlags

_visFlags: number = Layers.Enum.NONE

atlasSize

atlasSize: number = 1024

Size of the generated texture atlas.

batchableTextureNames

batchableTextureNames: string[] = []

Texture properties that will be actually using the generated atlas.
The first unit's texture will be used if not specified.

lightmapSettings

lightmapSettings: ModelLightmapSettings = new ModelLightmapSettings()

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);

units

units: SkinnedMeshUnit[] = []

Source skinning model components, containing all the data to be batched.

Static ShadowCastingMode

ShadowCastingMode: { OFF: number; ON: number } = ModelShadowCastingMode

Type declaration

  • OFF: number
    en

    Disable shadow projection.

    zh

    不投射阴影。

  • ON: number
    en

    Enable shadow projection.

    zh

    开启阴影投射。

Static ShadowReceivingMode

ShadowReceivingMode: { OFF: number; ON: number } = ModelShadowReceivingMode

Type declaration

  • OFF: number
    en

    Disable shadow projection.

    zh

    不接收阴影。

  • ON: number
    en

    Enable shadow projection.

    zh

    开启阴影投射。

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

isOnLoadCalled

  • get isOnLoadCalled(): number

enableMorph

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

enabled

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

enabledInHierarchy

  • get enabledInHierarchy(): boolean

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

material

materials

mesh

  • get mesh(): null | Mesh
  • set mesh(val: null | Mesh): void

model

  • get model(): null | SkinningModel | BakedSkinningModel

name

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

receiveShadow

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

shadowCastingMode

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

sharedMaterial

sharedMaterials

  • get sharedMaterials(): (null | Material)[]
  • set sharedMaterials(val: (null | Material)[]): void

skeleton

skinningRoot

  • get skinningRoot(): null | Node
  • set skinningRoot(value: null | Node): void

uuid

  • get uuid(): string

visibility

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

Methods

preload

  • __preload(): void

Protected attachToScene

  • _attachToScene(): void

Protected clearMaterials

  • _clearMaterials(): void

collectModels

  • _collectModels(): Model[]

Protected createModel

  • _createModel(): void

Private createUnitMesh

  • createUnitMesh(unitIdx: number, mesh: Mesh): Mesh

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

Protected getBuiltinMaterial

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

Protected isBatchingEnabled

  • _isBatchingEnabled(): boolean

onMaterialModified

  • onMaterialModified(idx: number, material: Material | null): void

Protected onMeshChanged

  • onMeshChanged(old: Mesh | null): void

onPreDestroy

  • _onPreDestroy(): void

Protected onRebuildPSO

  • onRebuildPSO(idx: number, material: Material): void

Protected onUpdateLightingmap

  • _onUpdateLightingmap(): void

Protected onVisibilityChange

  • onVisibilityChange(val: number): void

Protected updateCastShadow

  • _updateCastShadow(): void

updateLightmap

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

Protected updateModelParams

  • _updateModelParams(): void

Protected updateModels

  • _updateModels(): void

Protected updateReceiveShadow

  • _updateReceiveShadow(): void

addComponent

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

cook

  • cook(): void

cookMaterials

  • cookMaterials(): void

cookMeshes

  • cookMeshes(): void

cookSkeletons

  • cookSkeletons(): void

Protected cookTextures

  • cookTextures(target: Texture2D, prop: string, passIdx: number): void

Protected createTexture

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[]

getMaterial

  • getMaterial(idx: number): Material | null

getMaterialInstance

  • getMaterialInstance(idx: number): Material | null

getRenderMaterial

  • getRenderMaterial(index: number): Material | null

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

onRestore

  • onRestore(): void

Optional resetInEditor

  • resetInEditor(): void

Protected resizeAtlases

  • resizeAtlases(): 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

setInstancedAttribute

  • setInstancedAttribute(name: string, value: ArrayLike<number>): void

setMaterial

  • setMaterial(material: Material | null, index: number): void

setMaterialInstance

  • setMaterialInstance(index: number, matInst: Material | null): void

setUseBakedAnimation

  • setUseBakedAnimation(val?: boolean): void

setWeights

  • setWeights(weights: number[], subMeshIndex: number): void

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

uploadAnimation

Static deferredDestroy

  • _deferredDestroy(): void

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