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Class Terrain

Terrain

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

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

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
  • 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

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 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

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
  • 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

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
  • 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[]

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
  • 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

rayCheck

  • rayCheck(start: Vec3, dir: Vec3, step: number, worldSpace?: boolean): null | Vec3
  • ray check

    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
  • 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

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
  • 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

update

  • update(deltaTime: number): void

Static deferredDestroy

  • _deferredDestroy(): void

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