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Class TerrainAsset

terrain asset

Hierarchy

Index

Constructors

constructor

Properties

__asyncLoadAssets__

__asyncLoadAssets__: boolean = false

__depends__

__depends__: any = null

__nativeDepend__

__nativeDepend__: any = null

__onLoadedInvoked__

__onLoadedInvoked__: boolean = false

Protected _blockCount

_blockCount: number[] = [1, 1]

Protected _data

_data: Uint8Array | null = null

Protected _heights

_heights: Uint16Array = new Uint16Array()

Protected _layerBuffer

_layerBuffer: number[] = [-1, -1, -1, -1]

Protected _layerInfos

_layerInfos: TerrainLayerInfo[] = []

Protected _lightMapSize

_lightMapSize: number = 128

_native

_native: string = ""

Serializable url for native asset. For internal usage.

default

""

_nativeUrl

_nativeUrl: string = ""

Protected _tileSize

_tileSize: number = 1

_uuid

_uuid: string

Protected _weightMapSize

_weightMapSize: number = 128

Protected _weights

_weights: Uint8Array = new Uint8Array()

loaded

loaded: boolean = true

Whether the asset is loaded or not

Static preventDeferredLoadDependents

preventDeferredLoadDependents: boolean = false

Indicates whether its dependent native assets can support deferred load if the owner scene (or prefab) is marked as asyncLoadAssets.

default

false

Static preventPreloadNativeObject

preventPreloadNativeObject: boolean = false

Indicates whether its native object should be preloaded from native url.

default

false

Accessors

nativeAsset

  • get nativeAsset(): ArrayBuffer
  • set nativeAsset(value: ArrayBuffer): void

nativeDep

  • get nativeDep(): undefined | { __isNative__: boolean; ext: string; uuid: string }

blockCount

  • get blockCount(): number[]
  • set blockCount(value: number[]): void

heights

  • get heights(): Uint16Array
  • set heights(value: Uint16Array): void

layerBuffer

  • get layerBuffer(): number[]
  • set layerBuffer(value: number[]): void

layerInfos

lightMapSize

  • get lightMapSize(): number
  • set lightMapSize(value: number): void

nativeUrl

  • get nativeUrl(): string

refCount

  • get refCount(): number

tileSize

  • get tileSize(): number
  • set tileSize(value: number): void

weightMapSize

  • get weightMapSize(): number
  • set weightMapSize(value: number): void

weights

  • get weights(): Uint8Array
  • set weights(value: Uint8Array): void

Methods

exportDefaultNativeData

  • _exportDefaultNativeData(): Uint8Array

exportNativeData

  • _exportNativeData(): Uint8Array

loadNativeData

  • loadNativeData(_nativeData: Uint8Array): boolean

setNativeData

  • setNativeData(_nativeData: Uint8Array): void

Private setRawAsset

  • setRawAsset(filename: string, inLibrary?: boolean): void

addRef

Optional createNode

decRef

  • decRef(autoRelease?: boolean): Asset

getHeight

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

getLayer

  • getLayer(xBlock: number, yBlock: number, layerId: number): number

getVertexCountI

  • getVertexCountI(): number

getVertexCountJ

  • getVertexCountJ(): number

onLoaded

  • onLoaded(): void

Private serialize

  • serialize(): void

toString

  • toString(): string
  • Returns the string representation of the object.
    The Asset object overrides the toString() method of the Object object.
    JavaScript calls the toString() method automatically
    when an asset is to be represented as a text value or when a texture is referred to in a string concatenation.

    For assets of the native type, it will return this.nativeUrl.
    Otherwise, an empty string is returned.
    This method may be overwritten by subclasses.

    method

    toString

    Returns string

Static deserialize

  • deserialize(data: any): any

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