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Class MeshRenderer

网格渲染器组件。

Hierarchy

Index

Constructors

constructor

Properties

Private _enableMorph

_enableMorph: boolean = true

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[] = []

Private _morphInstance

_morphInstance: MorphRenderingInstance | null = null

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 _visFlags

_visFlags: number = Layers.Enum.NONE

lightmapSettings

lightmapSettings: ModelLightmapSettings = new ModelLightmapSettings()

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 ShadowCastingMode

ShadowCastingMode: EnumAlias<typeof ModelShadowCastingMode> = ModelShadowCastingMode

Static ShadowReceivingMode

ShadowReceivingMode: EnumAlias<typeof ModelShadowReceivingMode> = ModelShadowReceivingMode

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
  • 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

material

materials

mesh

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

model

  • get model(): null | Model

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

uuid

  • get uuid(): string

visibility

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

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

Protected attachToScene

  • _attachToScene(): void

Protected clearMaterials

  • _clearMaterials(): void

collectModels

  • _collectModels(): Model[]

Protected createModel

  • _createModel(): 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

Protected getBuiltinMaterial

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

instantiate

  • instantiate(cloned: any): any

Protected isBatchingEnabled

  • _isBatchingEnabled(): boolean

Protected 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

Private syncMorphWeights

  • syncMorphWeights(subMeshIndex: 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

Private watchMorphInMesh

  • _watchMorphInMesh(): void

addComponent

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

destroy

  • destroy(): boolean

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[]

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
  • 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

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

    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

    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

setWeights

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

Protected Optional update

  • update(dt: number): void
  • 如果该组件启用,则每帧调用 update。
    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

Static deferredDestroy

  • _deferredDestroy(): void

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