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Variables

Const ModelShadowCastingMode

ModelShadowCastingMode: { OFF: number; ON: number } = Enum({/*** @en Disable shadow projection.* @zh 不投射阴影。*/OFF: 0,/*** @en Enable shadow projection.* @zh 开启阴影投射。*/ON: 1,})
en

Shadow projection mode.

zh

阴影投射方式。

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。

Const ModelShadowReceivingMode

ModelShadowReceivingMode: { OFF: number; ON: number } = Enum({/*** @en Disable shadow projection.* @zh 不接收阴影。*/OFF: 0,/*** @en Enable shadow projection.* @zh 开启阴影投射。*/ON: 1,})
en

Shadow receive mode.

zh

阴影接收方式。

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。

Const batch_extras_size

batch_extras_size: number = GFXFormatInfos[batch_id.format].size + GFXFormatInfos[batch_uv.format].size

Const m4_1

m4_1: Mat4 = new Mat4()

Const m4_local

m4_local: Mat4 = new Mat4()

Const v3_1

v3_1: Vec3 = new Vec3()

Functions

Const repeat

  • repeat(n: number): number

Object literals

Const matInsInfo

matInsInfo: object

owner

owner: never = null!

parent

parent: never = null!

subModelIdx

subModelIdx: number = 0

Const batchid

batchid: object

format

format: R32F = GFXFormat.R32F

isNormalized

isNormalized: false = false

name

name: GFXAttributeName = GFXAttributeName.ATTR_BATCH_ID

Const batchuv

batchuv: object

format

format: RG32F = GFXFormat.RG32F

isNormalized

isNormalized: false = false

name

name: GFXAttributeName = GFXAttributeName.ATTR_BATCH_UV

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