创建一个 MeshSprite3D
实例。
网格,同时会加载网格所用默认材质。
名字。
0-2D节点,1-3D节点,2-New UI节点
静态
LIGHTMAP着色器变量名,光照贴图。
静态
LIGHTMAP_着色器变量名,光照贴图方向。
静态
LIGHTMAPSCALEOFFSET着色器变量名,光照贴图缩放和偏移。
静态
PICKCOLOR拾取颜色。
静态
REFLECTIONCUBE_静态
REFLECTIONTEXTURE静态
SAHDERDEFINE_精灵级着色器宏定义,光照贴图。
静态
SHADERDEFINE_精灵级着色器宏定义,光照贴图方向。
静态
SHADERDEFINE_静态
SHADERDEFINE_静态
SHADERDEFINE_静态
SHADERDEFINE_静态
SHADERDEFINE_精灵级着色器宏定义,接收阴影。
静态
只读
WORLDINVERTFRONT静态
只读
WORLDMATRIX网格过滤器。
网格渲染器。
动态参数
...args: Node[]A variable number of child nodes to be added.
The specified node.
A Boolean value indicating whether the current node contains the specified node.
The type of event.
可选
data: any(Optional) Data to pass to the callback. If multiple parameters p1, p2, p3, ... need to be passed, use an array structure such as [p1, p2, p3, ...]. If a single parameter p needs to be passed and p is an array, use a structure such as [p]. For other single parameters p, you can directly pass parameter p. If data is Event.EMPTY, it means passing an Event object to the callback function. Note that it is not passing Event.TEMP, but an independent Event object.
True if there are listeners for this event type, false otherwise.
The interval between executions, in frames.
The execution scope of the callback function (this).
The callback function.
The parameters passed to the callback function.
Whether to override the previous delayed execution. The default value is true.
The delay time, in frames.
The execution scope of the callback function (this).
The callback function.
The parameters passed to the callback function.
Whether to override the previous delayed execution. The default value is true.
The child node to query.
The index of the child node.
The node to check.
True if this node is an ancestor of the given node, false otherwise.
The type of event.
The listener function.
This EventDispatcher object.
The type of event.
The execution scope of the event listener function.
可选
listener: FunctionThe listener function.
可选
args: any[]This EventDispatcher object.
可选
type: string(Optional) The type of event. If the value is null, all types of listeners on this object are removed.
This EventDispatcher object.
The target caller object.
This EventDispatcher object.
The type of event.
The listener function.
This EventDispatcher object.
The type of event.
The execution scope of the event listener function.
The listener function.
可选
args: any[](Optional) The callback parameters of the event listener function.
This EventDispatcher object.
The type of event.
The listener function.
This EventDispatcher object.
The type of event.
The execution scope of the event listener function.
The listener function.
可选
args: any[](Optional) The callback parameters of the event listener function.
This EventDispatcher object.
可选
beginIndex: numberThe begin index.
可选
endIndex: numberThe end index.
可选
destroy: booleanWhether to destroy the child nodes. If true, all child nodes will be destroyed; otherwise, they will only be removed from the parent.
The node itself.
The interval between executions, in milliseconds.
The execution scope of the callback function (this).
The callback function.
The parameters passed to the callback function.
Whether to override the previous delayed execution. The default value is true.
Whether the callback should be executed when the timer jumps frames. The default value is false. If set to true, the callback will be executed multiple times in a single frame if possible, for performance reasons.
The delay time, in milliseconds.
The execution scope of the callback function (this).
The callback function.
The parameters passed to the callback function.
Whether to override the previous delayed execution. The default value is true.
静态
instantiateThe original sprite.
The parent node. Default is null.
Whether to maintain its own world transformation. Default is true.
World position, effective when worldPositionStays is false. Default is null.
World rotation, effective when worldPositionStays is false. Default is null.
The cloned instance.
静态
loadThe template URL.
The completion callback.
已被弃用
MeshSprite3D
类用于创建网格。