interface IBaseRenderNode {
    additionShaderData: Map<string, ShaderData>;
    baseGeometryBounds: Bounds;
    bounds: Bounds;
    boundsChange: boolean;
    castShadow: boolean;
    distanceForSort: number;
    enable: boolean;
    irradientMode: IrradianceMode;
    layer: number;
    lightmap: ILightMapData;
    lightmapIndex: number;
    lightProbUpdateMark: number;
    probeReflection: IReflectionProbeData;
    receiveShadow: boolean;
    reflectionMode: number;
    renderbitFlag: number;
    renderNodeType: number;
    shaderData: ShaderData;
    sortingFudge: number;
    staticMask: number;
    transform: Transform3D;
    volumetricGI: IVolumetricGIData;
    _applyLightProb(): void;
    _applyReflection(): void;
    set_caculateBoundingBox(call: any, fun: any): void;
    set_renderUpdatePreCall(call: any, fun: any): void;
}

层级 (查看层级一览)

实现于

属性

additionShaderData: Map<string, ShaderData>
baseGeometryBounds: Bounds
bounds: Bounds
boundsChange: boolean
castShadow: boolean
distanceForSort: number
enable: boolean
irradientMode: IrradianceMode
layer: number
lightmap: ILightMapData
lightmapIndex: number
lightProbUpdateMark: number
probeReflection: IReflectionProbeData
receiveShadow: boolean
reflectionMode: number
renderbitFlag: number
renderNodeType: number
shaderData: ShaderData
sortingFudge: number
staticMask: number
transform: Transform3D
volumetricGI: IVolumetricGIData

方法