正在准备搜索索引...
搜索索引不可用
LayaAir3引擎API
LayaAir3引擎API
laya/RenderDriver/RenderModuleData/Design/3D/I3DRenderModuleData
ISkinRenderNode
接口 ISkinRenderNode
interface
ISkinRenderNode
{
additionShaderData
:
Map
<
string
,
ShaderData
>
;
baseGeometryBounds
:
Bounds
;
bounds
:
Bounds
;
boundsChange
:
boolean
;
castShadow
:
boolean
;
distanceForSort
:
number
;
enable
:
boolean
;
irradientMode
:
IrradianceMode
;
ismoved
:
Vector2
;
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
;
computeSkinnedData
(
)
:
void
;
set_caculateBoundingBox
(
call
:
any
,
fun
:
any
)
:
void
;
set_renderUpdatePreCall
(
call
:
any
,
fun
:
any
)
:
void
;
setBones
(
value
:
Sprite3D
[]
)
:
void
;
setCacheMesh
(
cacheMesh
:
Mesh
)
:
void
;
setNodeCustomData
(
dataSlot
:
ENodeCustomData
,
data
:
number
)
:
void
;
setOwnerTransform
(
value
:
Sprite3D
)
:
void
;
setRenderelements
(
value
:
IRenderElement3D
[]
)
:
void
;
setRootBoneTransfom
(
value
:
Sprite3D
)
:
void
;
setSkinnedData
(
value
:
any
[]
)
:
void
;
}
层级 (
查看完整内容
)
IMeshRenderNode
ISkinRenderNode
实现于
RTSkinRenderNode
索引
属性
addition
Shader
Data
base
Geometry
Bounds
bounds
bounds
Change
cast
Shadow
distance
For
Sort
enable
irradient
Mode
ismoved
layer
lightmap
lightmap
Index
light
Prob
Update
Mark
probe
Reflection
receive
Shadow
reflection
Mode
renderbit
Flag
render
Node
Type
shader
Data
sorting
Fudge
static
Mask
transform
volumetricGI
方法
_apply
Light
Prob
_apply
Reflection
compute
Skinned
Data
set_
caculate
Bounding
Box
set_
render
Update
Pre
Call
set
Bones
set
Cache
Mesh
set
Node
Custom
Data
set
Owner
Transform
set
Renderelements
set
Root
Bone
Transfom
set
Skinned
Data
属性
addition
Shader
Data
addition
Shader
Data
:
Map
<
string
,
ShaderData
>
base
Geometry
Bounds
base
Geometry
Bounds
:
Bounds
bounds
bounds
:
Bounds
bounds
Change
bounds
Change
:
boolean
cast
Shadow
cast
Shadow
:
boolean
distance
For
Sort
distance
For
Sort
:
number
enable
enable
:
boolean
irradient
Mode
irradient
Mode
:
IrradianceMode
ismoved
ismoved
:
Vector2
layer
layer
:
number
lightmap
lightmap
:
ILightMapData
lightmap
Index
lightmap
Index
:
number
light
Prob
Update
Mark
light
Prob
Update
Mark
:
number
probe
Reflection
probe
Reflection
:
IReflectionProbeData
receive
Shadow
receive
Shadow
:
boolean
reflection
Mode
reflection
Mode
:
number
renderbit
Flag
renderbit
Flag
:
number
render
Node
Type
render
Node
Type
:
number
shader
Data
shader
Data
:
ShaderData
sorting
Fudge
sorting
Fudge
:
number
static
Mask
static
Mask
:
number
transform
transform
:
Transform3D
volumetricGI
volumetricGI
:
IVolumetricGIData
方法
_apply
Light
Prob
_apply
Light
Prob
(
)
:
void
返回
void
_apply
Reflection
_apply
Reflection
(
)
:
void
返回
void
compute
Skinned
Data
compute
Skinned
Data
(
)
:
void
返回
void
set_
caculate
Bounding
Box
set_
caculate
Bounding
Box
(
call
,
fun
)
:
void
参数
call
:
any
fun
:
any
返回
void
set_
render
Update
Pre
Call
set_
render
Update
Pre
Call
(
call
,
fun
)
:
void
参数
call
:
any
fun
:
any
返回
void
set
Bones
set
Bones
(
value
)
:
void
参数
value
:
Sprite3D
[]
返回
void
set
Cache
Mesh
set
Cache
Mesh
(
cacheMesh
)
:
void
参数
cacheMesh
:
Mesh
返回
void
set
Node
Custom
Data
set
Node
Custom
Data
(
dataSlot
,
data
)
:
void
设置基于RenderNode的渲染数据
参数
dataSlot
:
ENodeCustomData
data
:
number
返回
void
set
Owner
Transform
set
Owner
Transform
(
value
)
:
void
参数
value
:
Sprite3D
返回
void
set
Renderelements
set
Renderelements
(
value
)
:
void
参数
value
:
IRenderElement3D
[]
返回
void
set
Root
Bone
Transfom
set
Root
Bone
Transfom
(
value
)
:
void
参数
value
:
Sprite3D
返回
void
set
Skinned
Data
set
Skinned
Data
(
value
)
:
void
参数
value
:
any
[]
返回
void
切换版本:
显示设置
成员可见性
继承
外部
配色
自动
浅色
深色
目录
属性
addition
Shader
Data
base
Geometry
Bounds
bounds
bounds
Change
cast
Shadow
distance
For
Sort
enable
irradient
Mode
ismoved
layer
lightmap
lightmap
Index
light
Prob
Update
Mark
probe
Reflection
receive
Shadow
reflection
Mode
renderbit
Flag
render
Node
Type
shader
Data
sorting
Fudge
static
Mask
transform
volumetricGI
方法
_apply
Light
Prob
_apply
Reflection
compute
Skinned
Data
set_
caculate
Bounding
Box
set_
render
Update
Pre
Call
set
Bones
set
Cache
Mesh
set
Node
Custom
Data
set
Owner
Transform
set
Renderelements
set
Root
Bone
Transfom
set
Skinned
Data
LayaAir3引擎API
加载中……
设置基于RenderNode的渲染数据