Hierarchy (view full)

Implements

  • IRenderer

Accessors

  • get activeAndEnabled(): boolean
  • Returns boolean

  • get context(): Context
  • Returns Context

  • set context(context): void
  • Parameters

    Returns void

  • get destroyed(): boolean
  • Returns boolean

  • get enabled(): boolean
  • Returns boolean

  • set enabled(val): void
  • Parameters

    • val: boolean

    Returns void

  • get forward(): Vector3
  • Returns Vector3

  • get hasLightmap(): boolean
  • Returns boolean

  • get hideFlags(): HideFlags
  • Returns HideFlags

  • get isComponent(): boolean
  • Returns boolean

  • get layer(): number
  • Returns number

  • get lightmap(): any
  • Returns any

  • set lightmap(tex): void
  • Parameters

    • tex: any

    Returns void

  • get material(): Material
  • Returns Material

    Deprecated

    please use sharedMaterial

  • set material(mat): void
  • Parameters

    • mat: Material

    Returns void

    Deprecated

    please use sharedMaterial

  • get name(): string
  • Returns string

  • set name(str): void
  • Parameters

    • str: string

    Returns void

  • get right(): Vector3
  • Returns Vector3

  • get scene(): Scene
  • Returns Scene

  • get sharedMaterial(): Material
  • Returns Material

  • set sharedMaterial(mat): void
  • Parameters

    • mat: Material

    Returns void

  • get sharedMesh(): any
  • Returns any

  • get static(): any
  • Returns any

  • get tag(): string
  • Returns string

  • set tag(str): void
  • Parameters

    • str: string

    Returns void

  • get up(): Vector3
  • Returns Vector3

  • get worldEuler(): Euler
  • Returns Euler

  • set worldEuler(val): void
  • Parameters

    • val: Euler

    Returns void

  • get worldPosition(): Vector3
  • Returns Vector3

  • set worldPosition(val): void
  • Parameters

    • val: Vector3

    Returns void

  • get worldQuaternion(): Quaternion
  • Returns Quaternion

  • set worldQuaternion(val): void
  • Parameters

    • val: Quaternion

    Returns void

  • get worldRotation(): Vector3
  • Returns Vector3

  • set worldRotation(val): void
  • Parameters

    • val: Vector3

    Returns void

  • get shouldSuppressInstancing(): string | number | boolean
  • Returns string | number | boolean

Methods

  • Type Parameters

    Parameters

    • type: string
    • listener: ((evt) => any)
        • (evt): any
        • Parameters

          • evt: T

          Returns any

    Returns void

  • Parameters

    • go: Object3D

    Returns void

  • Returns void

  • called once when the component becomes active for the first time

    Returns void

  • Returns void

  • Returns void

  • Returns void

  • Returns void

  • Returns void

  • called every time when the component gets enabled (this is invoked after awake and before start)

    Returns void

  • Parameters

    • col: ICollider

    Returns any

  • Parameters

    • col: ICollider

    Returns any

  • Parameters

    • col: ICollider

    Returns any

  • called when you decorate fields with the @validate() decorator

    Parameters

    • Optional prop: string

    Returns void

  • Returns void

  • Type Parameters

    Parameters

    • type: string
    • listener: ((arg) => any)
        • (arg): any
        • Parameters

          • arg: T

          Returns any

    Returns void

  • called on a component with a map of old to new guids (e.g. when instantiate generated new guids and e.g. timeline track bindings needs to remape them)

    Parameters

    • guidsMap: GuidsMap

    Returns void

  • Parameters

    • enabled: boolean

    Returns boolean

  • Parameters

    • x: number
    • y: number
    • z: number
    • w: number

    Returns void

  • Parameters

    • x: number
    • y: number
    • z: number
    • degrees: boolean = true

    Returns void

  • Returns void

  • Parameters

    • routine: Generator<unknown, any, unknown>
    • evt: FrameEvent = FrameEvent.Update

    Returns void

  • Returns void

  • Return true to wrap matrix update events for instanced rendering to update instance matrices automatically when matrixWorld changes This is a separate method to be overrideable from user code

    Returns boolean

  • Set the rendering state only of an object (makes it visible or invisible) without affecting component state or child hierarchy visibility! You can also just enable/disable the Renderer component on that object for the same effect!

    If you want to activate or deactivate a complete object you can use obj.visible as usual (it acts the same as setActive in Unity)

    Parameters

    • obj: Object3D
    • visible: boolean

    Returns void

Generated using TypeDoc