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| FloatingModel (XMesh mesh) |
| Creates a new floating model based upon a cached mesh, using its internal material data if available More...
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| FloatingModel (XMesh mesh, params XMaterial[] materials) |
| Creates a new floating model based upon a cached mesh, using an external texture and a white material More...
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| FloatingModel (Mesh mesh, params XMaterial[] materials) |
| Creates a new floating model based upon a custom mesh. Normals should be already calculated if they are required. Warning: The custom mesh and materials will be automatically disposed! More...
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void | SetTexture (ITextureProvider texture) |
| Sets the first diffuse texture of the first material. More...
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| Model (XMesh mesh) |
| Creates a new model based upon a XMesh, using its internal material data if available. More...
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| Model (XMesh mesh, params XMaterial[] materials) |
| Creates a new model based upon a XMesh, using an external texture and a plain white material. More...
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| Model (Mesh mesh, params XMaterial[] materials) |
| Creates a new model based upon a custom mesh. More...
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override bool | Intersects (Ray ray, out float distance) |
| Determine whether this PositionableRenderable is intersected by a ray.
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void | SetScale (float factor) |
| Scales this PositionableRenderable symmetrically More...
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bool | IsVisible (Camera camera) |
| Checks whether this object is visible at the moment (includes Frustum Culling and other filtering criteria). More...
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bool | Intersects (Ray ray, out DoubleVector3 position) |
| Determine whether this PositionableRenderable is intersected by a ray. More...
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override string | ToString () |
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void | Dispose () |
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static Model | Quad (Engine engine, ITextureProvider texture=null, float width=5, float height=5) |
| Creates a model of a textured 2D quad. More...
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static Model | Box (Engine engine, ITextureProvider texture=null, float width=5, float height=5, float depth=5) |
| Creates a model of a textured box. More...
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static Model | Sphere (Engine engine, ITextureProvider texture=null, float radius=10, int slices=20, int stacks=20) |
| Creates a model of a textured sphere with spherical mapping. More...
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static Model | Cylinder (Engine engine, ITextureProvider texture, float radiusBottom, float radiusTop, float length, int slices, int stacks) |
| Creates a model of a textured sphere with spherical mapping. More...
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static Model | Cylinder (Engine engine, ITextureProvider texture=null, float radiusBottom=1, float radiusTop=1, float length=10) |
| Creates a model of a textured cylinder with spherical mapping. More...
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static Model | Disc (Engine engine, ITextureProvider texture, float radiusInner, float radiusOuter, float height, int segments) |
| Creates a model of a textured round disc with a hole in the middle. More...
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static Model | Disc (Engine engine, ITextureProvider texture=null, float radiusInner=5, float radiusOuter=7, float height=1) |
| Creates a model of a textured round disc with a hole in the middle. More...
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readonly XMaterial [] | Materials |
| An array of materials used to render this mesh More...
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int | VertexCount => Mesh.VertexCount |
| The numbers of vertexes in this model More...
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ICollection< View > | RequiredViews => _requiredViews |
| A list of Views that must be rendered before this PositionableRenderable can be rendered More...
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bool | IsEngineSet => _engine != null |
| true if the Engine has been set. More...
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void | RenderSubset (int i, Camera camera, LightSource[] lights) |
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override void | OnDispose () |
| Hook that is called when the object needs to dispose its internal resources.
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virtual void | RecalcWorldTransform () |
| Called to generate/update transformation matrices and related values More...
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void | RenderHelper (Action render, XMaterial material, Camera camera, params LightSource[] lights) |
| Provides an automatic rendering framework that handles things like setting textures, materials, lighting and shaders. More...
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virtual bool | IntersectsBounding (Ray ray) |
| Determine whether PositionableRenderable.WorldBoundingBox and PositionableRenderable.WorldBoundingSphere (if defined) are intersected by a ray. More...
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override void | OnEngineSet () |
| Hook that is calld when Engine is set for the first time.
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virtual void | OnPreRender () |
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void | PrepareRender () |
| Should be called before rendering anything - usually called by base constructor More...
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void | RegisterChild (EngineElement element, bool autoDispose=true) |
| Registers a child EngineElement for automatic Engine setting and Dispose calling. More...
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void | UnregisterChild (EngineElement element) |
| Unregisters a child EngineElement (opposite of RegisterChild). More...
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readonly Mesh | Mesh |
| The mesh object to use for rendering; never null . More...
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bool | WorldTransformDirty = true |
| Does the world transform need to be recalculated? More...
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int | NumberSubsets [get, protected set] |
| The numbers of subsets in this model More...
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bool | Pickable = true [get, set] |
| Shall this PositionableRenderable be pickable with the mouse? More...
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ViewType | RenderIn [get, set] |
| In what kind of Views shall this body be rendered? More...
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SurfaceEffect | SurfaceEffect [get, set] |
| What kinds of surface effects (e.g. lighting) to apply to this PositionableRenderable More...
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SurfaceShader | SurfaceShader [get, set] |
| The SurfaceShader to apply to the surface of this PositionableRenderable More...
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BillboardMode | Billboard [get, set] |
| How this PositionableRenderable shall be rotated towards the camera More...
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Matrix | PreTransform [get, set] |
| A transformation matrix that is to be applied before the normal world transform occurs - useful for correcting off-center meshes More...
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Vector3 | Scale [get, set] |
| Scaling to be performed before rendering More...
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Quaternion | Rotation [get, set] |
| The body's rotation quaternion More...
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DoubleVector3 | Position [get, set] |
| The body's position in world space More...
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BoundingSphere? | BoundingSphere [get, protected set] |
| A sphere that completely encompasses the body (in entity space, even before apply PreTransform). More...
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BoundingSphere? | WorldBoundingSphere [get] |
| A sphere that completely encompasses the body (in world space, used for culling tests). More...
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bool | DrawBoundingSphere [get, set] |
| Shall the bounding sphere used to cull this object be drawn/visualized? (used for debugging) More...
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BoundingBox? | BoundingBox [get, protected set] |
| A axis-aligned box that completely encompasses the body (in entity space, even before apply PreTransform). More...
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BoundingBox? | WorldBoundingBox [get] |
| An axis-aligned box that completely encompasses the body (in world space, used for culling tests). More...
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bool | DrawBoundingBox [get, set] |
| Shall the bounding box used to cull this object be drawn/visualized? (used for debugging) More...
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int | RenderCount [get] |
| How many times has this entity been rendered in this frame? More...
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string | Name [get, set] |
| Text value to make it easier to identify a particular render entity More...
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bool | Visible = true [get, set] |
| Shall the entity be rendered? More...
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bool | Wireframe [get, set] |
| Shall this entity be drawn in wireframe-mode? (used for debugging) More...
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float | VisibilityDistance [get, set] |
| The maximum distance from which the entity is visible - 0 for infinite More...
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int | Alpha [get, set] |
| The level of transparency from 0 (solid) to 255 (invisible), OmegaEngine.EngineState.AlphaChannel, OmegaEngine.EngineState.BinaryAlphaChannel or OmegaEngine.EngineState.AdditivBlending More...
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Engine | Engine [get, set] |
| The Engine instance used by this object. Must be set before using the object. May not be changed once it has been set! More...
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bool | IsDisposed [get] |
| Indicates whether this object has been disposed and can therefore no longer be used. More...
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DoubleVector3 | Offset [get, set] |
| A value to be subtracted from IPositionable.Position in order gain IPositionableOffset.EffectivePosition More...
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Vector3 | EffectivePosition [get] |
| The sum of IPositionable.Position and IPositionableOffset.EffectivePosition More...
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DoubleVector3 | Position [get, set] |
| The object's position More...
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Action | PreRender |
| Occurs once per frame before rendering the entity. Will not be executed if the entity is excluded by a culling test. More...
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A Model that is rendered observing the Cameras view direction, but ignoring its position.
This kind of model effectively "floats" atop of the scene. This can be useful for things like direction widgets.
- See also
- View.FloatingModels