C# Class Axiom.Core.Entity

Defines an instance of a discrete, movable object based on a Mesh.
Axiom generally divides renderable objects into 2 groups, discrete (separate) and relatively small objects which move around the world, and large, sprawling geometry which makes up generally immovable scenery, aka 'level geometry'.

The Mesh and SubMesh classes deal with the definition of the geometry used by discrete movable objects. Entities are actual instances of objects based on this geometry in the world. Therefore there is usually a single set Mesh for a car, but there may be multiple entities based on it in the world. Entities are able to override aspects of the Mesh it is defined by, such as changing material properties per instance (so you can have many cars using the same geometry but different textures for example). Because a Mesh is split into a list of SubMesh objects for this purpose, the Entity class is a grouping class (much like the Mesh class) and much of the detail regarding individual changes is kept in the SubEntity class. There is a 1:1 relationship between SubEntity instances and the SubMesh instances associated with the Mesh the Entity is based on.

Entity and SubEntity classes are never created directly. Use SceneManager.CreateEntity(string, string) (passing a model name) to create one.

Entities are included in the scene by using SceneNode.AttachObject to associate them with a scene node.

Inheritance: Axiom.Core.MovableObject
Datei anzeigen Open project: WolfgangSt/axiom Class Usage Examples

Protected Properties

Property Type Description
animationState Axiom.Animating.AnimationStateSet
boneMatrices Axiom.Math.Matrix4[]
boneWorldMatrices Axiom.Math.Matrix4[]
childObjectList Axiom.Collections.MovableObjectCollection
displaySkeleton bool
frameAnimationLastUpdated ulong
frameBonesLastUpdated ulong[]
fullBoundingBox Axiom.Math.AxisAlignedBox
hardwareVertexAnimVertexData Axiom.Graphics.VertexData
lastParentXform Axiom.Math.Matrix4
lodEntityList EntityList
materialLodFactor Real
materialLodFactorTransformed Real
materialName string
maxMaterialLodIndex int
maxMeshLodIndex int
mesh Axiom.Core.Mesh
meshLodFactorTransformed float
meshLodIndex int
minMaterialLodIndex int
minMeshLodIndex int
numBoneMatrices int
shadowRenderables ShadowRenderableList
sharedSkeletonInstances EntityList
skelAnimVertexData Axiom.Graphics.VertexData
skeletonInstance Axiom.Animating.SkeletonInstance
softwareAnimationNormalsRequests int
softwareAnimationRequests int
softwareVertexAnimVertexData Axiom.Graphics.VertexData
subEntityList SubEntityList
tempSkelAnimInfo Axiom.Graphics.TempBlendedBufferInfo
tempVertexAnimInfo Axiom.Graphics.TempBlendedBufferInfo
usingManualLod bool
vertexAnimationAppliedThisFrame bool

Public Methods

Method Description
AttachObjectToBone ( string boneName, Axiom.Core.MovableObject sceneObject ) : Axiom.Animating.TagPoint

Attaches another object to a certain bone of the skeleton which this entity uses.

This method can be used to attach another object to an animated part of this entity, by attaching it to a bone in the skeleton (with an offset if required). As this entity is animated, the attached object will move relative to the bone to which it is attached.

AttachObjectToBone ( string boneName, Axiom.Core.MovableObject sceneObject, Quaternion offsetOrientation ) : Axiom.Animating.TagPoint

Attaches another object to a certain bone of the skeleton which this entity uses.

AttachObjectToBone ( string boneName, Axiom.Core.MovableObject sceneObject, Quaternion offsetOrientation, Vector3 offsetPosition ) : Axiom.Animating.TagPoint

Attaches another object to a certain bone of the skeleton which this entity uses.

ChooseVertexDataForBinding ( bool vertexAnim ) : VertexDataBindChoice
Clone ( string newName ) : Entity

CopyAnimationStateSubset ( Axiom.Animating.AnimationStateSet target, Axiom.Animating.AnimationStateSet source ) : void

Copies a subset of animation states from source to target.

This routine assume target is a subset of source, it will copy all animation state of the target with the settings from source.

DetachAllObjectsFromBone ( ) : void
DetachObjectFromBone ( string name ) : Axiom.Core.MovableObject
DetachObjectFromBone ( Axiom.Core.MovableObject obj ) : void

Detaches an object by reference.

Use this method to destroy a MovableObject which is attached to a bone of belonging this entity. But sometimes the object may be not in the child object list because it is a lod entity, this method can safely detect and ignore in this case and won't raise an exception.

GetAllAnimationStates ( ) : Axiom.Animating.AnimationStateSet

For entities based on animated meshes, gets the AnimationState object for a single animation.

You animate an entity by updating the animation state objects. Each of these represents the current state of each animation available to the entity. The AnimationState objects are initialized from the Mesh object.

GetAnimationState ( string name ) : AnimationState

For entities based on animated meshes, gets the AnimationState object for a single animation.

You animate an entity by updating the animation state objects. Each of these represents the current state of each animation available to the entity. The AnimationState objects are initialized from the Mesh object.

GetEdgeList ( int lodIndex ) : EdgeData
GetLastShadowVolumeRenderableEnumerator ( ) : IEnumerator
GetShadowVolumeRenderableEnumerator ( ShadowTechnique technique, Light light, HardwareIndexBuffer indexBuffer, bool extrudeVertices, float extrusionDistance, int flags ) : IEnumerator
GetSubEntity ( int index ) : SubEntity

Gets the SubEntity at the specified index.

GetVertexDataForBinding ( ) : VertexData
MarkBuffersUsedForAnimation ( ) : void

Mark just this vertex data as animated.

NotifyCurrentCamera ( Camera camera ) : void
SetMaterialLodBias ( Real factor, int maxDetailIndex, int minDetailIndex ) : void

Sets a level-of-detail bias for the material detail of this entity.

Level of detail reduction is normally applied automatically based on the Material settings. However, it is possible to influence this behavior for this entity by adjusting the LOD bias. This 'nudges' the material level of detail used for this entity up or down depending on your requirements. You might want to use this if there was a particularly important entity in your scene which you wanted to detail better than the others, such as a player model.

There are three parameters to this method; the first is a factor to apply; it defaults to 1.0 (no change), by increasing this to say 2.0, this model would take twice as long to reduce in detail, whilst at 0.5 this entity would use lower detail versions twice as quickly. The other 2 parameters are hard limits which let you set the maximum and minimum level-of-detail version to use, after all other calculations have been made. This lets you say that this entity should never be simplified, or that it can only use LODs below a certain level even when right next to the camera.

SetMeshLodBias ( float factor, int maxDetailIndex, int minDetailIndex ) : void

Sets a level-of-detail bias on this entity.

Level of detail reduction is normally applied automatically based on the Mesh settings. However, it is possible to influence this behavior for this entity by adjusting the LOD bias. This 'nudges' the level of detail used for this entity up or down depending on your requirements. You might want to use this if there was a particularly important entity in your scene which you wanted to detail better than the others, such as a player model.

There are three parameters to this method; the first is a factor to apply; it defaults to 1.0 (no change), by increasing this to say 2.0, this model would take twice as long to reduce in detail, whilst at 0.5 this entity would use lower detail versions twice as quickly. The other 2 parameters are hard limits which let you set the maximum and minimum level-of-detail version to use, after all other calculations have been made. This lets you say that this entity should never be simplified, or that it can only use LODs below a certain level even when right next to the camera.

ShareSkeletonInstanceWith ( Entity entity ) : void
StopSharingSkeletonInstance ( ) : void
TempSkelAnimBuffersBound ( bool requestNormals ) : bool
TempVertexAnimBuffersBound ( ) : bool
UpdateAnimation ( ) : void

Perform all the updates required for an animated entity.

UpdateRenderQueue ( RenderQueue queue ) : void

Protected Methods

Method Description
AddSoftwareAnimationRequest ( bool normalsAlso ) : void
AttachObjectImpl ( Axiom.Core.MovableObject sceneObject, Axiom.Animating.TagPoint tagPoint ) : void

Internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity.

BuildSubEntities ( ) : void

Used to build a list of sub-entities from the meshes located in the mesh.

CacheBoneMatrices ( ) : void

Protected method to cache bone matrices from a skeleton.

CloneVertexDataRemoveBlendInfo ( VertexData source ) : VertexData

Internal method to clone vertex data definitions but to remove blend buffers.

DetachAllObjectsImpl ( ) : void
DetachObjectImpl ( Axiom.Core.MovableObject pObject ) : void

Internal implementation of detaching a 'child' object from this entity and clearing the assignment of the parent node to the child entity.

ExtractTempBufferInfo ( VertexData sourceData, TempBlendedBufferInfo info ) : void

Internal method for extracting metadata out of source vertex data for fast assignment of temporary buffers later.

FindBlendedVertexData ( VertexData originalData ) : VertexData

Internal method - given vertex data which could be from the Mesh or any SubMesh, finds the temporary blend copy.

FindSubEntityForVertexData ( VertexData original ) : SubEntity

Internal method - given vertex data which could be from the Mesh or any SubMesh, finds the corresponding SubEntity.

MarkBuffersUnusedForAnimation ( ) : void

Mark all vertex data as so far unanimated.

PrepareTempBlendedBuffers ( ) : void

Internal method for preparing this Entity for use in animation.

ReevaluateVertexProcessing ( ) : void

Trigger an evaluation of whether hardware skinning is supported for this entity.

RemoveSoftwareAnimationRequest ( bool normalsAlso ) : void
RestoreBuffersForUnusedAnimation ( bool hardwareAnimation ) : void

Internal method to restore original vertex data where we didn't perform any vertex animation this frame.

SetMesh ( Axiom.Core.Mesh mesh ) : void
dispose ( bool disposeManagedResources ) : void

Private Methods

Method Description
ApplyVertexAnimation ( bool hardwareAnimation, bool stencilShadows ) : void

Apply vertex animation

Entity ( string name, Axiom.Core.Mesh mesh ) : System

GetManualLodLevel ( int index ) : Entity

Gets a reference to the entity representing the numbered manual level of detail.

The zero-based index never includes the original entity, unlike .

InitHardwareAnimationElements ( VertexData vdata, ushort numberOfElements ) : void

Initialize the hardware animation elements for given vertex data

NotifyAttached ( Node node, bool isTagPoint ) : void

Internal method called to notify the object that it has been attached to a node.

Method Details

AddSoftwareAnimationRequest() protected method

protected AddSoftwareAnimationRequest ( bool normalsAlso ) : void
normalsAlso bool
return void

AttachObjectImpl() protected method

Internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity.
protected AttachObjectImpl ( Axiom.Core.MovableObject sceneObject, Axiom.Animating.TagPoint tagPoint ) : void
sceneObject Axiom.Core.MovableObject Object to attach.
tagPoint Axiom.Animating.TagPoint TagPoint to attach the object to.
return void

AttachObjectToBone() public method

Attaches another object to a certain bone of the skeleton which this entity uses.
This method can be used to attach another object to an animated part of this entity, by attaching it to a bone in the skeleton (with an offset if required). As this entity is animated, the attached object will move relative to the bone to which it is attached.
public AttachObjectToBone ( string boneName, Axiom.Core.MovableObject sceneObject ) : Axiom.Animating.TagPoint
boneName string The name of the bone (in the skeleton) to attach this object.
sceneObject Axiom.Core.MovableObject Reference to the object to attach.
return Axiom.Animating.TagPoint

AttachObjectToBone() public method

Attaches another object to a certain bone of the skeleton which this entity uses.
public AttachObjectToBone ( string boneName, Axiom.Core.MovableObject sceneObject, Quaternion offsetOrientation ) : Axiom.Animating.TagPoint
boneName string The name of the bone (in the skeleton) to attach this object.
sceneObject Axiom.Core.MovableObject Reference to the object to attach.
offsetOrientation Axiom.Math.Quaternion An adjustment to the orientation of the attached object, relative to the bone.
return Axiom.Animating.TagPoint

AttachObjectToBone() public method

Attaches another object to a certain bone of the skeleton which this entity uses.
public AttachObjectToBone ( string boneName, Axiom.Core.MovableObject sceneObject, Quaternion offsetOrientation, Vector3 offsetPosition ) : Axiom.Animating.TagPoint
boneName string The name of the bone (in the skeleton) to attach this object.
sceneObject Axiom.Core.MovableObject Reference to the object to attach.
offsetOrientation Axiom.Math.Quaternion An adjustment to the orientation of the attached object, relative to the bone.
offsetPosition Vector3 An adjustment to the position of the attached object, relative to the bone.
return Axiom.Animating.TagPoint

BuildSubEntities() protected method

Used to build a list of sub-entities from the meshes located in the mesh.
protected BuildSubEntities ( ) : void
return void

CacheBoneMatrices() protected method

Protected method to cache bone matrices from a skeleton.
protected CacheBoneMatrices ( ) : void
return void

ChooseVertexDataForBinding() public method

public ChooseVertexDataForBinding ( bool vertexAnim ) : VertexDataBindChoice
vertexAnim bool
return VertexDataBindChoice

Clone() public method

public Clone ( string newName ) : Entity
newName string
return Entity

CloneVertexDataRemoveBlendInfo() protected method

Internal method to clone vertex data definitions but to remove blend buffers.
protected CloneVertexDataRemoveBlendInfo ( VertexData source ) : VertexData
source Axiom.Graphics.VertexData Vertex data to clone.
return Axiom.Graphics.VertexData

CopyAnimationStateSubset() public method

Copies a subset of animation states from source to target.
This routine assume target is a subset of source, it will copy all animation state of the target with the settings from source.
public CopyAnimationStateSubset ( Axiom.Animating.AnimationStateSet target, Axiom.Animating.AnimationStateSet source ) : void
target Axiom.Animating.AnimationStateSet Reference to animation state set which will receive the states.
source Axiom.Animating.AnimationStateSet Reference to animation state set which will use as source.
return void

DetachAllObjectsFromBone() public method

public DetachAllObjectsFromBone ( ) : void
return void

DetachAllObjectsImpl() protected method

protected DetachAllObjectsImpl ( ) : void
return void

DetachObjectFromBone() public method

public DetachObjectFromBone ( string name ) : Axiom.Core.MovableObject
name string
return Axiom.Core.MovableObject

DetachObjectFromBone() public method

Detaches an object by reference.
Use this method to destroy a MovableObject which is attached to a bone of belonging this entity. But sometimes the object may be not in the child object list because it is a lod entity, this method can safely detect and ignore in this case and won't raise an exception.
public DetachObjectFromBone ( Axiom.Core.MovableObject obj ) : void
obj Axiom.Core.MovableObject
return void

DetachObjectImpl() protected method

Internal implementation of detaching a 'child' object from this entity and clearing the assignment of the parent node to the child entity.
protected DetachObjectImpl ( Axiom.Core.MovableObject pObject ) : void
pObject Axiom.Core.MovableObject Object to detach.
return void

ExtractTempBufferInfo() protected method

Internal method for extracting metadata out of source vertex data for fast assignment of temporary buffers later.
protected ExtractTempBufferInfo ( VertexData sourceData, TempBlendedBufferInfo info ) : void
sourceData Axiom.Graphics.VertexData
info Axiom.Graphics.TempBlendedBufferInfo
return void

FindBlendedVertexData() protected method

Internal method - given vertex data which could be from the Mesh or any SubMesh, finds the temporary blend copy.
protected FindBlendedVertexData ( VertexData originalData ) : VertexData
originalData Axiom.Graphics.VertexData
return Axiom.Graphics.VertexData

FindSubEntityForVertexData() protected method

Internal method - given vertex data which could be from the Mesh or any SubMesh, finds the corresponding SubEntity.
protected FindSubEntityForVertexData ( VertexData original ) : SubEntity
original Axiom.Graphics.VertexData
return SubEntity

GetAllAnimationStates() public method

For entities based on animated meshes, gets the AnimationState object for a single animation.
You animate an entity by updating the animation state objects. Each of these represents the current state of each animation available to the entity. The AnimationState objects are initialized from the Mesh object.
public GetAllAnimationStates ( ) : Axiom.Animating.AnimationStateSet
return Axiom.Animating.AnimationStateSet

GetAnimationState() public method

For entities based on animated meshes, gets the AnimationState object for a single animation.
You animate an entity by updating the animation state objects. Each of these represents the current state of each animation available to the entity. The AnimationState objects are initialized from the Mesh object.
public GetAnimationState ( string name ) : AnimationState
name string
return AnimationState

GetEdgeList() public method

public GetEdgeList ( int lodIndex ) : EdgeData
lodIndex int
return Axiom.Graphics.EdgeData

GetLastShadowVolumeRenderableEnumerator() public method

public GetLastShadowVolumeRenderableEnumerator ( ) : IEnumerator
return IEnumerator

GetShadowVolumeRenderableEnumerator() public method

public GetShadowVolumeRenderableEnumerator ( ShadowTechnique technique, Light light, HardwareIndexBuffer indexBuffer, bool extrudeVertices, float extrusionDistance, int flags ) : IEnumerator
technique ShadowTechnique
light Light
indexBuffer Axiom.Graphics.HardwareIndexBuffer
extrudeVertices bool
extrusionDistance float
flags int
return IEnumerator

GetSubEntity() public method

Gets the SubEntity at the specified index.
public GetSubEntity ( int index ) : SubEntity
index int
return SubEntity

GetVertexDataForBinding() public method

public GetVertexDataForBinding ( ) : VertexData
return Axiom.Graphics.VertexData

MarkBuffersUnusedForAnimation() protected method

Mark all vertex data as so far unanimated.
protected MarkBuffersUnusedForAnimation ( ) : void
return void

MarkBuffersUsedForAnimation() public method

Mark just this vertex data as animated.
public MarkBuffersUsedForAnimation ( ) : void
return void

NotifyCurrentCamera() public method

public NotifyCurrentCamera ( Camera camera ) : void
camera Camera
return void

PrepareTempBlendedBuffers() protected method

Internal method for preparing this Entity for use in animation.
protected PrepareTempBlendedBuffers ( ) : void
return void

ReevaluateVertexProcessing() protected method

Trigger an evaluation of whether hardware skinning is supported for this entity.
protected ReevaluateVertexProcessing ( ) : void
return void

RemoveSoftwareAnimationRequest() protected method

protected RemoveSoftwareAnimationRequest ( bool normalsAlso ) : void
normalsAlso bool
return void

RestoreBuffersForUnusedAnimation() protected method

Internal method to restore original vertex data where we didn't perform any vertex animation this frame.
protected RestoreBuffersForUnusedAnimation ( bool hardwareAnimation ) : void
hardwareAnimation bool
return void

SetMaterialLodBias() public method

Sets a level-of-detail bias for the material detail of this entity.
Level of detail reduction is normally applied automatically based on the Material settings. However, it is possible to influence this behavior for this entity by adjusting the LOD bias. This 'nudges' the material level of detail used for this entity up or down depending on your requirements. You might want to use this if there was a particularly important entity in your scene which you wanted to detail better than the others, such as a player model.

There are three parameters to this method; the first is a factor to apply; it defaults to 1.0 (no change), by increasing this to say 2.0, this model would take twice as long to reduce in detail, whilst at 0.5 this entity would use lower detail versions twice as quickly. The other 2 parameters are hard limits which let you set the maximum and minimum level-of-detail version to use, after all other calculations have been made. This lets you say that this entity should never be simplified, or that it can only use LODs below a certain level even when right next to the camera.

public SetMaterialLodBias ( Real factor, int maxDetailIndex, int minDetailIndex ) : void
factor Real Proportional factor to apply to the distance at which LOD is changed. /// Higher values increase the distance at which higher LODs are displayed (2.0 is /// twice the normal distance, 0.5 is half).
maxDetailIndex int The index of the maximum LOD this entity is allowed to use (lower /// indexes are higher detail: index 0 is the original full detail model).
minDetailIndex int The index of the minimum LOD this entity is allowed to use (higher /// indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual /// LOD will be limited by the number in the material)
return void

SetMesh() protected method

protected SetMesh ( Axiom.Core.Mesh mesh ) : void
mesh Axiom.Core.Mesh
return void

SetMeshLodBias() public method

Sets a level-of-detail bias on this entity.
Level of detail reduction is normally applied automatically based on the Mesh settings. However, it is possible to influence this behavior for this entity by adjusting the LOD bias. This 'nudges' the level of detail used for this entity up or down depending on your requirements. You might want to use this if there was a particularly important entity in your scene which you wanted to detail better than the others, such as a player model.

There are three parameters to this method; the first is a factor to apply; it defaults to 1.0 (no change), by increasing this to say 2.0, this model would take twice as long to reduce in detail, whilst at 0.5 this entity would use lower detail versions twice as quickly. The other 2 parameters are hard limits which let you set the maximum and minimum level-of-detail version to use, after all other calculations have been made. This lets you say that this entity should never be simplified, or that it can only use LODs below a certain level even when right next to the camera.

public SetMeshLodBias ( float factor, int maxDetailIndex, int minDetailIndex ) : void
factor float Proportional factor to apply to the distance at which LOD is changed. /// Higher values increase the distance at which higher LODs are displayed (2.0 is /// twice the normal distance, 0.5 is half).
maxDetailIndex int The index of the maximum LOD this entity is allowed to use (lower /// indexes are higher detail: index 0 is the original full detail model).
minDetailIndex int The index of the minimum LOD this entity is allowed to use (higher /// indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual /// LOD will be limited by the number in the Mesh)
return void

ShareSkeletonInstanceWith() public method

public ShareSkeletonInstanceWith ( Entity entity ) : void
entity Entity
return void

StopSharingSkeletonInstance() public method

public StopSharingSkeletonInstance ( ) : void
return void

TempSkelAnimBuffersBound() public method

public TempSkelAnimBuffersBound ( bool requestNormals ) : bool
requestNormals bool
return bool

TempVertexAnimBuffersBound() public method

public TempVertexAnimBuffersBound ( ) : bool
return bool

UpdateAnimation() public method

Perform all the updates required for an animated entity.
public UpdateAnimation ( ) : void
return void

UpdateRenderQueue() public method

public UpdateRenderQueue ( RenderQueue queue ) : void
queue Axiom.Graphics.RenderQueue
return void

dispose() protected method

protected dispose ( bool disposeManagedResources ) : void
disposeManagedResources bool
return void

Property Details

animationState protected_oe property

State of animation for animable meshes.
protected AnimationStateSet,Axiom.Animating animationState
return Axiom.Animating.AnimationStateSet

boneMatrices protected_oe property

Cached bone matrices, including and world transforms.
protected Matrix4[],Axiom.Math boneMatrices
return Axiom.Math.Matrix4[]

boneWorldMatrices protected_oe property

protected Matrix4[],Axiom.Math boneWorldMatrices
return Axiom.Math.Matrix4[]

childObjectList protected_oe property

List of child objects attached to this entity.
protected MovableObjectCollection,Axiom.Collections childObjectList
return Axiom.Collections.MovableObjectCollection

displaySkeleton protected_oe property

Flag that determines whether or not to display skeleton.
protected bool displaySkeleton
return bool

frameAnimationLastUpdated protected_oe property

Records the last frame in which animation was updated.
protected ulong frameAnimationLastUpdated
return ulong

frameBonesLastUpdated protected_oe property

Frame the bones were last update.
Stored as an array so the reference can be shared amongst skeleton instances.
protected ulong[] frameBonesLastUpdated
return ulong[]

fullBoundingBox protected_oe property

Bounding box that 'contains' all the meshes of each child entity.
protected AxisAlignedBox,Axiom.Math fullBoundingBox
return Axiom.Math.AxisAlignedBox

hardwareVertexAnimVertexData protected_oe property

Vertex data details for hardware vertex anim of shared geometry - separate since we need to s/w anim for shadows whilst still altering the vertex data for hardware morphing (pos2 binding)
protected VertexData,Axiom.Graphics hardwareVertexAnimVertexData
return Axiom.Graphics.VertexData

lastParentXform protected_oe property

The most recent parent transform applied during animation
protected Matrix4,Axiom.Math lastParentXform
return Axiom.Math.Matrix4

lodEntityList protected_oe property

List of entities with various levels of detail.
protected EntityList lodEntityList
return EntityList

materialLodFactor protected_oe property

LOD bias factor
protected Real materialLodFactor
return Real

materialLodFactorTransformed protected_oe property

LOD bias factor, transformed for optimisation when calculating adjusted lod value
protected Real materialLodFactorTransformed
return Real

materialName protected_oe property

Name of the material to be used for this entity.
protected string materialName
return string

maxMaterialLodIndex protected_oe property

Index of maximum detail LOD (NB lower index is higher detail).
protected int maxMaterialLodIndex
return int

maxMeshLodIndex protected_oe property

Index of maximum detail LOD (lower index is higher detail).
protected int maxMeshLodIndex
return int

mesh protected_oe property

3D Mesh that represents this entity.
protected Mesh,Axiom.Core mesh
return Axiom.Core.Mesh

meshLodFactorTransformed protected_oe property

LOD bias factor, inverted for optimization when calculating adjusted depth.
protected float meshLodFactorTransformed
return float

meshLodIndex protected_oe property

The LOD number of the mesh to use, calculated by NotifyCurrentCamera.
protected int meshLodIndex
return int

minMaterialLodIndex protected_oe property

Index of minimum detail LOD (NB higher index is lower detail).
protected int minMaterialLodIndex
return int

minMeshLodIndex protected_oe property

Index of minimum detail LOD (higher index is lower detail).
protected int minMeshLodIndex
return int

numBoneMatrices protected_oe property

Number of matrices associated with this entity.
protected int numBoneMatrices
return int

shadowRenderables protected_oe property

List of shadow renderables for this entity.
protected ShadowRenderableList shadowRenderables
return ShadowRenderableList

sharedSkeletonInstances protected_oe property

List of Entities that this entity shares it's skeleton with
protected EntityList sharedSkeletonInstances
return EntityList

skelAnimVertexData protected_oe property

Vertex data details for software skeletal anim of shared geometry
protected VertexData,Axiom.Graphics skelAnimVertexData
return Axiom.Graphics.VertexData

skeletonInstance protected_oe property

This entity's personal copy of a master skeleton.
protected SkeletonInstance,Axiom.Animating skeletonInstance
return Axiom.Animating.SkeletonInstance

softwareAnimationNormalsRequests protected_oe property

Counter indicating number of requests for software blended normals.
If non-zero, and getSoftwareAnimationRequests() also returns non-zero, then software animation of normals will be performed in updateAnimation regardless of the current setting of isHardwareAnimationEnabled or any internal optimise for eliminate software animation. Currently it is not possible to force software animation of only normals. Consequently this value is always less than or equal to that returned by getSoftwareAnimationRequests(). Requests for software animation of normals are made by calling the addSoftwareAnimationRequest() method with 'true' as the parameter.
protected int softwareAnimationNormalsRequests
return int

softwareAnimationRequests protected_oe property

Counter indicating number of requests for software animation.
If non-zero then software animation will be performed in updateAnimation regardless of the current setting of isHardwareAnimationEnabled or any internal optimise for eliminate software animation. Requests for software animation are made by calling the AddSoftwareAnimationRequest() method.
protected int softwareAnimationRequests
return int

softwareVertexAnimVertexData protected_oe property

Vertex data details for software vertex anim of shared geometry
protected VertexData,Axiom.Graphics softwareVertexAnimVertexData
return Axiom.Graphics.VertexData

subEntityList protected_oe property

List of sub entities.
protected SubEntityList subEntityList
return SubEntityList

tempSkelAnimInfo protected_oe property

Temp blend buffer details for shared geometry.
protected TempBlendedBufferInfo,Axiom.Graphics tempSkelAnimInfo
return Axiom.Graphics.TempBlendedBufferInfo

tempVertexAnimInfo protected_oe property

Temp buffer details for software vertex anim of shared geometry
protected TempBlendedBufferInfo,Axiom.Graphics tempVertexAnimInfo
return Axiom.Graphics.TempBlendedBufferInfo

usingManualLod protected_oe property

Flag indicating that mesh uses manual LOD and so might have multiple SubEntity versions.
protected bool usingManualLod
return bool

vertexAnimationAppliedThisFrame protected_oe property

Have we applied any vertex animation to shared geometry?
protected bool vertexAnimationAppliedThisFrame
return bool