C# Class OctreeZone.TerrainZoneRenderable

Inheritance: Axiom.Graphics.SimpleRenderable
Afficher le fichier Open project: WolfgangSt/axiom Class Usage Examples

Méthodes publiques

Свойство Type Description
DELTA_BINDING short
MAIN_BINDING short
MORPH_CUSTOM_PARAM_ID int
STITCH_EAST int
STITCH_EAST_SHIFT int
STITCH_NORTH int
STITCH_NORTH_SHIFT int
STITCH_SOUTH int
STITCH_SOUTH_SHIFT int
STITCH_WEST int
STITCH_WEST_SHIFT int

Méthodes publiques

Méthode Description
AdjustRenderLevel ( int i ) : void
CalculateCFactor ( ) : Real
CalculateMinLevelDist2 ( Real C ) : void
CalculateNormals ( ) : void
CheckSize ( int n ) : bool
CreateDeltaBuffer ( ) : HardwareVertexBuffer
DeleteGeometry ( ) : void
GenerateTriListIndexes ( uint stitchFlags ) : IndexData
GenerateTriStripIndexes ( uint stitchFlags ) : IndexData
GenerateVertexLighting ( Vector3 sunlight, ColorEx ambient ) : void
GetHeightAt ( float x, float z ) : float
GetIndexData ( ) : IndexData
GetNeighbor ( Neighbor neighbor ) : TerrainZoneRenderable
GetNormalAt ( float x, float z, Vector3 &result ) : void
GetSquaredViewDepth ( Camera camera ) : float

Returns the camera-relative squared depth of this renderable.

Used to sort transparent objects. Squared depth is used rather than actual depth to avoid having to perform a square root on the result.

GetWorldOrientation ( ) : Quaternion
GetWorldPosition ( ) : Vector3
GetWorldTransforms ( Matrix4 matrices ) : void

Gets the world transform matrix / matrices for this renderable object.

If the object has any derived transforms, these are expected to be up to date as long as all the SceneNode structures have been updated before this is called.

This method will populate xform with 1 matrix if it does not use vertex blending. If it does use vertex blending it will fill the passed in pointer with an array of matrices, the length being the value returned from getNumWorldTransforms.

HasNeighborRenderLevel ( int i ) : bool
Index ( int x, int z ) : ushort
Initialize ( int startx, int startz, Real pageHeightData ) : void
IntersectSegment ( Vector3 start, Vector3 end, Vector3 &result ) : bool
NotifyCurrentCamera ( Camera cam ) : void
NumNeighbors ( ) : int
SetNeighbor ( Neighbor n, TerrainZoneRenderable t ) : void
StitchEdge ( Neighbor neighbor, int hiLOD, int loLOD, bool omitFirstTri, bool omitLastTri, ushort ppIdx ) : int
TerrainZoneRenderable ( string name, TerrainZone tsm ) : System
UpdateCustomGpuParameter ( GpuProgramParameters constantEntry, GpuProgramParameters param ) : void

Update a custom GpuProgramParameters constant which is derived from information only this Renderable knows.

This method allows a Renderable to map in a custom GPU program parameter based on it's own data. This is represented by a GPU auto parameter of AutoConstantType.Custom, and to allow there to be more than one of these per Renderable, the 'data' field on the auto parameter will identify which parameter is being updated. The implementation of this method must identify the parameter being updated, and call a 'SetConstant' method on the passed in GpuProgramParameters object, using the details provided in the incoming auto constant setting to identify the index at which to set the parameter.

UpdateRenderQueue ( RenderQueue queue ) : void
Vertex ( int x, int z, int n ) : float

Method Details

AdjustRenderLevel() public méthode

public AdjustRenderLevel ( int i ) : void
i int
Résultat void

CalculateCFactor() public méthode

public CalculateCFactor ( ) : Real
Résultat Real

CalculateMinLevelDist2() public méthode

public CalculateMinLevelDist2 ( Real C ) : void
C Real
Résultat void

CalculateNormals() public méthode

public CalculateNormals ( ) : void
Résultat void

CheckSize() public méthode

public CheckSize ( int n ) : bool
n int
Résultat bool

CreateDeltaBuffer() public méthode

public CreateDeltaBuffer ( ) : HardwareVertexBuffer
Résultat Axiom.Graphics.HardwareVertexBuffer

DeleteGeometry() public méthode

public DeleteGeometry ( ) : void
Résultat void

GenerateTriListIndexes() public méthode

public GenerateTriListIndexes ( uint stitchFlags ) : IndexData
stitchFlags uint
Résultat Axiom.Graphics.IndexData

GenerateTriStripIndexes() public méthode

public GenerateTriStripIndexes ( uint stitchFlags ) : IndexData
stitchFlags uint
Résultat Axiom.Graphics.IndexData

GenerateVertexLighting() public méthode

public GenerateVertexLighting ( Vector3 sunlight, ColorEx ambient ) : void
sunlight Vector3
ambient Axiom.Core.ColorEx
Résultat void

GetHeightAt() public méthode

public GetHeightAt ( float x, float z ) : float
x float
z float
Résultat float

GetIndexData() public méthode

public GetIndexData ( ) : IndexData
Résultat Axiom.Graphics.IndexData

GetNeighbor() public méthode

public GetNeighbor ( Neighbor neighbor ) : TerrainZoneRenderable
neighbor Neighbor
Résultat TerrainZoneRenderable

GetNormalAt() public méthode

public GetNormalAt ( float x, float z, Vector3 &result ) : void
x float
z float
result Vector3
Résultat void

GetSquaredViewDepth() public méthode

Returns the camera-relative squared depth of this renderable.
Used to sort transparent objects. Squared depth is used rather than actual depth to avoid having to perform a square root on the result.
public GetSquaredViewDepth ( Camera camera ) : float
camera Axiom.Core.Camera
Résultat float

GetWorldOrientation() public méthode

public GetWorldOrientation ( ) : Quaternion
Résultat Axiom.Math.Quaternion

GetWorldPosition() public méthode

public GetWorldPosition ( ) : Vector3
Résultat Vector3

GetWorldTransforms() public méthode

Gets the world transform matrix / matrices for this renderable object.
If the object has any derived transforms, these are expected to be up to date as long as all the SceneNode structures have been updated before this is called.

This method will populate xform with 1 matrix if it does not use vertex blending. If it does use vertex blending it will fill the passed in pointer with an array of matrices, the length being the value returned from getNumWorldTransforms.

public GetWorldTransforms ( Matrix4 matrices ) : void
matrices Axiom.Math.Matrix4
Résultat void

HasNeighborRenderLevel() public méthode

public HasNeighborRenderLevel ( int i ) : bool
i int
Résultat bool

Index() public méthode

public Index ( int x, int z ) : ushort
x int
z int
Résultat ushort

Initialize() public méthode

public Initialize ( int startx, int startz, Real pageHeightData ) : void
startx int
startz int
pageHeightData Real
Résultat void

IntersectSegment() public méthode

public IntersectSegment ( Vector3 start, Vector3 end, Vector3 &result ) : bool
start Vector3
end Vector3
result Vector3
Résultat bool

NotifyCurrentCamera() public méthode

public NotifyCurrentCamera ( Camera cam ) : void
cam Axiom.Core.Camera
Résultat void

NumNeighbors() public méthode

public NumNeighbors ( ) : int
Résultat int

SetNeighbor() public méthode

public SetNeighbor ( Neighbor n, TerrainZoneRenderable t ) : void
n Neighbor
t TerrainZoneRenderable
Résultat void

StitchEdge() public méthode

public StitchEdge ( Neighbor neighbor, int hiLOD, int loLOD, bool omitFirstTri, bool omitLastTri, ushort ppIdx ) : int
neighbor Neighbor
hiLOD int
loLOD int
omitFirstTri bool
omitLastTri bool
ppIdx ushort
Résultat int

TerrainZoneRenderable() public méthode

public TerrainZoneRenderable ( string name, TerrainZone tsm ) : System
name string
tsm TerrainZone
Résultat System

UpdateCustomGpuParameter() public méthode

Update a custom GpuProgramParameters constant which is derived from information only this Renderable knows.
This method allows a Renderable to map in a custom GPU program parameter based on it's own data. This is represented by a GPU auto parameter of AutoConstantType.Custom, and to allow there to be more than one of these per Renderable, the 'data' field on the auto parameter will identify which parameter is being updated. The implementation of this method must identify the parameter being updated, and call a 'SetConstant' method on the passed in GpuProgramParameters object, using the details provided in the incoming auto constant setting to identify the index at which to set the parameter.
public UpdateCustomGpuParameter ( GpuProgramParameters constantEntry, GpuProgramParameters param ) : void
constantEntry Axiom.Graphics.GpuProgramParameters The auto constant entry referring to the parameter being updated.
param Axiom.Graphics.GpuProgramParameters The parameters object which this method should call to set the updated parameters.
Résultat void

UpdateRenderQueue() public méthode

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

Vertex() public méthode

public Vertex ( int x, int z, int n ) : float
x int
z int
n int
Résultat float

Property Details

DELTA_BINDING public_oe static_oe property

public static short DELTA_BINDING
Résultat short

MAIN_BINDING public_oe static_oe property

public static short MAIN_BINDING
Résultat short

MORPH_CUSTOM_PARAM_ID public_oe static_oe property

public static int MORPH_CUSTOM_PARAM_ID
Résultat int

STITCH_EAST public_oe static_oe property

public static int STITCH_EAST
Résultat int

STITCH_EAST_SHIFT public_oe static_oe property

public static int STITCH_EAST_SHIFT
Résultat int

STITCH_NORTH public_oe static_oe property

public static int STITCH_NORTH
Résultat int

STITCH_NORTH_SHIFT public_oe static_oe property

public static int STITCH_NORTH_SHIFT
Résultat int

STITCH_SOUTH public_oe static_oe property

public static int STITCH_SOUTH
Résultat int

STITCH_SOUTH_SHIFT public_oe static_oe property

public static int STITCH_SOUTH_SHIFT
Résultat int

STITCH_WEST public_oe static_oe property

public static int STITCH_WEST
Résultat int

STITCH_WEST_SHIFT public_oe static_oe property

public static int STITCH_WEST_SHIFT
Résultat int