Method | Description | |
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AddMovableObjectFactory ( MovableObjectFactory fact, bool overrideExisting ) : void |
Register a new MovableObjectFactory which will create new MovableObject instances of a particular type, as identified by the Type property. Plugin creators can create subclasses of MovableObjectFactory which construct custom subclasses of MovableObject for insertion in the scene. This is the primary way that plugins can make custom objects available. |
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AddSceneManagerFactory ( |
Registers a new SceneManagerFactory, a factory object for creating instances of specific SceneManagers. Plugins should call this to register as new SceneManager providers. |
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ConvertColor ( |
Asks the current API to convert an instance of ColorEx to a 4 byte packed int value the way it would expect it.
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CreateRenderWindow ( string name, int width, int height, bool isFullScreen ) : Axiom.Graphics.RenderWindow |
Overloaded method.
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CreateRenderWindow ( string name, int width, int height, bool isFullscreen, NamedParameterList miscParams ) : Axiom.Graphics.RenderWindow |
A collection of addition render system specific options.
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CreateSceneManager ( SceneType sceneType ) : |
Creates a SceneManager instance based on scene type support. Creates an instance of a SceneManager which supports the scene types identified in the parameter. If more than one type of SceneManager has been registered as handling that combination of scene types, in instance of the last one registered is returned. |
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CreateSceneManager ( SceneType sceneType, string instanceName ) : |
Creates a SceneManager instance based on scene type support. Creates an instance of a SceneManager which supports the scene types identified in the parameter. If more than one type of SceneManager has been registered as handling that combination of scene types, in instance of the last one registered is returned. |
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CreateSceneManager ( string typeName ) : |
Creates a SceneManager instance of a given type. You can use this method to create a SceneManager instance of a given specific type. You may know this type already, or you may have discovered it by looking at the results from Root.GetSceneManagerMetaData. |
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CreateSceneManager ( string typeName, string instanceName ) : |
Creates a SceneManager instance of a given type. You can use this method to create a SceneManager instance of a given specific type. You may know this type already, or you may have discovered it by looking at the results from Root.GetSceneManagerMetaData. |
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DestroySceneManager ( |
Destroys an instance of a SceneManager.
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DetachRenderTarget ( |
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Dispose ( ) : void |
Called to shutdown the engine and dispose of all it's resources.
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GetMovableObjectFactory ( string typeName ) : MovableObjectFactory |
Get a MovableObjectFactory for the given type.
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GetSceneManager ( string instanceName ) : |
Gets an existing SceneManager instance that has already been created, identified by the instance name.
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GetSceneManagerMetaData ( string typeName ) : |
Gets more information about a given type of SceneManager. The metadata returned tells you a few things about a given type of SceneManager, which can be created using a factory that has been registered already. |
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HasMovableObjectFactory ( string typeName ) : bool |
Checks whether a factory is registered for a given MovableObject type
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Initialize ( bool autoCreateWindow ) : Axiom.Graphics.RenderWindow |
Initializes the renderer. This method can only be called after a renderer has been selected with Root.RenderSystem, and it will initialize the selected rendering system ready for use. |
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Initialize ( bool autoCreateWindow, string windowTitle ) : Axiom.Graphics.RenderWindow |
Initializes the renderer. This method can only be called after a renderer has been selected with Root.RenderSystem, and it will initialize the selected rendering system ready for use. |
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NextMovableObjectTypeFlag ( ) : uint |
Allocate and retrieve the next MovableObject type flag. This is done automatically if MovableObjectFactory.RequestTypeFlags returns true; don't call this manually unless you're sure you need to. |
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OnFrameEnded ( ) : bool |
Method for raising frame ended events. This method is only for internal use when you use the built-in rendering loop (Root.StartRendering). However, if you run your own rendering loop then you should call this method to ensure that FrameEvent handlers are notified of frame events; processes like texture animation and particle systems rely on this. This method calculates the frame timing information for you based on the elapsed time. If you want to specify elapsed times yourself you should call the other version of this method which takes event details as a parameter. |
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OnFrameEnded ( FrameEventArgs e ) : bool |
Method for raising frame ended events. This method is only for internal use when you use the built-in rendering loop (Root.StartRendering). However, if you run your own rendering loop then you should call this method to ensure that FrameEvent handlers are notified of frame events; processes like texture animation and particle systems rely on this. This method takes an event object as a parameter, so you can specify the times yourself. If you are happy for the engine to automatically calculate the frame time for you, then call the other version of this method with no parameters. |
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OnFrameRenderingQueued ( ) : bool |
Method for raising frame rendering queued events. This method is only for internal use when you use the built-in rendering loop (Root.StartRendering). However, if you run your own rendering loop then you you may want to call this method too, although nothing in Axiom relies on this particular event. Really if you're running your own rendering loop at this level of detail then you can get the same effect as doing your updates in a OnFrameRenderingQueued event by just calling |
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OnFrameRenderingQueued ( FrameEventArgs e ) : bool |
Method for raising frame rendering queued events. This method is only for internal use when you use the built-in rendering loop (Root.StartRendering). However, if you run your own rendering loop then you you may want to call this method too, although nothing in Axiom relies on this particular event. Really if you're running your own rendering loop at this level of detail then you can get the same effect as doing your updates in a OnFrameRenderingQueued event by just calling |
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OnFrameStarted ( ) : bool |
Method for raising frame started events. This method is only for internal use when you use the built-in rendering loop (Root.StartRendering). However, if you run your own rendering loop then you should call this method to ensure that FrameEvent handlers are notified of frame events; processes like texture animation and particle systems rely on this. This method calculates the frame timing information for you based on the elapsed time. If you want to specify elapsed times yourself you should call the other version of this method which takes event details as a parameter. |
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OnFrameStarted ( FrameEventArgs e ) : bool |
Method for raising frame started events. This method is only for internal use when you use the built-in rendering loop (Root.StartRendering). However, if you run your own rendering loop then you should call this method to ensure that FrameEvent handlers are notified of frame events; processes like texture animation and particle systems rely on this. This method takes an event object as a parameter, so you can specify the times yourself. If you are happy for the engine to automatically calculate the frame time for you, then call the other version of this method with no parameters. |
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QueueEndRendering ( ) : void |
Requests that the rendering engine shutdown at the beginning of the next frame.
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RemoveMovableObjectFactory ( MovableObjectFactory fact ) : void |
Removes a previously registered MovableObjectFactory. All instances of objects created by this factory will be destroyed before removing the factory (by calling back the factories 'DestroyInstance' method). The plugin writer is responsible for actually destroying the factory. |
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RemoveSceneManagerFactory ( |
Unregisters a SceneManagerFactory.
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RenderOneFrame ( ) : bool |
Renders one frame. Updates all the render targets automatically and then returns, raising frame events before and after. |
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Root ( ) : System |
Constructor. This public contructor is intended for the user to decide when the Root object gets instantiated. This is a critical step in preparing the engine for use. |
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Root ( string logFilename ) : System |
Constructor. This public contructor is intended for the user to decide when the Root object gets instantiated. This is a critical step in preparing the engine for use. |
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Shutdown ( ) : void |
Shuts down the engine and unloads plugins.
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StartRendering ( ) : void |
Starts the default rendering loop.
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UpdateAllRenderTargets ( ) : bool |
Internal method used for updating all RenderTarget objects (windows, renderable textures etc) which are set to auto-update. You don't need to use this method if you're using Axiom's own internal rendering loop (Root.StartRendering). If you're running your own loop you may wish to call it to update all the render targets which are set to auto update (RenderTarget.IsAutoUpdated). You can also update individual RenderTarget instances using their own Update() method. |
Method | Description | |
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CalculateEventTime ( long time, FrameEventType type ) : float |
Internal method for calculating the average time between recently fired events.
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CaptureCurrentTime ( ) : long | ||
OneTimePostWindowInit ( ) : void |
Internal method for one-time tasks after first window creation.
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public AddMovableObjectFactory ( MovableObjectFactory fact, bool overrideExisting ) : void | ||
fact | MovableObjectFactory | /// The factory instance. /// |
overrideExisting | bool | /// Set this to true to override any existing /// factories which are registered for the same type. You should only /// change this if you are very sure you know what you're doing. /// |
return | void |
public AddSceneManagerFactory ( |
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factory | ||
return | void |
public CreateRenderWindow ( string name, int width, int height, bool isFullScreen ) : Axiom.Graphics.RenderWindow | ||
name | string | |
width | int | |
height | int | |
isFullScreen | bool | |
return | Axiom.Graphics.RenderWindow |
public CreateRenderWindow ( string name, int width, int height, bool isFullscreen, NamedParameterList miscParams ) : Axiom.Graphics.RenderWindow | ||
name | string | |
width | int | |
height | int | |
isFullscreen | bool | |
miscParams | NamedParameterList | |
return | Axiom.Graphics.RenderWindow |
public CreateSceneManager ( SceneType sceneType ) : |
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sceneType | SceneType | A mask containing one or more |
return |
public CreateSceneManager ( SceneType sceneType, string instanceName ) : |
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sceneType | SceneType | A mask containing one or more |
instanceName | string | /// Optional name to given the new instance that is /// created. If you leave this blank, an auto name will be assigned. /// |
return |
public CreateSceneManager ( string typeName ) : |
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typeName | string | String identifying a unique SceneManager type. |
return |
public CreateSceneManager ( string typeName, string instanceName ) : |
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typeName | string | String identifying a unique SceneManager type. |
instanceName | string | /// Optional name to given the new instance that is created. /// If you leave this blank, an auto name will be assigned. /// |
return |
public DestroySceneManager ( |
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instance | ||
return | void |
public DetachRenderTarget ( |
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target | ||
return | void |
public GetMovableObjectFactory ( string typeName ) : MovableObjectFactory | ||
typeName | string | /// The factory type to obtain. /// |
return | MovableObjectFactory |
public GetSceneManager ( string instanceName ) : |
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instanceName | string | The name of the instance to retrieve. |
return |
public GetSceneManagerMetaData ( string typeName ) : |
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typeName | string | /// The type name of the SceneManager you want to enquire on. /// If you don't know the typeName already, you can iterate over the /// metadata for all types using getMetaDataIterator. /// |
return |
public HasMovableObjectFactory ( string typeName ) : bool | ||
typeName | string | /// The factory type to check for. /// |
return | bool |
public Initialize ( bool autoCreateWindow ) : Axiom.Graphics.RenderWindow | ||
autoCreateWindow | bool | /// If true, a rendering window will automatically be created. The window will be /// created based on the options currently set on the render system. /// |
return | Axiom.Graphics.RenderWindow |
public Initialize ( bool autoCreateWindow, string windowTitle ) : Axiom.Graphics.RenderWindow | ||
autoCreateWindow | bool | /// If true, a rendering window will automatically be created The window will be /// created based on the options currently set on the render system. /// |
windowTitle | string | Title to use by the window. |
return | Axiom.Graphics.RenderWindow |
public OnFrameEnded ( FrameEventArgs e ) : bool | ||
e | FrameEventArgs | /// Event object which includes all the timing information which must already be /// calculated. RequestShutdown should be checked after each call, because that means /// an event handler is requesting that shudown begin for one reason or another. /// |
return | bool |
public OnFrameRenderingQueued ( FrameEventArgs e ) : bool | ||
e | FrameEventArgs | |
return | bool |
public OnFrameStarted ( FrameEventArgs e ) : bool | ||
e | FrameEventArgs | /// Event object which includes all the timing information which must already be /// calculated. RequestShutdown should be checked after each call, because that means /// an event handler is requesting that shudown begin for one reason or another. /// |
return | bool |
public RemoveMovableObjectFactory ( MovableObjectFactory fact ) : void | ||
fact | MovableObjectFactory | The instance to remove. |
return | void |
public RemoveSceneManagerFactory ( |
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factory | ||
return | void |
public Root ( string logFilename ) : System | ||
logFilename | string | Name of the default log file. |
return | System |