C# 클래스 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.

상속: Axiom.Core.MovableObject
파일 보기 프로젝트 열기: WolfgangSt/axiom 1 사용 예제들

보호된 프로퍼티들

프로퍼티 타입 설명
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

공개 메소드들

메소드 설명
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

보호된 메소드들

메소드 설명
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

비공개 메소드들

메소드 설명
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.

메소드 상세

AddSoftwareAnimationRequest() 보호된 메소드

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

AttachObjectImpl() 보호된 메소드

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.
리턴 void

AttachObjectToBone() 공개 메소드

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.
리턴 Axiom.Animating.TagPoint

AttachObjectToBone() 공개 메소드

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.
리턴 Axiom.Animating.TagPoint

AttachObjectToBone() 공개 메소드

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.
리턴 Axiom.Animating.TagPoint

BuildSubEntities() 보호된 메소드

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

CacheBoneMatrices() 보호된 메소드

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

ChooseVertexDataForBinding() 공개 메소드

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

Clone() 공개 메소드

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

CloneVertexDataRemoveBlendInfo() 보호된 메소드

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.
리턴 Axiom.Graphics.VertexData

CopyAnimationStateSubset() 공개 메소드

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.
리턴 void

DetachAllObjectsFromBone() 공개 메소드

public DetachAllObjectsFromBone ( ) : void
리턴 void

DetachAllObjectsImpl() 보호된 메소드

protected DetachAllObjectsImpl ( ) : void
리턴 void

DetachObjectFromBone() 공개 메소드

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

DetachObjectFromBone() 공개 메소드

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
리턴 void

DetachObjectImpl() 보호된 메소드

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.
리턴 void

ExtractTempBufferInfo() 보호된 메소드

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
리턴 void

FindBlendedVertexData() 보호된 메소드

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
리턴 Axiom.Graphics.VertexData

FindSubEntityForVertexData() 보호된 메소드

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
리턴 SubEntity

GetAllAnimationStates() 공개 메소드

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
리턴 Axiom.Animating.AnimationStateSet

GetAnimationState() 공개 메소드

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
리턴 AnimationState

GetEdgeList() 공개 메소드

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

GetLastShadowVolumeRenderableEnumerator() 공개 메소드

public GetLastShadowVolumeRenderableEnumerator ( ) : IEnumerator
리턴 IEnumerator

GetShadowVolumeRenderableEnumerator() 공개 메소드

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
리턴 IEnumerator

GetSubEntity() 공개 메소드

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

GetVertexDataForBinding() 공개 메소드

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

MarkBuffersUnusedForAnimation() 보호된 메소드

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

MarkBuffersUsedForAnimation() 공개 메소드

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

NotifyCurrentCamera() 공개 메소드

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

PrepareTempBlendedBuffers() 보호된 메소드

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

ReevaluateVertexProcessing() 보호된 메소드

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

RemoveSoftwareAnimationRequest() 보호된 메소드

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

RestoreBuffersForUnusedAnimation() 보호된 메소드

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

SetMaterialLodBias() 공개 메소드

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)
리턴 void

SetMesh() 보호된 메소드

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

SetMeshLodBias() 공개 메소드

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)
리턴 void

ShareSkeletonInstanceWith() 공개 메소드

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

StopSharingSkeletonInstance() 공개 메소드

public StopSharingSkeletonInstance ( ) : void
리턴 void

TempSkelAnimBuffersBound() 공개 메소드

public TempSkelAnimBuffersBound ( bool requestNormals ) : bool
requestNormals bool
리턴 bool

TempVertexAnimBuffersBound() 공개 메소드

public TempVertexAnimBuffersBound ( ) : bool
리턴 bool

UpdateAnimation() 공개 메소드

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

UpdateRenderQueue() 공개 메소드

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

dispose() 보호된 메소드

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

프로퍼티 상세

animationState 보호되어 있는 프로퍼티

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

boneMatrices 보호되어 있는 프로퍼티

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

boneWorldMatrices 보호되어 있는 프로퍼티

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

childObjectList 보호되어 있는 프로퍼티

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

displaySkeleton 보호되어 있는 프로퍼티

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

frameAnimationLastUpdated 보호되어 있는 프로퍼티

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

frameBonesLastUpdated 보호되어 있는 프로퍼티

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

fullBoundingBox 보호되어 있는 프로퍼티

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

hardwareVertexAnimVertexData 보호되어 있는 프로퍼티

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
리턴 Axiom.Graphics.VertexData

lastParentXform 보호되어 있는 프로퍼티

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

lodEntityList 보호되어 있는 프로퍼티

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

materialLodFactor 보호되어 있는 프로퍼티

LOD bias factor
protected Real materialLodFactor
리턴 Real

materialLodFactorTransformed 보호되어 있는 프로퍼티

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

materialName 보호되어 있는 프로퍼티

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

maxMaterialLodIndex 보호되어 있는 프로퍼티

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

maxMeshLodIndex 보호되어 있는 프로퍼티

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

mesh 보호되어 있는 프로퍼티

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

meshLodFactorTransformed 보호되어 있는 프로퍼티

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

meshLodIndex 보호되어 있는 프로퍼티

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

minMaterialLodIndex 보호되어 있는 프로퍼티

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

minMeshLodIndex 보호되어 있는 프로퍼티

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

numBoneMatrices 보호되어 있는 프로퍼티

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

shadowRenderables 보호되어 있는 프로퍼티

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

sharedSkeletonInstances 보호되어 있는 프로퍼티

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

skelAnimVertexData 보호되어 있는 프로퍼티

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

skeletonInstance 보호되어 있는 프로퍼티

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

softwareAnimationNormalsRequests 보호되어 있는 프로퍼티

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
리턴 int

softwareAnimationRequests 보호되어 있는 프로퍼티

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
리턴 int

softwareVertexAnimVertexData 보호되어 있는 프로퍼티

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

subEntityList 보호되어 있는 프로퍼티

List of sub entities.
protected SubEntityList subEntityList
리턴 SubEntityList

tempSkelAnimInfo 보호되어 있는 프로퍼티

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

tempVertexAnimInfo 보호되어 있는 프로퍼티

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

usingManualLod 보호되어 있는 프로퍼티

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

vertexAnimationAppliedThisFrame 보호되어 있는 프로퍼티

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