C# 클래스 Axiom.Core.SubEntity

Utility class which defines the sub-parts of an Entity.

Just as models are split into meshes, an Entity is made up of potentially multiple SubEntities. These are mainly here to provide the link between the Material which the SubEntity uses (which may be the default Material for the SubMesh or may have been changed for this object) and the SubMesh data.

SubEntity instances are never created manually. They are created at the same time as their parent Entity by the SceneManager method CreateEntity.

상속: DisposableObject, IRenderable
파일 보기 프로젝트 열기: WolfgangSt/axiom 1 사용 예제들

보호된 프로퍼티들

프로퍼티 타입 설명
customParams List
hardwarePoseCount ushort
hardwareSkinningEnabled bool
hardwareVertexAnimVertexData Axiom.Graphics.VertexData
isVisible bool
material Axiom.Graphics.Material
materialName string
parent Entity
renderOperation Axiom.Graphics.RenderOperation
skelAnimVertexData Axiom.Graphics.VertexData
softwareVertexAnimVertexData Axiom.Graphics.VertexData
subMesh SubMesh
tempSkelAnimInfo Axiom.Graphics.TempBlendedBufferInfo
tempVertexAnimInfo Axiom.Graphics.TempBlendedBufferInfo
useVertexProgram bool
vertexAnimationAppliedThisFrame bool

Private Properties

프로퍼티 타입 설명
SubEntity System

공개 메소드들

메소드 설명
GetCustomParameter ( int index ) : Vector4
GetSquaredViewDepth ( Camera camera ) : float

GetVertexDataForBinding ( ) : VertexData
GetWorldTransforms ( Matrix4 matrices ) : void

MarkBuffersUnusedForAnimation ( ) : void
MarkBuffersUsedForAnimation ( ) : void
RestoreBuffersForUnusedAnimation ( bool hardwareAnimation ) : void
SetCustomParameter ( int index, Vector4 val ) : void
UpdateCustomGpuParameter ( GpuProgramParameters entry, GpuProgramParameters gpuParams ) : void

보호된 메소드들

메소드 설명
PrepareTempBlendBuffers ( ) : void

Internal method for preparing this sub entity for use in animation.

dispose ( bool disposeManagedResources ) : void

Class level dispose method

When implementing this method in an inherited class the following template should be used; protected override void dispose( bool disposeManagedResources ) { if ( !isDisposed ) { if ( disposeManagedResources ) { // Dispose managed resources. } // There are no unmanaged resources to release, but // if we add them, they need to be released here. } // If it is available, make the call to the // base class's Dispose(Boolean) method base.dispose( disposeManagedResources ); }

비공개 메소드들

메소드 설명
SubEntity ( ) : System

Internal constructor, only allows creation of SubEntities within the engine core.

메소드 상세

GetCustomParameter() 공개 메소드

public GetCustomParameter ( int index ) : Vector4
index int
리턴 Vector4

GetSquaredViewDepth() 공개 메소드

public GetSquaredViewDepth ( Camera camera ) : float
camera Camera
리턴 float

GetVertexDataForBinding() 공개 메소드

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

GetWorldTransforms() 공개 메소드

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

MarkBuffersUnusedForAnimation() 공개 메소드

public MarkBuffersUnusedForAnimation ( ) : void
리턴 void

MarkBuffersUsedForAnimation() 공개 메소드

public MarkBuffersUsedForAnimation ( ) : void
리턴 void

PrepareTempBlendBuffers() 보호된 메소드

Internal method for preparing this sub entity for use in animation.
protected PrepareTempBlendBuffers ( ) : void
리턴 void

RestoreBuffersForUnusedAnimation() 공개 메소드

public RestoreBuffersForUnusedAnimation ( bool hardwareAnimation ) : void
hardwareAnimation bool
리턴 void

SetCustomParameter() 공개 메소드

public SetCustomParameter ( int index, Vector4 val ) : void
index int
val Vector4
리턴 void

UpdateCustomGpuParameter() 공개 메소드

public UpdateCustomGpuParameter ( GpuProgramParameters entry, GpuProgramParameters gpuParams ) : void
entry Axiom.Graphics.GpuProgramParameters
gpuParams Axiom.Graphics.GpuProgramParameters
리턴 void

dispose() 보호된 메소드

Class level dispose method
When implementing this method in an inherited class the following template should be used; protected override void dispose( bool disposeManagedResources ) { if ( !isDisposed ) { if ( disposeManagedResources ) { // Dispose managed resources. } // There are no unmanaged resources to release, but // if we add them, they need to be released here. } // If it is available, make the call to the // base class's Dispose(Boolean) method base.dispose( disposeManagedResources ); }
protected dispose ( bool disposeManagedResources ) : void
disposeManagedResources bool True if Unmanaged resources should be released.
리턴 void

프로퍼티 상세

customParams 보호되어 있는 프로퍼티

protected List customParams
리턴 List

hardwarePoseCount 보호되어 있는 프로퍼티

Number of hardware blended poses supported by material
protected ushort hardwarePoseCount
리턴 ushort

hardwareSkinningEnabled 보호되어 있는 프로퍼티

Flag indicating whether hardware skinning is supported by this subentity's materials.
protected bool hardwareSkinningEnabled
리턴 bool

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

isVisible 보호되어 있는 프로퍼티

Flag indicating whether this sub entity should be rendered or not.
protected bool isVisible
리턴 bool

material 보호되어 있는 프로퍼티

Reference to the material being used by this SubEntity.
protected Material,Axiom.Graphics material
리턴 Axiom.Graphics.Material

materialName 보호되어 있는 프로퍼티

Name of the material being used.
protected string materialName
리턴 string

parent 보호되어 있는 프로퍼티

Reference to the parent Entity.
protected Entity parent
리턴 Entity

renderOperation 보호되어 있는 프로퍼티

protected RenderOperation,Axiom.Graphics renderOperation
리턴 Axiom.Graphics.RenderOperation

skelAnimVertexData 보호되어 있는 프로퍼티

Blend buffer details for dedicated geometry.
protected VertexData,Axiom.Graphics skelAnimVertexData
리턴 Axiom.Graphics.VertexData

softwareVertexAnimVertexData 보호되어 있는 프로퍼티

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

subMesh 보호되어 있는 프로퍼티

Reference to the subMesh that represents the geometry for this SubEntity.
protected SubMesh,Axiom.Core subMesh
리턴 SubMesh

tempSkelAnimInfo 보호되어 있는 프로퍼티

Temp buffer details for software skeletal anim geometry
protected TempBlendedBufferInfo,Axiom.Graphics tempSkelAnimInfo
리턴 Axiom.Graphics.TempBlendedBufferInfo

tempVertexAnimInfo 보호되어 있는 프로퍼티

Temp buffer details for software Vertex anim geometry
protected TempBlendedBufferInfo,Axiom.Graphics tempVertexAnimInfo
리턴 Axiom.Graphics.TempBlendedBufferInfo

useVertexProgram 보호되어 있는 프로퍼티

Flag indicating whether vertex programs are used by this subentity's materials.
protected bool useVertexProgram
리턴 bool

vertexAnimationAppliedThisFrame 보호되어 있는 프로퍼티

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