메소드 | 설명 | |
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addCameraNode ( int parent, string name, int pipelineRes ) : int |
This function creates a new Camera node and attaches it to the specified parent node.
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addEmitterNode ( int parent, string name, int matRes, int effectRes, int maxParticleCount, int respawnCount ) : int |
This function creates a new Emitter node and attaches it to the specified parent node.
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addGroupNode ( int parent, string name ) : int |
This function creates a new Group node and attaches it to the specified parent node.
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addJointNode ( int parent, string name, int jointIndex ) : int |
This function creates a new Joint node and attaches it to the specified parent node.
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addLightNode ( int parent, string name, int materialRes, string lightingContext, string shadowContext ) : int |
This function creates a new Light node and attaches it to the specified parent node. The direction vector of the untransformed light node is pointing along the the negative z-axis. The specified material resource can define uniforms and projective textures. Furthermore it can contain a shader for doing lighting calculations if deferred shading is used. If no material is required the parameter can be zero. The context names define which shader contexts are used when rendering shadow maps or doing light calculations for forward rendering configurations.
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addMeshNode ( int parent, string name, int matRes, int batchStart, int batchCount, int vertRStart, int vertREnd ) : int |
This function creates a new Mesh node and attaches it to the specified parent node.
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addModelNode ( int parent, string name, int geoRes ) : int |
This function creates a new Model node and attaches it to the specified parent node.
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addNodes ( int parent, int res ) : int |
This function creates several new nodes as described in a SceneGraph resource and attaches them to a specified parent node.
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addResource ( int type, string name, int flags ) : int |
This function tries to add a resource of a specified type and name to the resource manager. If a resource of the same type and name is already found, the handle to the existing resource is returned instead of creating a new one.
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advanceEmitterTime ( int node, float timeDelta ) : bool |
This function advances the simulation time of a particle system and continues the particle simulation with timeDelta being the time elapsed since the last call of this function.
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castRay ( int node, float ox, float oy, float oz, float dx, float dy, float dz, int numNearest ) : int |
This function checks recursively if the specified ray intersects the specified node or one of its children. The function finds intersections relative to the ray origin and returns the number of intersecting scene nodes. The ray is a line segment and is specified by a starting point (the origin) and a finite direction vector which also defines its length. Currently this function is limited to returning intersections with Meshes.
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checkExtension ( string extensionName ) : bool |
This function checks if a specified extension is contained in the DLL/shared object of the engine.
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checkNodeTransformFlag ( int node, bool reset ) : bool |
Checks if a scene node has been transformed by the engine.
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checkNodeVisibility ( int node, int cameraNode, bool checkOcclusion, bool calcLod ) : int |
Checks if a node is visible. This function checks if a specified node is visible from the perspective of a specified camera. The function always checks if the node is in the camera's frustum. If checkOcclusion is true, the function will take into account the occlusion culling information from the previous frame (if occlusion culling is disabled the flag is ignored). The flag calcLod determines whether the detail level for the node should be returned in case it is visible. The function returns -1 if the node is not visible, otherwise 0 (base LOD level) or the computed LOD level. |
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clear ( ) : void |
This function removes all nodes from the scene graph except the root node and releases all resources. Warning: All resource and node IDs are invalid after calling this function.
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clearOverlays ( ) : void |
Clears the overlays added before using showOverlay
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cloneResource ( int sourceRes, string name ) : int |
Duplicates a resource. *Note: The name string may not contain a colon character (:)* |
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createTexture2D ( string name, int flags, int width, int height, bool renderable ) : int |
Adds a Texture2D resource. *Note: The name string may not contain a colon character (:)* |
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finalizeFrame ( ) : bool |
This function tells the engine that the current frame is finished and that all subsequent rendering operations will be for the next frame.
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findNodes ( int node, string name, int type ) : int |
Finds scene nodes with the specified properties. This function loops recursively over all children of startNode and adds them to an internal list of results if they match the specified name and type. The result list is cleared each time this function is called. The function returns the number of nodes which were found and added to the list. |
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findResource ( int type, string name ) : int |
This function searches the resource of the specified type and name and returns its handle. If the resource is not available in the resource manager a zero handle is returned. The content path of the specified ResourceType is added automatically. |
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getCameraProjectionMatrix ( int node, float projMat ) : bool |
This function gets the camera projection matrix used for bringing the geometry to screen space and copies it to the specified array.
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getCastRayResult ( int index, int node, float &distance, float intersection ) : bool |
Returns a result of a previous castRay query.
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getMessage ( int &level, float &time ) : string |
This function returns the next message string from the message queue and writes additional information to the specified variables. If no message is left over in the queue an empty string is returned.
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getNextResource ( int type, int start ) : int |
This function searches the resource of the specified type and name and returns its handle. If the resource is not available in the resource manager a zero handle is returned.
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getNodeAABB ( int node, float &minX, float &minY, float &minZ, float &maxX, float &maxY, float &maxZ ) : bool |
This function stores the world coordinates of the axis aligned bounding box of a specified node in the specified variables. The bounding box is represented using the minimum and maximum coordinates on all three axes.
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getNodeChild ( int node, int index ) : int |
Returns the handle to a child node.
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getNodeFindResult ( int index ) : int |
Gets a result from the findNodes query. This function returns the n-th (index) result of a previous findNodes query. The result is the handle to a scene node with the poperties specified at the findNodes query. If the index doesn't exist in the result list the function returns 0. |
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getNodeParamf ( int node, int param ) : float |
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getNodeParami ( int node, int param ) : int |
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getNodeParamstr ( int node, int param ) : string |
Gets a property of a scene node.
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getNodeParent ( int node ) : int |
Returns the parent of a scene node.
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getNodeTransform ( int node, float &px, float &py, float &pz, float &rx, float &ry, float &rz, float &sx, float &sy, float &sz ) : bool |
This function gets the translation, rotation and scale of a specified scene node object. The coordinates are in local space and contain the transformation of the node relative to its parent.
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getNodeTransformMatrices ( int node, |
This function returns a pointer to the relative and absolute transformation matrices of the specified node in the specified pointer variables.
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getNodeType ( int node ) : SceneNodeTypes |
Reads the pixel data of a pipeline render target buffer. This function returns the type of a specified scene node. If the node handle is invalid, the function returns the node type 'Unknown'.
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getOption ( EngineOptions param ) : float |
This function gets a specified option parameter and returns its value.
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getResourceData ( int res, int param ) : IntPtr |
This function returns a pointer to the specified data of a specified resource. For information on the format (int, float, ..) of the pointer see the ResourceData description.
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getResourceName ( int res ) : string |
Returns the name of a resource.
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getResourceParamf ( int res, int param ) : float |
Gets a property of a resource.
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getResourceParami ( int res, int param ) : int |
Gets a property of a resource.
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getResourceParamstr ( int res, int param ) : string |
Gets a property of a resource.
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getResourceType ( int res ) : int |
This function returns the type of a specified resource. If the resource handle is invalid, the function returns the resource type 'Unknown'.
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getStat ( EngineStats param, bool reset ) : float |
Gets a statistic value of the engine.
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getVersionString ( ) : string |
This function returns a string containing the current version of Horde3D.
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hasEmitterFinished ( int emitterNode ) : bool |
Checks if an Emitter node is still alive.
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init ( ) : bool |
This function initializes the graphics engine and makes it ready for use. It has to be the first call to the engine except for getVersionString. In order to successfully initialize the engine the calling application must provide a valid OpenGL context. The function can be called several times on different rendering contexts in order to initialize them.
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isResourceLoaded ( int res ) : bool |
Checks if a resource is loaded.
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loadResource ( int res, byte data, int size ) : bool |
Loads a resource. This function loads data for a resource that was previously added to the resource manager. If data is a NULL-pointer the resource manager is told that the resource doesn't have any data (e.g. the corresponding file was not found). In this case, the resource remains in the unloaded state but is no more returned when querying unloaded resources. When the specified resource is already loaded, the function returns false. *Important Note: XML-data must be NULL-terminated* |
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queryUnloadedResource ( int index ) : int |
Returns handle to an unloaded resource.
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release ( ) : void |
This function releases the engine and frees all objects and associated memory. It should be called when the application is destroyed.
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releaseUnusedResources ( ) : void |
This function releases resources that are no longer used. Unused resources were either told to be released by the user calling removeResource() or are no more referenced by any other engine objects.
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removeNode ( int node ) : bool |
This function removes the specified node and all of it's children from the scene.
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removeResource ( int res ) : int |
Removes a resource.
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render ( int node ) : bool |
This is the main function of the engine. It executes all the rendering, animation and other tasks. The function can be called several times per frame, for example in order to write to different output buffers. camera node used for rendering scene
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setLightContexts ( int node, string lightingContext, string shadowContext ) : bool |
This function sets the lighting and shadow shader contexts of the specified light source. The contexts define which shader code is used when doing lighting calculations or rendering the shadow map. The function works on a Light node or a Group node in which case the call is recursively passed to all child Light nodes.
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setMaterialSampler ( int materialRes, string name, int texRes ) : bool |
Binds a texture to a sampler of a Material resource.
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setMaterialUniform ( int materialRes, string name, float a, float b, float c, float d ) : bool |
This function sets the specified shader uniform of the specified material to the specified values.
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setModelAnimParams ( int node, int stage, float time, float weight ) : bool |
This function sets the current animation time and weight for a specified stage of the specified model. The time corresponds to the frames of the animation and the animation is looped if the time is higher than the maximum number of frames in the Animation resource. The weight is used for animation blending and determines how much influence the stage has compared to the other active stages. When the sum of the weights of all stages is more than one, the animations on the lower stages get priority. The function operates on Model nodes but accepts also Group nodes in which case the call is passed recursively to the Model child nodes. |
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setModelMorpher ( int node, string target, float weight ) : bool |
This function sets the weight of a specified morph target. If the target parameter is an empty string the weight of all morph targets in the specified Model node is modified. The function operates on Model nodes but accepts also Group nodes in which case the call is passed recursively to the Model child nodes. If the specified morph target is not found the function returns false.
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setNodeActivation ( int node, bool active ) : bool |
This function sets the activation state of the specified node to active or inactive. Inactive nodes are excluded from rendering.
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setNodeParamf ( int node, int param, float value ) : bool |
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setNodeParami ( int node, int param, int value ) : bool |
Sets a property of a scene node. This function sets a specified property of the specified node to a specified value. The property must be of the type int or ResHandle. |
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setNodeParamstr ( int node, int param, string value ) : bool |
Sets a property of a scene node.
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setNodeParent ( int node, int parent ) : bool |
Relocates a node in the scene graph.
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setNodeTransform ( int node, float px, float py, float pz, float rx, float ry, float rz, float sx, float sy, float sz ) : bool |
This function sets the relative translation, rotation and scale of a specified scene node object. The coordinates are in local space and contain the transformation of the node relative to its parent.
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setNodeTransformMatrix ( int node, float mat4x4 ) : bool |
This function sets the relative transformation matrix of the specified scene node. It is basically the same as setNodeTransform but takes directly a matrix instead of individual transformation parameters.
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setOption ( EngineOptions param, float value ) : bool |
This function sets a specified option parameter to a specified value.
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setPipelineStageActivation ( int pipelineRes, string stageName, bool enabled ) : bool |
Sets the activation state of a pipeline stage.
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setResourceParamf ( int res, int param, float value ) : bool |
Sets a property of a resource.
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setResourceParami ( int res, int param, int value ) : bool |
Sets a property of a resource.
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setResourceParamstr ( int res, int param, string value ) : bool |
Sets a property of a resource.
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setShaderPreambles ( string vertPreamble, string fragPreamble ) : void |
Sets preambles of all Shader resources.
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setupCameraView ( int node, float fov, float aspect, float nearDist, float farDist ) : bool |
This function calculates the view frustum planes of the specified camera node using the specified view parameters.
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setupModelAnimStage ( int node, int stage, int res, string animMask, bool additive ) : bool |
This function is used to setup the specified animation stage (channel) of the specified Model node. The function operates on Model nodes but accepts also Group nodes in which case the call is passed recursively to the Model child nodes. The function is used for animation blending. There is a fixed number of stages (by default 16) on which different animations can be played. The animation mask determines which child-nodes of the model (joints or meshes) are affected by the specified animation on the stage to be configured. If the mask is an empty string, the animation affects all nodes. Otherwise the mask can contain several node names separated by the two character sequence. When a mask is specified, the initial state of all nodes is 'not affected by animation'. For every node in the mask the function recurses down the (skeleton-) hierarchy starting at the currently processed node in the mask and inverts the state of the considered nodes. This makes it possible to do complex animation mixing. A simpler way to do animation mixing is using additive animations. If a stage is configured to be additive the engine calculates the difference between the current frame and the first frame in the animation and adds this delta to the current transformation of the joints or meshes. |
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setupViewport ( int x, int y, int width, int height, bool resizeBuffers ) : void |
This function sets the location and size of the viewport. It has to be called after engine initialization and whenever the size of the rendering context/window changes. The resizeBuffers parameter specifies whether render targets with a size relative to the viewport dimensions should be resized. This is usually desired after engine initialization and when the window is resized but not for just rendering to a part of the framebuffer.
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showOverlay ( float x_ll, float y_ll, float u_ll, float v_ll, float x_lr, float y_lr, float u_lr, float v_lr, float x_ur, float y_ur, float u_ur, float v_ur, float x_ul, float y_ul, float u_ul, float v_ul, float colR, float colG, float colB, float colA, int layer, int material ) : void |
This function displays an overlay with a specified material at a specified position on the screen. An overlay is a 2D image that can be used to render 2D GUI elements. The coordinate system used has its origin (0, 0) at the lower left corner of the screen and its maximum (1, 1) at the upper right corner. Texture coordinates are using the same system, where the coordinates (0, 0) correspond to the lower left corner of the image. Overlays can have different layers which describe the order in which they are drawn. Overlays with smaller layer numbers are drawn before overlays with higher layer numbers. |
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unloadResource ( int res ) : bool |
This function unloads a previously loaded resource and restores the default values it had before loading. The state is set back to unloaded which makes it possible to load the resource again.
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updateResourceData ( int res, int param, byte data, int size ) : bool |
This function updates the content of a resource that was successfully loaded before. The new data must have exactly the same data layout as the data that was loaded. Notes on available ResourceData parameters: Tex2DPixelData - Sets the image data of a Texture2D resource. The data must point to a memory block that contains the pixels of the image. Each pixel needs to have 32 bit color data in BGRA format. The dimensions of the image (width, height) must be exactly the same as the dimensions of the image that was originally loaded for the resource. PLEASE NOTE: calls to updateResourceData are not threadsafe and so it might not work in case you have a separated render thread. |
public static addCameraNode ( int parent, string name, int pipelineRes ) : int | ||
parent | int | handle to parent node to which the new node will be attached |
name | string | name of the node |
pipelineRes | int | |
리턴 | int |
public static addEmitterNode ( int parent, string name, int matRes, int effectRes, int maxParticleCount, int respawnCount ) : int | ||
parent | int | handle to parent node to which the new node will be attached |
name | string | name of the node |
matRes | int | handle to material resource used for rendering |
effectRes | int | handle to effect resource used for configuring particle properties |
maxParticleCount | int | maximal number of particles living at the same time |
respawnCount | int | number of times a single particle is recreated after dying (-1 for infinite) |
리턴 | int |
public static addGroupNode ( int parent, string name ) : int | ||
parent | int | handle to parent node to which the new node will be attached |
name | string | name of the node |
리턴 | int |
public static addJointNode ( int parent, string name, int jointIndex ) : int | ||
parent | int | handle to parent node to which the new node will be attached |
name | string | name of the node |
jointIndex | int | index of joint in Geometry resource of parent Model node |
리턴 | int |
public static addLightNode ( int parent, string name, int materialRes, string lightingContext, string shadowContext ) : int | ||
parent | int | handle to parent node to which the new node will be attached |
name | string | name of the node |
materialRes | int | material resource for light configuration or 0 if not used |
lightingContext | string | name of the shader context used for doing light calculations |
shadowContext | string | name of the shader context used for doing shadow map rendering |
리턴 | int |
public static addMeshNode ( int parent, string name, int matRes, int batchStart, int batchCount, int vertRStart, int vertREnd ) : int | ||
parent | int | handle to parent node to which the new node will be attached |
name | string | name of the node |
matRes | int | Material resource used by Mesh node |
batchStart | int | first vertex index in Geometry resource of parent Model node |
batchCount | int | number of vertex indices in Geometry resource of parent Model node |
vertRStart | int | minimum vertex array index contained in Geometry resource indices of parent Model node |
vertREnd | int | maximum vertex array index contained in Geometry resource indices of parent Model node |
리턴 | int |
public static addModelNode ( int parent, string name, int geoRes ) : int | ||
parent | int | handle to parent node to which the new node will be attached |
name | string | name of the node |
geoRes | int | Geometry resource used by Model node |
리턴 | int |
public static addNodes ( int parent, int res ) : int | ||
parent | int | handle to parent node to which the root of the new nodes will be attached |
res | int | handle to the SceneGraph resource |
리턴 | int |
public static addResource ( int type, string name, int flags ) : int | ||
type | int | type of the resource |
name | string | name of the resource |
flags | int | flags used for creating the resource |
리턴 | int |
public static advanceEmitterTime ( int node, float timeDelta ) : bool | ||
node | int | handle to the Emitter node which will be modified |
timeDelta | float | time delta in seconds |
리턴 | bool |
public static castRay ( int node, float ox, float oy, float oz, float dx, float dy, float dz, int numNearest ) : int | ||
node | int | node at which intersection check is beginning |
ox | float | ray origin |
oy | float | ray origin |
oz | float | ray origin |
dx | float | ray direction vector also specifying ray length |
dy | float | ray direction vector also specifying ray length |
dz | float | ray direction vector also specifying ray length |
numNearest | int | maximum number of intersection points to be stored (0 for all) |
리턴 | int |
public static checkExtension ( string extensionName ) : bool | ||
extensionName | string | name of the extension |
리턴 | bool |
public static checkNodeTransformFlag ( int node, bool reset ) : bool | ||
node | int | handle to the node to be accessed |
reset | bool | flag indicating whether transformation flag shall be reset |
리턴 | bool |
public static checkNodeVisibility ( int node, int cameraNode, bool checkOcclusion, bool calcLod ) : int | ||
node | int | node to be checked for visibility |
cameraNode | int | camera node from which the visibility test is done |
checkOcclusion | bool | specifies if occlusion info from previous frame should be taken into account |
calcLod | bool | specifies if LOD level should be computed |
리턴 | int |
public static cloneResource ( int sourceRes, string name ) : int | ||
sourceRes | int | handle to resource to be cloned |
name | string | name of new resource (can be empty for auto-naming) |
리턴 | int |
public static createTexture2D ( string name, int flags, int width, int height, bool renderable ) : int | ||
name | string | name of the resource |
flags | int | flags used for creating the resource |
width | int | width of the texture image |
height | int | height of the texture image |
renderable | bool | flag indicating whether the texture can be used as an output buffer for a Camera node |
리턴 | int |
public static findNodes ( int node, string name, int type ) : int | ||
node | int | |
name | string | |
type | int | |
리턴 | int |
public static findResource ( int type, string name ) : int | ||
type | int | type of the resource |
name | string | name of the resource |
리턴 | int |
public static getCameraProjectionMatrix ( int node, float projMat ) : bool | ||
node | int | handle to Camera node |
projMat | float | pointer to float array with 16 elements |
리턴 | bool |
public static getCastRayResult ( int index, int node, float &distance, float intersection ) : bool | ||
index | int | index of result to be accessed (range: 0 to number of results returned by castRay) |
node | int | handle of intersected node |
distance | float | distance from ray origin to intersection point |
intersection | float | coordinates of intersection point (float[3] array) |
리턴 | bool |
public static getMessage ( int &level, float &time ) : string | ||
level | int | pointer to variable for storing message level indicating importance (can be NULL) |
time | float | pointer to variable for stroing time when message was added (can be NULL) |
리턴 | string |
public static getNextResource ( int type, int start ) : int | ||
type | int | type of the resource |
start | int | name of the resource |
리턴 | int |
public static getNodeAABB ( int node, float &minX, float &minY, float &minZ, float &maxX, float &maxY, float &maxZ ) : bool | ||
node | int | handle to the node which will be accessed |
minX | float | variable where minimum x-coordinates will be stored |
minY | float | variable where minimum y-coordinates will be stored |
minZ | float | variable where minimum z-coordinates will be stored |
maxX | float | variable where maximum x-coordinates will be stored |
maxY | float | variable where maximum y-coordinates will be stored |
maxZ | float | variable where maximum z-coordinates will be stored |
리턴 | bool |
public static getNodeChild ( int node, int index ) : int | ||
node | int | handle to the parent node |
index | int | index of the child node |
리턴 | int |
public static getNodeFindResult ( int index ) : int | ||
index | int | index of search result |
리턴 | int |
public static getNodeParamf ( int node, int param ) : float | ||
node | int | |
param | int | |
리턴 | float |
public static getNodeParami ( int node, int param ) : int | ||
node | int | |
param | int | |
리턴 | int |
public static getNodeParamstr ( int node, int param ) : string | ||
node | int | handle to the node to be accessed |
param | int | parameter to be accessed |
리턴 | string |
public static getNodeParent ( int node ) : int | ||
node | int | handle to the scene node |
리턴 | int |
public static getNodeTransform ( int node, float &px, float &py, float &pz, float &rx, float &ry, float &rz, float &sx, float &sy, float &sz ) : bool | ||
node | int | handle to the node which will be accessed |
px | float | x variable where position of the node will be stored |
py | float | y variable where position of the node will be stored |
pz | float | z variable where position of the node will be stored |
rx | float | x variable where rotation of the node in Euler angles (degrees) will be stored |
ry | float | y variable where rotation of the node in Euler angles (degrees) will be stored |
rz | float | z variable where rotation of the node in Euler angles (degrees) will be stored |
sx | float | x variable where scale of the node will be stored |
sy | float | y variable where scale of the node will be stored |
sz | float | z variable where scale of the node will be stored |
리턴 | bool |
public static getNodeTransformMatrices ( int node, |
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node | int | handle to the scene node whose matrices will be accessed |
relMat | pointer to a variable where the address of the relative transformation matrix will be stored | |
absMat | pointer to a variable where the address of the absolute transformation matrix will be stored | |
리턴 | bool |
public static getNodeType ( int node ) : SceneNodeTypes | ||
node | int | handle to the scene node whose type will be returned |
리턴 | SceneNodeTypes |
public static getOption ( EngineOptions param ) : float | ||
param | EngineOptions | option parameter |
리턴 | float |
public static getResourceData ( int res, int param ) : IntPtr | ||
res | int | handle to the resource to be accessed |
param | int | parameter indicating data of the resource that will be accessed |
리턴 | IntPtr |
public static getResourceName ( int res ) : string | ||
res | int | handle to the resource |
리턴 | string |
public static getResourceParamf ( int res, int param ) : float | ||
res | int | handle to the resource to be accessed |
param | int | parameter to be accessed |
리턴 | float |
public static getResourceParami ( int res, int param ) : int | ||
res | int | handle to the resource to be accessed |
param | int | parameter to be accessed |
리턴 | int |
public static getResourceParamstr ( int res, int param ) : string | ||
res | int | handle to the resource to be accessed |
param | int | parameter to be accessed |
리턴 | string |
public static getResourceType ( int res ) : int | ||
res | int | handle to the resource whose type will be returned |
리턴 | int |
public static getStat ( EngineStats param, bool reset ) : float | ||
param | EngineStats | statistic parameter |
reset | bool | flag specifying whether statistic value should be reset |
리턴 | float |
public static hasEmitterFinished ( int emitterNode ) : bool | ||
emitterNode | int | emitterNode - handle to the Emitter node which is checked |
리턴 | bool |
public static isResourceLoaded ( int res ) : bool | ||
res | int | handle to the resource to be checked |
리턴 | bool |
public static loadResource ( int res, byte data, int size ) : bool | ||
res | int | |
data | byte | the data to be loaded |
size | int | size of the data block |
리턴 | bool |
public static queryUnloadedResource ( int index ) : int | ||
index | int | index of unloaded resource within the internal list of unloaded resources (starting with 0) |
리턴 | int |
public static removeNode ( int node ) : bool | ||
node | int | handle to the node to be removed |
리턴 | bool |
public static removeResource ( int res ) : int | ||
res | int | handle to the resource to be removed |
리턴 | int |
public static setLightContexts ( int node, string lightingContext, string shadowContext ) : bool | ||
node | int | handle to the node to be modified |
lightingContext | string | name of the shader context used for performing lighting calculations |
shadowContext | string | |
리턴 | bool |
public static setMaterialSampler ( int materialRes, string name, int texRes ) : bool | ||
materialRes | int | |
name | string | |
texRes | int | |
리턴 | bool |
public static setMaterialUniform ( int materialRes, string name, float a, float b, float c, float d ) : bool | ||
materialRes | int | |
name | string | name of the uniform as defined in Material resource |
a | float | value of first component |
b | float | value of second component |
c | float | value of third component |
d | float | value of fourth component |
리턴 | bool |
public static setModelAnimParams ( int node, int stage, float time, float weight ) : bool | ||
node | int | handle to the node to be modified |
stage | int | index of the animation stage to be modified |
time | float | new animation time |
weight | float | new animation weight |
리턴 | bool |
public static setModelMorpher ( int node, string target, float weight ) : bool | ||
node | int | handle to the node to be modified |
target | string | name of morph target |
weight | float | new weight for morph target |
리턴 | bool |
public static setNodeActivation ( int node, bool active ) : bool | ||
node | int | handle to the node to be modified |
active | bool | boolean value indicating whether node is active or inactive |
리턴 | bool |
public static setNodeParamf ( int node, int param, float value ) : bool | ||
node | int | |
param | int | |
value | float | |
리턴 | bool |
public static setNodeParami ( int node, int param, int value ) : bool | ||
node | int | handle to the node to be modified |
param | int | parameter to be modified |
value | int | new value for the specified parameter |
리턴 | bool |
public static setNodeParamstr ( int node, int param, string value ) : bool | ||
node | int | handle to the node to be modified |
param | int | parameter to be modified |
value | string | new value for the specified parameter |
리턴 | bool |
public static setNodeParent ( int node, int parent ) : bool | ||
node | int | handle to the scene node to be relocated |
parent | int | handle to the new parent node |
리턴 | bool |
public static setNodeTransform ( int node, float px, float py, float pz, float rx, float ry, float rz, float sx, float sy, float sz ) : bool | ||
node | int | handle to the node which will be modified |
px | float | x position of the node |
py | float | y position of the node |
pz | float | z position of the node |
rx | float | x rotation of the node in Euler angles (degrees) |
ry | float | y rotation of the node in Euler angles (degrees) |
rz | float | z rotation of the node in Euler angles (degrees) |
sx | float | x scale of the node |
sy | float | y scale of the node |
sz | float | z scale of the node |
리턴 | bool |
public static setNodeTransformMatrix ( int node, float mat4x4 ) : bool | ||
node | int | handle to the scene node whose matrix will be updated |
mat4x4 | float | array of a 4x4 matrix in column major order |
리턴 | bool |
public static setOption ( EngineOptions param, float value ) : bool | ||
param | EngineOptions | option parameter |
value | float | value of the option parameter |
리턴 | bool |
public static setPipelineStageActivation ( int pipelineRes, string stageName, bool enabled ) : bool | ||
pipelineRes | int | handle to the Pipeline resource to be accessed |
stageName | string | name of the stage to be modified |
enabled | bool | flag indicating whether the stage shall be enabled or disabled |
리턴 | bool |
public static setResourceParamf ( int res, int param, float value ) : bool | ||
res | int | handle to the node to be modified |
param | int | parameter to be modified |
value | float | new value for the specified parameter |
리턴 | bool |
public static setResourceParami ( int res, int param, int value ) : bool | ||
res | int | handle to the node to be modified |
param | int | parameter to be modified |
value | int | new value for the specified parameter |
리턴 | bool |
public static setResourceParamstr ( int res, int param, string value ) : bool | ||
res | int | handle to the node to be modified |
param | int | parameter to be modified |
value | string | new value for the specified parameter |
리턴 | bool |
public static setShaderPreambles ( string vertPreamble, string fragPreamble ) : void | ||
vertPreamble | string | preamble text of vertex shaders (default: empty string) |
fragPreamble | string | preamble text of fragment shaders (default: empty string) |
리턴 | void |
public static setupCameraView ( int node, float fov, float aspect, float nearDist, float farDist ) : bool | ||
node | int | handle to the Camera node which will be modified |
fov | float | field of view (FOV) in degrees |
aspect | float | aspect ratio |
nearDist | float | distance of near clipping plane |
farDist | float | distance of far clipping plane |
리턴 | bool |
public static setupModelAnimStage ( int node, int stage, int res, string animMask, bool additive ) : bool | ||
node | int | handle to the node to be modified |
stage | int | index of the animation stage to be configured |
res | int | handle to Animation resource |
animMask | string | mask defining which nodes will be affected by animation |
additive | bool | flag indicating whether stage is additive |
리턴 | bool |
public static setupViewport ( int x, int y, int width, int height, bool resizeBuffers ) : void | ||
x | int | the x-position of the viewport in the rendering context |
y | int | the y-position of the viewport in the rendering context |
width | int | the width of the viewport |
height | int | the height of the viewport |
resizeBuffers | bool | specifies whether render targets should be adapted to new size |
리턴 | void |
public static showOverlay ( float x_ll, float y_ll, float u_ll, float v_ll, float x_lr, float y_lr, float u_lr, float v_lr, float x_ur, float y_ur, float u_ur, float v_ur, float x_ul, float y_ul, float u_ul, float v_ul, float colR, float colG, float colB, float colA, int layer, int material ) : void | ||
x_ll | float | x position of the lower left corner |
y_ll | float | y position of the lower left corner |
u_ll | float | u texture coordinate of the lower left corner |
v_ll | float | v texture coordinate of the lower left corner |
x_lr | float | x position of the lower right corner |
y_lr | float | y position of the lower right corner |
u_lr | float | u texture coordinate of the lower right corner |
v_lr | float | v texture coordinate of the lower right corner |
x_ur | float | x position of the upper right corner |
y_ur | float | y position of the upper right corner |
u_ur | float | u texture coordinate of the upper right corner |
v_ur | float | v texture coordinate of the upper right corner |
x_ul | float | x position of the upper left corner |
y_ul | float | y position of the upper left corner |
u_ul | float | u texture coordinate of the upper left corner |
v_ul | float | v texture coordinate of the upper left corner |
colR | float | red color value of the overlay that is set for the material's shader |
colG | float | green color value of the overlay that is set for the material's shader |
colB | float | blue color value of the overlay that is set for the material's shader |
colA | float | alpha color value of the overlay that is set for the material's shader |
layer | int | layer index of the overlay (Values: from 0 to 7) |
material | int | material resource used for rendering |
리턴 | void |
public static unloadResource ( int res ) : bool | ||
res | int | handle to resource to be unloaded |
리턴 | bool |
public static updateResourceData ( int res, int param, byte data, int size ) : bool | ||
res | int | handle to the resource for which the data is modified |
param | int | data structure which will be updated |
data | byte | the new data |
size | int | size of the new data block |
리턴 | bool |