메소드 | 설명 | |
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AddShadowVolumeSceneNode ( int ID, bool zfail, float infinity ) : IrrlichtNETCP.ShadowVolumeSceneNode |
Adds a shadow to the node
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AnimateJoints ( bool CalculateAbsolutePositions ) : void |
animates the joints in the mesh based on the current frame (also takes in to account transitions)
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AnimatedMeshSceneNode ( |
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GetJointNode ( string name ) : |
Get Bone depending of the name
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GetJointNode ( uint index ) : |
Get Bone depending of the id
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GetMS3DJointNode ( string jointName ) : |
Retrieves the MS3D Joint node whose name is [jointName]
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GetXJointNode ( string jointName ) : |
Retrieves the X Joint node whose name is [jointName]
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SetFrameLoop ( int start, int end ) : void |
Sets the animation loop between these two frames
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SetMD2Animation ( MD2Animation anim ) : void |
Sets the current MD2 animation
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SetMD2Animation ( string animationname ) : void |
Sets the current MD2 animation
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메소드 | 설명 | |
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OnNativeAnimationEnd ( |
메소드 | 설명 | |
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AnimatedMeshSceneNode_AddShadowVolumeSceneNode ( |
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AnimatedMeshSceneNode_AnimateJoints ( |
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AnimatedMeshSceneNode_GetFrameNr ( |
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AnimatedMeshSceneNode_GetJointNode ( |
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AnimatedMeshSceneNode_GetJointNodeA ( |
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AnimatedMeshSceneNode_GetMS3DJointNode ( |
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AnimatedMeshSceneNode_GetMesh ( |
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AnimatedMeshSceneNode_GetXJointNode ( |
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AnimatedMeshSceneNode_SetAnimationEndCallback ( |
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AnimatedMeshSceneNode_SetAnimationSpeed ( |
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AnimatedMeshSceneNode_SetCurrentFrame ( |
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AnimatedMeshSceneNode_SetFrameLoop ( |
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AnimatedMeshSceneNode_SetJointMode ( |
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AnimatedMeshSceneNode_SetLoopMode ( |
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AnimatedMeshSceneNode_SetMD2Animation ( |
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AnimatedMeshSceneNode_SetMD2AnimationA ( |
public AddShadowVolumeSceneNode ( int ID, bool zfail, float infinity ) : IrrlichtNETCP.ShadowVolumeSceneNode | ||
ID | int | ID of the shadow, I advice -1 for automatic assignation |
zfail | bool | Shall we use zfail ? (in fact it is not really implemented but I advice "true") |
infinity | float | Infinity, I advice 10000f |
리턴 | IrrlichtNETCP.ShadowVolumeSceneNode |
public AnimateJoints ( bool CalculateAbsolutePositions ) : void | ||
CalculateAbsolutePositions | bool |
/// Should positions be calculated according global axis |
리턴 | void |
public AnimatedMeshSceneNode ( |
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raw | ||
리턴 | System |
public GetJointNode ( string name ) : |
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name | string |
/// A name of the node |
리턴 |
public GetJointNode ( uint index ) : |
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index | uint |
/// An id of the node |
리턴 |
public GetMS3DJointNode ( string jointName ) : |
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jointName | string | Name of the node |
리턴 |
public GetXJointNode ( string jointName ) : |
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jointName | string | Name of the node |
리턴 |
protected OnNativeAnimationEnd ( |
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node | ||
리턴 | void |
public SetFrameLoop ( int start, int end ) : void | ||
start | int | Starting frame |
end | int | Ending frame |
리턴 | void |
public SetMD2Animation ( MD2Animation anim ) : void | ||
anim | MD2Animation | Animation |
리턴 | void |
public SetMD2Animation ( string animationname ) : void | ||
animationname | string | Animation name (please refer to Irrlicht's documentation) |
리턴 | void |