메소드 | 설명 | |
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AddAnimatedMeshSceneNode ( |
Adds a simple animated mesh scene node to the scene
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AddBillboardSceneNode ( |
Adds a billboard (simple 2D texture which seems to be on a 3D box)
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AddBillboardTextSceneNode ( |
Adds 3d TextSceneNode2. to view a Text in real 3D Space in fact it is a combination of Billboard and TextSceneNode
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AddBillboardTextSceneNodeW ( |
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AddCameraSceneNode ( |
Adds a simple camera to the node
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AddCameraSceneNodeFPS ( |
Adds a FPS camera, look at controlled by mouse and movement by arrow keys
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AddCameraSceneNodeFPS ( |
Adds a FPS camera, look at controlled by mouse and movement by arrow keys
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AddCameraSceneNodeMaya ( |
Adds a simple Maya camera scene node
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AddCubeSceneNode ( float size, |
Adds a simple cube
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AddDummyTransformationSceneNode ( |
Adds a dummy transformation scene node
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AddEmptySceneNode ( |
Adds an empty scene node, not rendered and not displayed but which exists
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AddHillPlaneMesh ( string name, IrrlichtNETCP.Dimension2Df tileSize, IrrlichtNETCP.Dimension2D tileCount, float hillHeight, IrrlichtNETCP.Dimension2Df countHills, IrrlichtNETCP.Dimension2Df textureRepeatCount ) : |
Creates a hill plane mesh (used for instance for any water)
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AddLightSceneNode ( |
Adds a light scene node to the scene
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AddMeshSceneNode ( |
Adds a basic and not-moving scene node based on a simple mesh
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AddOctTreeSceneNode ( |
Adds a scene node for rendering using an octtree to the scene graph
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AddOctTreeSceneNode ( |
Adds an oct tree scene node
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AddParticleSystemSceneNode ( bool defaultEmitter, |
Adds a simple particle scene node
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AddSkyBoxSceneNode ( |
Adds a simple skybox. A skybox is a basic cube rendered before everything and used to simulate an external environment with only textures.
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AddSkyDomeSceneNode ( |
Adds a skydome scene node to the scene graph. A skydome is a large (half-) sphere with a panoramic texture on the inside and is drawn around the camera position.
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AddSphereSceneNode ( float radius, int polycount, |
Adds a sphere scene node for test purposes to the scene. It is a simple sphere.
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AddTerrainMesh ( string name, Image texture, Image heightmap, IrrlichtNETCP.Dimension2D stretchSize, float maxHeight, IrrlichtNETCP.Dimension2D defaultVertexBlockSize ) : |
Adds a static terrain mesh
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AddTerrainSceneNode ( string heightMap, |
Adds a heightmap-based terrain on the scene
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AddTerrainSceneNodeFromRawData ( float data, int width, |
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AddTextSceneNode ( |
Adds a 3D rendered text scene node to the scene
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AddTextSceneNodeW ( |
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AddToDeletionQueue ( |
Adds a node to the deletion queue (it will be deleted immediately when it is secure)
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AddTreeSceneNode ( string XMLString, |
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AddTreeSceneNode ( string XMLString, |
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AddWaterSurfaceSceneNode ( |
Adds a water surface based on a hill mesh (use AddHillPlaneMesh). Looks good when material is TransparentReflection
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Clear ( ) : void | ||
CreateCollisionResponseAnimator ( |
Creates a simple animator for collision detection
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CreateDeleteAnimator ( uint timeMS ) : Animator |
Creates an animator that will delete the node after X miliseconds
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CreateFlyCircleAnimator ( IrrlichtNETCP.Vector3D center, float radius, float speed ) : Animator |
Creates an animator that will fly around a center
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CreateFlyStraightAnimator ( IrrlichtNETCP.Vector3D start, IrrlichtNETCP.Vector3D end, uint time, bool loop ) : Animator |
Creates an animator that will fly from one point to... another one !
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CreateFollowSplineAnimator ( int startTime, IrrlichtNETCP.Vector3D points, float speed, float tightness ) : Animator | ||
CreateMeshWriter ( MeshWriterType type ) : |
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CreateMetaTriangleSelector ( ) : |
A meta triangle selector is nothing more than a collection of one or more triangle selectors providing together the interface of one triangle selector. In this way, collision tests can be done with different triangle soups in one pass.
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CreateNewSceneManager ( bool copycontent ) : |
Creates a new scene manager.
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CreateOctTreeTriangleSelector ( |
Creates an optimized collision detector based on OctTrees
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CreateRotationAnimator ( IrrlichtNETCP.Vector3D rotation ) : Animator |
Creates a simple animator that will rotate.
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CreateTerrainTriangleSelector ( |
Creates an optimized-for-terrain triangle selector
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CreateTextureAnimator ( |
Creates an animator that will switch every [timePerFrame] miliseconds the textures of the node.
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CreateTriangleSelector ( |
Creates a basic triangle selector based on a mesh
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CreateTriangleSelectorFromBoundingBox ( |
Creates the basic boundingbox-based triangle selector. Useful for a basic collision detection that doesn't need polygon precision
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DrawAll ( ) : void |
Draws the whole scene. MUST be called between Driver.BeginScene and Driver.EndScene
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GetMesh ( string name ) : |
Retrieves the mesh from a file
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GetMeshFromReadFile ( |
Retrieves the mesh from an IReadFile interface (can also be in-memory)
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GetSceneNodeFromID ( int id ) : |
Retrieves a Scene node by id.
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GetSceneNodeFromName ( string name ) : |
Retrieves a scene node from its name.
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GetSceneNodeFromType ( SceneNodeType type, |
Returns the first scene node with the specified type.
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LoadScene ( string filename ) : void |
Loads a scene. Note that the current scene is not cleared before.
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LoadScene ( string filename, |
Loads a scene. Note that the current scene is not cleared before.
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PostEventFromUser ( |
Posts an input event to the environment. Usefull for new created SceneManagers
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RegisterNodeForRendering ( |
Registers a node for rendering it at a specific time.
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RegisterNodeForRendering ( |
Registers a node for rendering it at a specific time.
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SaveScene ( string filename ) : void |
Saves the current scene into a file.
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SceneManager ( |
Constructor
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SetAmbientLight ( IrrlichtNETCP.Colorf color ) : void |
메소드 | 설명 | |
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RemoveFromElements ( |
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SceneManager_AddAnimatedMeshSceneNode ( |
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SceneManager_AddBillboardSceneNode ( |
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SceneManager_AddCameraSceneNode ( |
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SceneManager_AddCameraSceneNodeFPS ( |
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SceneManager_AddCameraSceneNodeFPSA ( |
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SceneManager_AddCameraSceneNodeMaya ( |
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SceneManager_AddCubeSceneNode ( |
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SceneManager_AddDummyTransformationSceneNode ( |
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SceneManager_AddEmptySceneNode ( |
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SceneManager_AddHillPlaneMesh ( |
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SceneManager_AddLightSceneNode ( |
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SceneManager_AddMeshSceneNode ( |
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SceneManager_AddOctTreeSceneNode ( |
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SceneManager_AddOctTreeSceneNodeA ( |
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SceneManager_AddParticleSystemSceneNode ( |
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SceneManager_AddSkyBoxSceneNode ( |
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SceneManager_AddSkyDomeSceneNode ( |
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SceneManager_AddSphereSceneNode ( |
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SceneManager_AddTerrainMesh ( |
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SceneManager_AddTerrainSceneNode ( |
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SceneManager_AddTerrainSceneNodeFromRawData ( |
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SceneManager_AddTextSceneNode ( |
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SceneManager_AddTextSceneNode2 ( |
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SceneManager_AddTextSceneNode2W ( |
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SceneManager_AddTextSceneNodeW ( |
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SceneManager_AddToDeletionQueue ( |
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SceneManager_AddTreeSceneNode ( |
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SceneManager_AddWaterSurfaceSceneNode ( |
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SceneManager_Clear ( |
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SceneManager_CreateCollisionResponseAnimator ( |
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SceneManager_CreateDeleteAnimator ( |
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SceneManager_CreateFlyCircleAnimator ( |
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SceneManager_CreateFlyStraightAnimator ( |
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SceneManager_CreateFollowSplineAnimator ( |
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SceneManager_CreateMeshWriter ( |
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SceneManager_CreateMetaTriangleSelector ( |
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SceneManager_CreateNewSceneManager ( |
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SceneManager_CreateOctTreeTriangleSelector ( |
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SceneManager_CreateRotationAnimator ( |
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SceneManager_CreateTerrainTriangleSelector ( |
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SceneManager_CreateTextureAnimator ( |
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SceneManager_CreateTriangleSelector ( |
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SceneManager_CreateTriangleSelectorFromBoundingBox ( |
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SceneManager_DrawAll ( |
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SceneManager_GetActiveCamera ( |
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SceneManager_GetGUIEnv ( |
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SceneManager_GetMesh ( |
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SceneManager_GetMeshCache ( |
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SceneManager_GetMeshFromReadFile ( |
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SceneManager_GetMeshManipulator ( |
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SceneManager_GetRootSceneNode ( |
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SceneManager_GetSceneCollisionManager ( |
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SceneManager_GetSceneNodeFromID ( |
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SceneManager_GetSceneNodeFromName ( |
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SceneManager_GetSceneNodeFromType ( |
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SceneManager_GetSceneNodeRenderPass ( |
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SceneManager_GetShadowColor ( |
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SceneManager_GetVideoDriver ( |
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SceneManager_LoadScene ( |
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SceneManager_PostEventFromUser ( |
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SceneManager_RegisterNodeForRendering ( |
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SceneManager_SaveScene ( |
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SceneManager_SetActiveCamera ( |
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SceneManager_SetAmbientLight ( |
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SceneManager_SetShadowColor ( |
public AddAnimatedMeshSceneNode ( |
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mesh | The animated mesh of the node that can be obtained via GetMesh | |
리턴 |
public AddBillboardSceneNode ( |
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parent | Parents from the node | |
size | IrrlichtNETCP.Dimension2Df | Size of the billboard |
id | int | ID (-1 for automatic ID assignation) |
리턴 |
public AddBillboardTextSceneNode ( |
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font | Font | |
text | string | Text (can be changed later) |
parent | Its parent | |
size | IrrlichtNETCP.Dimension2Df | |
position | IrrlichtNETCP.Vector3D | |
id | int | |
shade_top | Color | Color of the top shade |
shade_down | Color | Color of the bottom shade |
리턴 |
public AddBillboardTextSceneNodeW ( |
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font | ||
text | string | |
parent | ||
size | IrrlichtNETCP.Dimension2Df | |
position | IrrlichtNETCP.Vector3D | |
id | int | |
shade_top | Color | |
shade_down | Color | |
리턴 |
public AddCameraSceneNode ( |
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parent | The parents (null if no parent) | |
리턴 |
public AddCameraSceneNodeFPS ( |
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parent | Parent of the node | |
rotateSpeed | float | Rotation speed |
moveSpeed | float | Movement speed |
noVerticalMovement | bool | Are vertical movements forbidden ? |
리턴 |
public AddCameraSceneNodeFPS ( |
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parent | Parent of the node | |
rotateSpeed | float | Rotation speed |
moveSpeed | float | Movement speed |
noVerticalMovement | bool | Are vertical movements forbidden ? |
map | KeyMap which defines all actions of the camera | |
리턴 |
public AddCameraSceneNodeMaya ( |
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parent | Parent from the node | |
rotateSpeed | float | Rotation speed |
zoomSpeed | float | Zoom speed |
transSpeed | float | Translation speed |
id | int | ID of the node (-1 for an automatic assignation) |
리턴 |
public AddCubeSceneNode ( float size, |
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size | float | Size |
parent | Parent | |
id | int | ID of the node (-1 for automatic assign.) |
리턴 |
public AddDummyTransformationSceneNode ( |
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parent | Parent (null if no parent) | |
id | int | ID of the node (-1 for automatic assignation) |
리턴 |
public AddEmptySceneNode ( |
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parent | Parent from the node | |
id | int | ID (-1 for automatic assignation) |
리턴 |
public AddHillPlaneMesh ( string name, IrrlichtNETCP.Dimension2Df tileSize, IrrlichtNETCP.Dimension2D tileCount, float hillHeight, IrrlichtNETCP.Dimension2Df countHills, IrrlichtNETCP.Dimension2Df textureRepeatCount ) : |
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name | string | Name of this mesh |
tileSize | IrrlichtNETCP.Dimension2Df | Size of each tile from the mesh |
tileCount | IrrlichtNETCP.Dimension2D | Number of tiles |
hillHeight | float | Height of each hills |
countHills | IrrlichtNETCP.Dimension2Df | Number of hills |
textureRepeatCount | IrrlichtNETCP.Dimension2Df | Texture repeatition count |
리턴 |
public AddLightSceneNode ( |
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parent | Parent from the node | |
position | IrrlichtNETCP.Vector3D | Initial position of the light |
color | IrrlichtNETCP.Colorf | Floating color of the light |
radius | float | Radius of the light |
id | int | ID (-1 for automatic assignation) |
리턴 | IrrlichtNETCP.LightSceneNode |
public AddMeshSceneNode ( |
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mesh | A static mesh often obtained via GetMesh(0) | |
parent | Parent of the node | |
id | int | ID of the node (-1 for automatic assignation) |
리턴 | IrrlichtNETCP.MeshSceneNode |
public AddOctTreeSceneNode ( |
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mesh | The mesh the oct tree is based on. If this animated mesh has more than one frame, the first one is used | |
parent | Its parent | |
id | int | ID of the node (-1 for automatic assign.) |
minimalPolysPerNode | int | Specifies the minimal polygons per node. Idea = 128 |
리턴 |
public AddOctTreeSceneNode ( |
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mesh | The mesh it is based on | |
parent | Its parent | |
id | int | ID (-1 for automatic assign.) |
minimalPolysPerNode | int | The minimal polys per node (ideal : 128) |
리턴 |
public AddParticleSystemSceneNode ( bool defaultEmitter, |
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defaultEmitter | bool | Creates a basic emitter. If disabled you'll need to use ParticleSystemSceneNode.Emitter |
parent | A SceneNode | |
id | int | An int |
리턴 |
public AddSkyBoxSceneNode ( |
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parent | Its parent (should be set to null) | |
textureList | List of 6 Textures that constitute the skybox, order : top, bottom, left, right, front, back | |
id | int | ID of the node, -1 for automatic assign. |
리턴 |
public AddSkyDomeSceneNode ( |
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texture | Texture for the dome. | |
horiRes | uint | Number of vertices of a horizontal layer of the sphere. |
vertRes | uint | Number of vertices of a vertical layer of the sphere. |
texturePercentage | double | How much of the height of the texture is used. Should be between 0 and 1. |
spherePercentage | double | How much of the sphere is drawn. Value should be between 0 and 2, where 1 is an exact half-sphere and 2 is a full sphere. |
parent | Parent scene node of the dome. A dome usually has no parent, so this should be null. Note: If a parent is set, the dome will not change how it is drawn. | |
리턴 |
public AddSphereSceneNode ( float radius, int polycount, |
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radius | float | Radius of the sphere. |
polycount | int | Polycount of the sphere. |
parent | Parent of the scene node. Can be null if no parent. | |
리턴 |
public AddTerrainMesh ( string name, Image texture, Image heightmap, IrrlichtNETCP.Dimension2D stretchSize, float maxHeight, IrrlichtNETCP.Dimension2D defaultVertexBlockSize ) : |
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name | string | Name of this mesh |
texture | Image | Image of the texture. Please notice that it is an Image, not a Texture, and it is supposed to be hardware-created |
heightmap | Image | Image of the heigthmap |
stretchSize | IrrlichtNETCP.Dimension2D | How big a pixel on the image is rendered on the terrain |
maxHeight | float | Maximal height |
defaultVertexBlockSize | IrrlichtNETCP.Dimension2D | Should be (64,64) |
리턴 |
public AddTerrainSceneNode ( string heightMap, |
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heightMap | string | Relative or non-relative path to the heightmap. |
parent | Parent from the terrain | |
id | int | ID (-1 for automatic assign.) |
position | IrrlichtNETCP.Vector3D | Position of the node |
rotation | IrrlichtNETCP.Vector3D | Rotation of the node |
scale | IrrlichtNETCP.Vector3D | Scale of the node |
vertexColor | Color | Default color of all the vertices used if no texture is assigned to the node. |
maxLOD | int | Maximal LOD, set 5 or change it ONLY IF YOU KNOW WHAT YOU ARE DOING |
patchSize | TerrainPatchSize | PatchSize, should be 17 and you mustn't change it unless you know what you're doing |
smoothFactor | int | |
리턴 |
public AddTerrainSceneNodeFromRawData ( float data, int width, |
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data | float | |
width | int | |
parent | ||
id | int | |
position | IrrlichtNETCP.Vector3D | |
rotation | IrrlichtNETCP.Vector3D | |
scale | IrrlichtNETCP.Vector3D | |
vertexColor | Color | |
maxLOD | int | |
patchSize | TerrainPatchSize | |
smoothFactor | int | |
리턴 |
public AddTextSceneNode ( |
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font | Font | |
text | string | Text (can be changed later) |
color | Color | Color |
parent | Its parent | |
리턴 |
public AddTextSceneNodeW ( |
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font | ||
text | string | |
color | Color | |
parent | ||
리턴 |
public AddToDeletionQueue ( |
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node | A SceneNode | |
리턴 | void |
public AddTreeSceneNode ( string XMLString, |
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XMLString | string | |
parent | ||
id | int | |
position | IrrlichtNETCP.Vector3D | |
rotation | IrrlichtNETCP.Vector3D | |
scale | IrrlichtNETCP.Vector3D | |
TreeTexture | ||
LeafTexture | ||
BillTexture | ||
리턴 |
public AddTreeSceneNode ( string XMLString, |
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XMLString | string | |
parent | ||
id | int | |
position | IrrlichtNETCP.Vector3D | |
rotation | IrrlichtNETCP.Vector3D | |
scale | IrrlichtNETCP.Vector3D | |
TreeTexture | ||
LeafTexture | ||
BillTexture | ||
LeafMaterial | int | |
리턴 |
public AddWaterSurfaceSceneNode ( |
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hillMesh | Hill mesh the water is based on | |
waveH | float | Height of waves |
waveS | float | Speed of waves |
waveL | float | Length of waves |
parent | Parent of the node | |
id | int | ID (-1 for automatic assign.) |
리턴 |
public CreateCollisionResponseAnimator ( |
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world | "World", meaning the triangle selector of the terrain/map | |
node | Node. Notice that this node MUST BE THE ONE THE ANIMATOR IS ADDED | |
ellipsoidRadius | IrrlichtNETCP.Vector3D | Ellipsoid radius. Usually it's the difference between the node's skybox's max edge and its center |
gravityPerSecond | IrrlichtNETCP.Vector3D | How much gravity (don't try (0, -100000, 0), even on Jupiter you wouldn't have such gravity) |
ellipsoidTranslation | IrrlichtNETCP.Vector3D | By default (0, 0, 0), meaning the center of the scene node. You can modify it if needed |
slidingValue | float | Sliding value, usually 0.0005f |
리턴 | Animator |
public CreateDeleteAnimator ( uint timeMS ) : Animator | ||
timeMS | uint | Number of miliseconds |
리턴 | Animator |
public CreateFlyCircleAnimator ( IrrlichtNETCP.Vector3D center, float radius, float speed ) : Animator | ||
center | IrrlichtNETCP.Vector3D | Center |
radius | float | Radius |
speed | float | Speed |
리턴 | Animator |
public CreateFlyStraightAnimator ( IrrlichtNETCP.Vector3D start, IrrlichtNETCP.Vector3D end, uint time, bool loop ) : Animator | ||
start | IrrlichtNETCP.Vector3D | Start |
end | IrrlichtNETCP.Vector3D | End |
time | uint | Time needed |
loop | bool | May the movement be looped ? |
리턴 | Animator |
public CreateFollowSplineAnimator ( int startTime, IrrlichtNETCP.Vector3D points, float speed, float tightness ) : Animator | ||
startTime | int | |
points | IrrlichtNETCP.Vector3D | |
speed | float | |
tightness | float | |
리턴 | Animator |
public CreateMeshWriter ( MeshWriterType type ) : |
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type | MeshWriterType | |
리턴 |
public CreateMetaTriangleSelector ( ) : |
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리턴 |
public CreateNewSceneManager ( bool copycontent ) : |
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copycontent | bool |
/// Should the content to be copied to the new location,
/// or keeped as a reference |
리턴 |
public CreateOctTreeTriangleSelector ( |
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mesh | Mesh from your node | |
node | Node | |
minimalPolysPerNode | int | Specifies the minimal polygons contained a octree node. If a node gets less polys the this value, it will not be splitted into smaller nodes. |
리턴 |
public CreateRotationAnimator ( IrrlichtNETCP.Vector3D rotation ) : Animator | ||
rotation | IrrlichtNETCP.Vector3D | Rotation |
리턴 | Animator |
public CreateTerrainTriangleSelector ( |
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terrain | Terrain whose the mesh is used | |
LOD | int | Level of Detail, 0 is for the maximal |
리턴 |
public CreateTextureAnimator ( |
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textures | List of textures | |
timePerFrame | int | Time (miliseconds) between each switch |
loop | bool | Does the animation loop ? |
리턴 | Animator |
public CreateTriangleSelector ( |
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mesh | The MESH ! | |
node | Scene node, you NEED TO ADD THIS SELECTOR WITH SceneNode.TriangleSelector ! | |
리턴 |
public CreateTriangleSelectorFromBoundingBox ( |
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node | The node it is taken from | |
리턴 |
public GetMesh ( string name ) : |
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name | string | Path to the mesh file. |
리턴 |
public GetMeshFromReadFile ( |
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readFile | ||
리턴 |
public GetSceneNodeFromID ( int id ) : |
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id | int | The ID of the node. |
리턴 |
public GetSceneNodeFromName ( string name ) : |
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name | string | The name of the node |
리턴 |
public GetSceneNodeFromType ( SceneNodeType type, |
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type | SceneNodeType |
/// A SceneNodeType used for searching |
start |
/// A first scene node searching should start from |
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리턴 |
public LoadScene ( string filename ) : void | ||
filename | string | File where the scene is going to be saved into. |
리턴 | void |
public LoadScene ( string filename, |
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filename | string | File where the scene is going to be saved into. |
parent | ||
리턴 | void |
public PostEventFromUser ( |
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ev |
/// An event struct from the EventReceiver |
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리턴 | bool |
public RegisterNodeForRendering ( |
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node | Node to register for drawing. Usually scene nodes would set 'this' as parameter here because they want to be drawn. | |
리턴 | void |
public RegisterNodeForRendering ( |
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node | Node to register for drawing. Usually scene nodes would set 'this' as parameter here because they want to be drawn. | |
pass | SceneNodeRenderPass | Specifies when the mode wants to be drawn in relation to the other nodes. For example, if the node is a shadow, it usually wants to be drawn after all other nodes and will use Shadow for this. |
리턴 | void |
public SaveScene ( string filename ) : void | ||
filename | string | File where the scene is saved into. |
리턴 | void |
public SceneManager ( |
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raw | An IntPtr | |
리턴 | System |
public SetAmbientLight ( IrrlichtNETCP.Colorf color ) : void | ||
color | IrrlichtNETCP.Colorf | |
리턴 | void |