C# 클래스 Radegast.Rendering.SceneObject

Base class for all scene objects
상속: IComparable, IDisposable
파일 보기 프로젝트 열기: justasabc/UnityOpenSimClient 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
AlphaQueryID int
BoundingVolume BoundingVolume
DistanceSquared float
HasAlphaFaces bool
HasInvisibleFaces bool
HasSimpleFaces bool
Initialized bool
InterpolatedPosition System.Vector3
InterpolatedRotation Quaternion
IsDisposed bool
PositionCalculated bool
RenderPosition System.Vector3
RenderRotation Quaternion
SimpleQueryID int
Type SceneObjectType

공개 메소드들

메소드 설명
CompareTo ( object other ) : int

Implementation of the IComparable interface used for sorting by distance

Dispose ( ) : void

Cleanup resources used

EndAlphaQuery ( ) : void
EndQuery ( RenderPass pass ) : void
EndSimpleQuery ( ) : void
Initialize ( ) : void

Task performed the fist time object is set for rendering

Occluded ( ) : bool
Render ( RenderPass pass, int pickingID, SceneWindow scene, float time ) : void

Render scene object

StartAlphaQuery ( ) : void
StartQuery ( RenderPass pass ) : void
StartSimpleQuery ( ) : void
Step ( float time ) : void

Perform per frame tasks

메소드 상세

CompareTo() 공개 메소드

Implementation of the IComparable interface used for sorting by distance
public CompareTo ( object other ) : int
other object Object we are comparing to
리턴 int

Dispose() 공개 메소드

Cleanup resources used
public Dispose ( ) : void
리턴 void

EndAlphaQuery() 공개 메소드

public EndAlphaQuery ( ) : void
리턴 void

EndQuery() 공개 메소드

public EndQuery ( RenderPass pass ) : void
pass RenderPass
리턴 void

EndSimpleQuery() 공개 메소드

public EndSimpleQuery ( ) : void
리턴 void

Initialize() 공개 메소드

Task performed the fist time object is set for rendering
public Initialize ( ) : void
리턴 void

Occluded() 공개 메소드

public Occluded ( ) : bool
리턴 bool

Render() 공개 메소드

Render scene object
public Render ( RenderPass pass, int pickingID, SceneWindow scene, float time ) : void
pass RenderPass Which pass are we currently in
pickingID int ID used to identify which object was picked
scene SceneWindow Main scene renderer
time float Time it took to render the last frame
리턴 void

StartAlphaQuery() 공개 메소드

public StartAlphaQuery ( ) : void
리턴 void

StartQuery() 공개 메소드

public StartQuery ( RenderPass pass ) : void
pass RenderPass
리턴 void

StartSimpleQuery() 공개 메소드

public StartSimpleQuery ( ) : void
리턴 void

Step() 공개 메소드

Perform per frame tasks
public Step ( float time ) : void
time float Time since the last call (last frame time in seconds)
리턴 void

프로퍼티 상세

AlphaQueryID 공개적으로 프로퍼티

public int AlphaQueryID
리턴 int

BoundingVolume 공개적으로 프로퍼티

Bounding volume of the object
public BoundingVolume,Radegast.Rendering BoundingVolume
리턴 BoundingVolume

DistanceSquared 공개적으로 프로퍼티

Per frame calculated square of the distance from camera
public float DistanceSquared
리턴 float

HasAlphaFaces 공개적으로 프로퍼티

public bool HasAlphaFaces
리턴 bool

HasInvisibleFaces 공개적으로 프로퍼티

public bool HasInvisibleFaces
리턴 bool

HasSimpleFaces 공개적으로 프로퍼티

public bool HasSimpleFaces
리턴 bool

Initialized 공개적으로 프로퍼티

Were initial initialization tasks done
public bool Initialized
리턴 bool

InterpolatedPosition 공개적으로 프로퍼티

Interpolated local position of the object
public Vector3,System InterpolatedPosition
리턴 System.Vector3

InterpolatedRotation 공개적으로 프로퍼티

public Quaternion InterpolatedRotation
리턴 Quaternion

IsDisposed 공개적으로 프로퍼티

Is this object disposed
public bool IsDisposed
리턴 bool

PositionCalculated 공개적으로 프로퍼티

Was the sim position and distance from camera calculated during this frame
public bool PositionCalculated
리턴 bool

RenderPosition 공개적으로 프로퍼티

Rendered position of the object in the region
public Vector3,System RenderPosition
리턴 System.Vector3

RenderRotation 공개적으로 프로퍼티

Rendered rotationm of the object in the region
public Quaternion RenderRotation
리턴 Quaternion

SimpleQueryID 공개적으로 프로퍼티

public int SimpleQueryID
리턴 int

Type 공개적으로 프로퍼티

Scene object type
public SceneObjectType Type
리턴 SceneObjectType