Метод | Описание | |
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AttachObjectToBone ( string boneName, Axiom.Core.MovableObject sceneObject ) : Axiom.Animating.TagPoint |
Attaches another object to a certain bone of the skeleton which this entity uses. This method can be used to attach another object to an animated part of this entity, by attaching it to a bone in the skeleton (with an offset if required). As this entity is animated, the attached object will move relative to the bone to which it is attached. |
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AttachObjectToBone ( string boneName, Axiom.Core.MovableObject sceneObject, |
Attaches another object to a certain bone of the skeleton which this entity uses.
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AttachObjectToBone ( string boneName, Axiom.Core.MovableObject sceneObject, |
Attaches another object to a certain bone of the skeleton which this entity uses.
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ChooseVertexDataForBinding ( bool vertexAnim ) : VertexDataBindChoice | ||
Clone ( string newName ) : Entity |
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CopyAnimationStateSubset ( Axiom.Animating.AnimationStateSet target, Axiom.Animating.AnimationStateSet source ) : void |
Copies a subset of animation states from source to target. This routine assume target is a subset of source, it will copy all animation state of the target with the settings from source. |
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DetachAllObjectsFromBone ( ) : void | ||
DetachObjectFromBone ( string name ) : Axiom.Core.MovableObject | ||
DetachObjectFromBone ( Axiom.Core.MovableObject obj ) : void |
Detaches an object by reference. Use this method to destroy a MovableObject which is attached to a bone of belonging this entity. But sometimes the object may be not in the child object list because it is a lod entity, this method can safely detect and ignore in this case and won't raise an exception. |
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GetAllAnimationStates ( ) : Axiom.Animating.AnimationStateSet |
For entities based on animated meshes, gets the AnimationState object for a single animation. You animate an entity by updating the animation state objects. Each of these represents the current state of each animation available to the entity. The AnimationState objects are initialized from the Mesh object. |
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GetAnimationState ( string name ) : AnimationState |
For entities based on animated meshes, gets the AnimationState object for a single animation. You animate an entity by updating the animation state objects. Each of these represents the current state of each animation available to the entity. The AnimationState objects are initialized from the Mesh object. |
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GetEdgeList ( int lodIndex ) : |
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GetLastShadowVolumeRenderableEnumerator ( ) : IEnumerator | ||
GetShadowVolumeRenderableEnumerator ( ShadowTechnique technique, |
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GetSubEntity ( int index ) : |
Gets the SubEntity at the specified index.
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GetVertexDataForBinding ( ) : |
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MarkBuffersUsedForAnimation ( ) : void |
Mark just this vertex data as animated.
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NotifyCurrentCamera ( |
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SetMaterialLodBias ( Real factor, int maxDetailIndex, int minDetailIndex ) : void |
Sets a level-of-detail bias for the material detail of this entity. Level of detail reduction is normally applied automatically based on the Material settings. However, it is possible to influence this behavior for this entity by adjusting the LOD bias. This 'nudges' the material level of detail used for this entity up or down depending on your requirements. You might want to use this if there was a particularly important entity in your scene which you wanted to detail better than the others, such as a player model. There are three parameters to this method; the first is a factor to apply; it defaults to 1.0 (no change), by increasing this to say 2.0, this model would take twice as long to reduce in detail, whilst at 0.5 this entity would use lower detail versions twice as quickly. The other 2 parameters are hard limits which let you set the maximum and minimum level-of-detail version to use, after all other calculations have been made. This lets you say that this entity should never be simplified, or that it can only use LODs below a certain level even when right next to the camera. |
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SetMeshLodBias ( float factor, int maxDetailIndex, int minDetailIndex ) : void |
Sets a level-of-detail bias on this entity. Level of detail reduction is normally applied automatically based on the Mesh settings. However, it is possible to influence this behavior for this entity by adjusting the LOD bias. This 'nudges' the level of detail used for this entity up or down depending on your requirements. You might want to use this if there was a particularly important entity in your scene which you wanted to detail better than the others, such as a player model. There are three parameters to this method; the first is a factor to apply; it defaults to 1.0 (no change), by increasing this to say 2.0, this model would take twice as long to reduce in detail, whilst at 0.5 this entity would use lower detail versions twice as quickly. The other 2 parameters are hard limits which let you set the maximum and minimum level-of-detail version to use, after all other calculations have been made. This lets you say that this entity should never be simplified, or that it can only use LODs below a certain level even when right next to the camera. |
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ShareSkeletonInstanceWith ( Entity entity ) : void | ||
StopSharingSkeletonInstance ( ) : void | ||
TempSkelAnimBuffersBound ( bool requestNormals ) : bool | ||
TempVertexAnimBuffersBound ( ) : bool | ||
UpdateAnimation ( ) : void |
Perform all the updates required for an animated entity.
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UpdateRenderQueue ( |
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Метод | Описание | |
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AddSoftwareAnimationRequest ( bool normalsAlso ) : void | ||
AttachObjectImpl ( Axiom.Core.MovableObject sceneObject, Axiom.Animating.TagPoint tagPoint ) : void |
Internal implementation of attaching a 'child' object to this entity and assign the parent node to the child entity.
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BuildSubEntities ( ) : void |
Used to build a list of sub-entities from the meshes located in the mesh.
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CacheBoneMatrices ( ) : void |
Protected method to cache bone matrices from a skeleton.
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CloneVertexDataRemoveBlendInfo ( |
Internal method to clone vertex data definitions but to remove blend buffers.
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DetachAllObjectsImpl ( ) : void | ||
DetachObjectImpl ( Axiom.Core.MovableObject pObject ) : void |
Internal implementation of detaching a 'child' object from this entity and clearing the assignment of the parent node to the child entity.
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ExtractTempBufferInfo ( |
Internal method for extracting metadata out of source vertex data for fast assignment of temporary buffers later.
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FindBlendedVertexData ( |
Internal method - given vertex data which could be from the Mesh or any SubMesh, finds the temporary blend copy.
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FindSubEntityForVertexData ( |
Internal method - given vertex data which could be from the Mesh or any SubMesh, finds the corresponding SubEntity.
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MarkBuffersUnusedForAnimation ( ) : void |
Mark all vertex data as so far unanimated.
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PrepareTempBlendedBuffers ( ) : void |
Internal method for preparing this Entity for use in animation.
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ReevaluateVertexProcessing ( ) : void |
Trigger an evaluation of whether hardware skinning is supported for this entity.
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RemoveSoftwareAnimationRequest ( bool normalsAlso ) : void | ||
RestoreBuffersForUnusedAnimation ( bool hardwareAnimation ) : void |
Internal method to restore original vertex data where we didn't perform any vertex animation this frame.
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SetMesh ( Axiom.Core.Mesh mesh ) : void | ||
dispose ( bool disposeManagedResources ) : void |
Метод | Описание | |
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ApplyVertexAnimation ( bool hardwareAnimation, bool stencilShadows ) : void |
Apply vertex animation
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Entity ( string name, Axiom.Core.Mesh mesh ) : System |
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GetManualLodLevel ( int index ) : Entity |
Gets a reference to the entity representing the numbered manual level of detail. The zero-based index never includes the original entity, unlike |
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InitHardwareAnimationElements ( |
Initialize the hardware animation elements for given vertex data
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NotifyAttached ( |
Internal method called to notify the object that it has been attached to a node.
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protected AddSoftwareAnimationRequest ( bool normalsAlso ) : void | ||
normalsAlso | bool | |
Результат | void |
protected AttachObjectImpl ( Axiom.Core.MovableObject sceneObject, Axiom.Animating.TagPoint tagPoint ) : void | ||
sceneObject | Axiom.Core.MovableObject | Object to attach. |
tagPoint | Axiom.Animating.TagPoint | TagPoint to attach the object to. |
Результат | void |
public AttachObjectToBone ( string boneName, Axiom.Core.MovableObject sceneObject ) : Axiom.Animating.TagPoint | ||
boneName | string | The name of the bone (in the skeleton) to attach this object. |
sceneObject | Axiom.Core.MovableObject | Reference to the object to attach. |
Результат | Axiom.Animating.TagPoint |
public AttachObjectToBone ( string boneName, Axiom.Core.MovableObject sceneObject, |
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boneName | string | The name of the bone (in the skeleton) to attach this object. |
sceneObject | Axiom.Core.MovableObject | Reference to the object to attach. |
offsetOrientation | An adjustment to the orientation of the attached object, relative to the bone. | |
Результат | Axiom.Animating.TagPoint |
public AttachObjectToBone ( string boneName, Axiom.Core.MovableObject sceneObject, |
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boneName | string | The name of the bone (in the skeleton) to attach this object. |
sceneObject | Axiom.Core.MovableObject | Reference to the object to attach. |
offsetOrientation | An adjustment to the orientation of the attached object, relative to the bone. | |
offsetPosition | Vector3 | An adjustment to the position of the attached object, relative to the bone. |
Результат | Axiom.Animating.TagPoint |
public ChooseVertexDataForBinding ( bool vertexAnim ) : VertexDataBindChoice | ||
vertexAnim | bool | |
Результат | VertexDataBindChoice |
protected CloneVertexDataRemoveBlendInfo ( |
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source | Vertex data to clone. | |
Результат |
public CopyAnimationStateSubset ( Axiom.Animating.AnimationStateSet target, Axiom.Animating.AnimationStateSet source ) : void | ||
target | Axiom.Animating.AnimationStateSet | Reference to animation state set which will receive the states. |
source | Axiom.Animating.AnimationStateSet | Reference to animation state set which will use as source. |
Результат | void |
public DetachAllObjectsFromBone ( ) : void | ||
Результат | void |
public DetachObjectFromBone ( string name ) : Axiom.Core.MovableObject | ||
name | string | |
Результат | Axiom.Core.MovableObject |
public DetachObjectFromBone ( Axiom.Core.MovableObject obj ) : void | ||
obj | Axiom.Core.MovableObject | |
Результат | void |
protected DetachObjectImpl ( Axiom.Core.MovableObject pObject ) : void | ||
pObject | Axiom.Core.MovableObject | Object to detach. |
Результат | void |
protected ExtractTempBufferInfo ( |
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sourceData | ||
info | ||
Результат | void |
protected FindBlendedVertexData ( |
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originalData | ||
Результат |
protected FindSubEntityForVertexData ( |
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original | ||
Результат |
public GetAllAnimationStates ( ) : Axiom.Animating.AnimationStateSet | ||
Результат | Axiom.Animating.AnimationStateSet |
public GetAnimationState ( string name ) : AnimationState | ||
name | string | |
Результат | AnimationState |
public GetEdgeList ( int lodIndex ) : |
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lodIndex | int | |
Результат |
public GetLastShadowVolumeRenderableEnumerator ( ) : IEnumerator | ||
Результат | IEnumerator |
public GetShadowVolumeRenderableEnumerator ( ShadowTechnique technique, |
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technique | ShadowTechnique | |
light | ||
indexBuffer | ||
extrudeVertices | bool | |
extrusionDistance | float | |
flags | int | |
Результат | IEnumerator |
public GetSubEntity ( int index ) : |
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index | int | |
Результат |
public GetVertexDataForBinding ( ) : |
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Результат |
protected MarkBuffersUnusedForAnimation ( ) : void | ||
Результат | void |
public MarkBuffersUsedForAnimation ( ) : void | ||
Результат | void |
public NotifyCurrentCamera ( |
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camera | ||
Результат | void |
protected PrepareTempBlendedBuffers ( ) : void | ||
Результат | void |
protected ReevaluateVertexProcessing ( ) : void | ||
Результат | void |
protected RemoveSoftwareAnimationRequest ( bool normalsAlso ) : void | ||
normalsAlso | bool | |
Результат | void |
protected RestoreBuffersForUnusedAnimation ( bool hardwareAnimation ) : void | ||
hardwareAnimation | bool | |
Результат | void |
public SetMaterialLodBias ( Real factor, int maxDetailIndex, int minDetailIndex ) : void | ||
factor | Real | Proportional factor to apply to the distance at which LOD is changed. /// Higher values increase the distance at which higher LODs are displayed (2.0 is /// twice the normal distance, 0.5 is half). |
maxDetailIndex | int | The index of the maximum LOD this entity is allowed to use (lower /// indexes are higher detail: index 0 is the original full detail model). |
minDetailIndex | int | The index of the minimum LOD this entity is allowed to use (higher /// indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual /// LOD will be limited by the number in the material) |
Результат | void |
protected SetMesh ( Axiom.Core.Mesh mesh ) : void | ||
mesh | Axiom.Core.Mesh | |
Результат | void |
public SetMeshLodBias ( float factor, int maxDetailIndex, int minDetailIndex ) : void | ||
factor | float | Proportional factor to apply to the distance at which LOD is changed. /// Higher values increase the distance at which higher LODs are displayed (2.0 is /// twice the normal distance, 0.5 is half). |
maxDetailIndex | int | The index of the maximum LOD this entity is allowed to use (lower /// indexes are higher detail: index 0 is the original full detail model). |
minDetailIndex | int | The index of the minimum LOD this entity is allowed to use (higher /// indexes are lower detail. Use something like 99 if you want unlimited LODs (the actual /// LOD will be limited by the number in the Mesh) |
Результат | void |
public ShareSkeletonInstanceWith ( Entity entity ) : void | ||
entity | Entity | |
Результат | void |
public StopSharingSkeletonInstance ( ) : void | ||
Результат | void |
public TempSkelAnimBuffersBound ( bool requestNormals ) : bool | ||
requestNormals | bool | |
Результат | bool |
public TempVertexAnimBuffersBound ( ) : bool | ||
Результат | bool |
public UpdateRenderQueue ( |
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queue | ||
Результат | void |
protected dispose ( bool disposeManagedResources ) : void | ||
disposeManagedResources | bool | |
Результат | void |
protected AnimationStateSet,Axiom.Animating animationState | ||
Результат | Axiom.Animating.AnimationStateSet |
protected Matrix4[],Axiom.Math boneMatrices | ||
Результат | Axiom.Math.Matrix4[] |
protected Matrix4[],Axiom.Math boneWorldMatrices | ||
Результат | Axiom.Math.Matrix4[] |
protected MovableObjectCollection,Axiom.Collections childObjectList | ||
Результат | Axiom.Collections.MovableObjectCollection |
protected ulong frameAnimationLastUpdated | ||
Результат | ulong |
protected AxisAlignedBox,Axiom.Math fullBoundingBox | ||
Результат |
protected VertexData,Axiom.Graphics hardwareVertexAnimVertexData | ||
Результат |
protected Matrix4,Axiom.Math lastParentXform | ||
Результат |
protected Real materialLodFactorTransformed | ||
Результат | Real |
protected float meshLodFactorTransformed | ||
Результат | float |
protected ShadowRenderableList shadowRenderables | ||
Результат | ShadowRenderableList |
protected EntityList sharedSkeletonInstances | ||
Результат | EntityList |
protected VertexData,Axiom.Graphics skelAnimVertexData | ||
Результат |
protected SkeletonInstance,Axiom.Animating skeletonInstance | ||
Результат | Axiom.Animating.SkeletonInstance |
protected int softwareAnimationNormalsRequests | ||
Результат | int |
protected VertexData,Axiom.Graphics softwareVertexAnimVertexData | ||
Результат |
protected TempBlendedBufferInfo,Axiom.Graphics tempSkelAnimInfo | ||
Результат |
protected TempBlendedBufferInfo,Axiom.Graphics tempVertexAnimInfo | ||
Результат |