Свойство | Тип | Описание | |
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buildCount | int | ||
built | bool | ||
castShadows | bool | ||
halfRegionDimensions | Vector3 | ||
logLevel | int | ||
name | string | ||
optimisedSubMeshGeometryList | List |
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origin | Vector3 | ||
owner | |||
queuedSubMeshes | List |
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regionDimensions | Vector3 | ||
regionHalfRange | int | ||
regionMap | Region>.Dictionary | ||
regionMaxIndex | int | ||
regionMinIndex | int | ||
regionRange | int | ||
regionSize | int | ||
renderQueueID | RenderQueueGroupID | ||
renderQueueIDSet | bool | ||
squaredUpperDistance | float | ||
subMeshGeometryLookup | List | ||
upperDistance | float | ||
visible | bool |
Метод | Описание | |
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AddEntity ( Entity ent, Vector3 position, Axiom.MathLib.Quaternion orientation, Vector3 scale ) : void |
Adds an Entity to the static geometry. This method takes an existing Entity and adds its details to the list of elements to include when building. Note that the Entity itself is not copied or referenced in this method; an Entity is passed simply so that you can change the materials of attached SubEntity objects if you want. You can add the same Entity instance multiple times with different material settings completely safely, and destroy the Entity before destroying this StaticGeometry if you like. The Entity passed in is simply used as a definition. Note: Must be called before 'build'. |
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AddSceneNode ( |
Adds all the Entity objects attached to a SceneNode and all it's children to the static geometry. This method performs just like addEntity, except it adds all the entities attached to an entire sub-tree to the geometry. The position / orientation / scale parameters are taken from the node structure instead of being specified manually. |
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Build ( ) : void |
Build the geometry. Based on all the entities which have been added, and the batching options which have been set, this method constructs the batched geometry structures required. The batches are added to the scene and will be rendered unless you specifically hide them. |
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Destroy ( ) : void |
Destroys all the built geometry state (reverse of build). You can call build() again after this and it will pick up all the same entities / nodes you queued last time. |
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Dump ( ) : void | ||
Reset ( ) : void |
Clears any of the entities / nodes added to this geometry and destroys anything which has already been built.
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StaticGeometry ( |
Метод | Описание | |
---|---|---|
CalculateBounds ( |
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DetermineGeometry ( |
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GetRegion ( Axiom.MathLib.AxisAlignedBox bounds, bool autoCreate ) : Axiom.Core.Region | ||
GetRegion ( Vector3 point, bool autoCreate ) : Axiom.Core.Region | ||
GetRegion ( uint index ) : Axiom.Core.Region | ||
GetRegion ( ushort x, ushort y, ushort z, bool autoCreate ) : Axiom.Core.Region | ||
GetRegionBounds ( ushort x, ushort y, ushort z ) : Axiom.MathLib.AxisAlignedBox | ||
GetRegionCenter ( ushort x, ushort y, ushort z ) : Vector3 | ||
GetRegionIndexes ( Vector3 point, ushort &x, ushort &y, ushort &z ) : void | ||
GetVolumeIntersection ( Axiom.MathLib.AxisAlignedBox box, ushort x, ushort y, ushort z ) : float | ||
PackIndex ( ushort x, ushort y, ushort z ) : uint | ||
SplitGeometry ( |
public AddEntity ( Entity ent, Vector3 position, Axiom.MathLib.Quaternion orientation, Vector3 scale ) : void | ||
ent | Entity | The Entity to use as a definition (the Mesh and Materials |
position | Vector3 | The world position at which to add this Entity |
orientation | Axiom.MathLib.Quaternion | The world orientation at which to add this Entity |
scale | Vector3 | The scale at which to add this entity |
Результат | void |
public AddSceneNode ( |
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node | Pointer to the node to use to provide a set of Entity templates | |
Результат | void |
protected CalculateBounds ( |
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vertexData | ||
position | Vector3 | |
orientation | Axiom.MathLib.Quaternion | |
scale | Vector3 | |
Результат | Axiom.MathLib.AxisAlignedBox |
protected DetermineGeometry ( |
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sm | ||
Результат | List |
protected GetRegion ( Axiom.MathLib.AxisAlignedBox bounds, bool autoCreate ) : Axiom.Core.Region | ||
bounds | Axiom.MathLib.AxisAlignedBox | |
autoCreate | bool | |
Результат | Axiom.Core.Region |
protected GetRegion ( Vector3 point, bool autoCreate ) : Axiom.Core.Region | ||
point | Vector3 | |
autoCreate | bool | |
Результат | Axiom.Core.Region |
protected GetRegion ( uint index ) : Axiom.Core.Region | ||
index | uint | |
Результат | Axiom.Core.Region |
protected GetRegion ( ushort x, ushort y, ushort z, bool autoCreate ) : Axiom.Core.Region | ||
x | ushort | |
y | ushort | |
z | ushort | |
autoCreate | bool | |
Результат | Axiom.Core.Region |
protected GetRegionBounds ( ushort x, ushort y, ushort z ) : Axiom.MathLib.AxisAlignedBox | ||
x | ushort | |
y | ushort | |
z | ushort | |
Результат | Axiom.MathLib.AxisAlignedBox |
protected GetRegionCenter ( ushort x, ushort y, ushort z ) : Vector3 | ||
x | ushort | |
y | ushort | |
z | ushort | |
Результат | Vector3 |
protected GetRegionIndexes ( Vector3 point, ushort &x, ushort &y, ushort &z ) : void | ||
point | Vector3 | |
x | ushort | |
y | ushort | |
z | ushort | |
Результат | void |
protected GetVolumeIntersection ( Axiom.MathLib.AxisAlignedBox box, ushort x, ushort y, ushort z ) : float | ||
box | Axiom.MathLib.AxisAlignedBox | |
x | ushort | |
y | ushort | |
z | ushort | |
Результат | float |
protected PackIndex ( ushort x, ushort y, ushort z ) : uint | ||
x | ushort | |
y | ushort | |
z | ushort | |
Результат | uint |
protected SplitGeometry ( |
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vd | ||
id | ||
targetGeomLink | Axiom.Core.SubMeshLodGeometryLink | |
Результат | void |
public StaticGeometry ( |
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owner | ||
name | string | |
logLevel | int | |
Результат | System |
protected List |
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Результат | List |
protected RenderQueueGroupID renderQueueID | ||
Результат | RenderQueueGroupID |
protected Dictionary |
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Результат | List |