C# Класс idTech4.Renderer.RenderEntityComponent

Entities that are expensive to generate, like skeletal models, can be deferred until their bounds are found to be in view, in the frustum of a shadowing light that is in view, or contacted by a trace / overlay test. This is also used to do visual cueing on items in the view The renderView may be NULL if the callback is being issued for a non-view related source. The callback function should clear renderEntity->callback if it doesn't want to be called again next time the entity is referenced (ie, if the callback has now made the entity valid until the next updateEntity)
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Открытые свойства

Свойство Тип Описание
AllowSurfaceInViewID int
Axis Matrix
BodyID int
Bounds idBounds
Callback DeferredEntityCallback
CallbackData object
CustomMaterial idMaterial
CustomSkin idTech4.Text.Decl.idDeclSkin
EntityIndex int
ForceUpdate bool
Gui idTech4.UI.idUserInterface[]
Joints idTech4.Geometry.idJointMatrix[]
MaterialParameters float[]
Model idRenderModel
ModelDepthHack float
NoDynamicInteractions bool
NoSelfShadow bool
NoShadow bool
Origin Vector3
ReferenceMaterial idMaterial
SuppressShadowInLightID int
SuppressShadowInViewID int
SuppressSurfaceInViewID int
TimeGroup int
WeaponDepthHack bool
XrayIndex int

Описание свойств

AllowSurfaceInViewID публичное свойство

Draw the model only in this view.
If non-zero, the surface and shadow (if it casts one) will only show up in the specific view, ie: player weapons.
public int AllowSurfaceInViewID
Результат int

Axis публичное свойство

Orientation.
Axis rotation vectors must be unit length for many R_LocalToGlobal functions to work, so don't scale models! Axis vectors are [0] = forward, [1] = left, [2] = up.
public Matrix Axis
Результат Matrix

BodyID публичное свойство

public int BodyID
Результат int

Bounds публичное свойство

Only needs to be set for deferred models and md5s.
public idBounds Bounds
Результат idBounds

Callback публичное свойство

public DeferredEntityCallback Callback
Результат DeferredEntityCallback

CallbackData публичное свойство

public object CallbackData
Результат object

CustomMaterial публичное свойство

Force a specific material.
public idMaterial,idTech4.Renderer CustomMaterial
Результат idMaterial

CustomSkin публичное свойство

Force a specific skin.
public idDeclSkin,idTech4.Text.Decl CustomSkin
Результат idTech4.Text.Decl.idDeclSkin

EntityIndex публичное свойство

public int EntityIndex
Результат int

ForceUpdate публичное свойство

public bool ForceUpdate
Результат bool

Gui публичное свойство

public idUserInterface[],idTech4.UI Gui
Результат idTech4.UI.idUserInterface[]

Joints публичное свойство

public idJointMatrix[],idTech4.Geometry Joints
Результат idTech4.Geometry.idJointMatrix[]

MaterialParameters публичное свойство

Can be used in any way by material or model generation.
public float[] MaterialParameters
Результат float[]

Model публичное свойство

This can only be null if callback is set.
public idRenderModel,idTech4.Renderer Model
Результат idRenderModel

ModelDepthHack публичное свойство

Squash depth range so particle effects don't clip into walls.
public float ModelDepthHack
Результат float

NoDynamicInteractions публичное свойство

Don't create any light / shadow interactions after the level load is completed.
This is a performance hack for the gigantic outdoor meshes in the monorail map, so all the lights in the moving monorail don't touch the meshes
public bool NoDynamicInteractions
Результат bool

NoSelfShadow публичное свойство

Cast shadows onto other objects,but not self.
Overrides surface material flags.
public bool NoSelfShadow
Результат bool

NoShadow публичное свойство

No shadows at all.
Overrides surface material flags.
public bool NoShadow
Результат bool

Origin публичное свойство

Position.
public Vector3 Origin
Результат Vector3

ReferenceMaterial публичное свойство

Used so flares can reference the proper light material.
public idMaterial,idTech4.Renderer ReferenceMaterial
Результат idMaterial

SuppressShadowInLightID публичное свойство

Suppress shadows for the given light.
World models for the player and weapons will not cast shadows from view weapon muzzle flashes.
public int SuppressShadowInLightID
Результат int

SuppressShadowInViewID публичное свойство

Suppress shadows from this entity in the given view.
Player bodies and possibly player shadows should be suppressed in views from that player's eyes, but will show up in mirrors and other subviews.
public int SuppressShadowInViewID
Результат int

SuppressSurfaceInViewID публичное свойство

Suppress the model in the given view.
Security cameras could suppress their model in their subviews if we add a way of specifying a view number for a remoteRenderMap view.
public int SuppressSurfaceInViewID
Результат int

TimeGroup публичное свойство

public int TimeGroup
Результат int

WeaponDepthHack публичное свойство

Squash depth range so view weapons don't poke into walls.
This automatically implies noShadow.
public bool WeaponDepthHack
Результат bool

XrayIndex публичное свойство

public int XrayIndex
Результат int