SkinnedModelEntity Class |
Namespace: GeonBit.Core.Graphics
public class SkinnedModelEntity : CompositeModelEntity
The SkinnedModelEntity type exposes the following members.
Name | Description | |
---|---|---|
![]() | SkinnedModelEntity(Model) |
Create the model entity from model instance.
|
![]() | SkinnedModelEntity(String) |
Create the model entity from asset path.
|
Name | Description | |
---|---|---|
![]() | CameraDistanceBias |
Add bias to distance from camera when sorting by distance from camera.
This is useful for particles, sprites etc.
(Inherited from BaseRenderableEntity.) |
![]() | CurrentClipName |
Get the currently playing animation clip (or null if none defined).
|
![]() | IsDebugEntity |
If true, this entity will only show in debug / editor mode.
(Inherited from BaseRenderableEntity.) |
![]() | MeshesCount |
Return meshes count.
(Inherited from CompositeModelEntity.) |
![]() | Model |
Model to render.
(Inherited from CompositeModelEntity.) |
![]() | Visible |
Get / Set if this entity is visible.
(Inherited from BaseRenderableEntity.) |
![]() | WireFrame |
If true, will draw just the wireframe of the entity.
Note: settings this property will change the rendering queue property.
(Inherited from BaseRenderableEntity.) |
Name | Description | |
---|---|---|
![]() | DoEntityDraw |
Draw this model.
(Overrides CompositeModelEntityDoEntityDraw(Matrix).) |
![]() | Draw |
Draw this entity.
(Overrides CompositeModelEntityDraw(Node, Matrix, Matrix).) |
![]() | Equals | Determines whether the specified object is equal to the current object. (Inherited from Object.) |
![]() | GetBoundingBox |
Get the bounding box of this entity, either from cache or calculate it.
(Inherited from BaseRenderableEntity.) |
![]() | GetBoundingSphere |
Get the bounding sphere of this entity, either from cache or calculate it.
(Inherited from BaseRenderableEntity.) |
![]() | GetHashCode | Serves as the default hash function. (Inherited from Object.) |
![]() | GetLastBoundingBox |
Return the last calculated bounding box.
Note: this value may be out-of-date if transformations changed since last calculation.
(Inherited from BaseRenderableEntity.) |
![]() | GetLastBoundingSphere |
Return the last calculated bounding sphere.
Note: this value may be out-of-date if transformations changed since last calculation.
(Inherited from BaseRenderableEntity.) |
![]() | GetMaterials |
Return a list with all materials in model.
Note: if alternative materials are set, will return them.
Note2: prevent duplications, eg if even if more than one part uses the same material it will only return it once.
(Inherited from CompositeModelEntity.) |
![]() | GetMesh(Int32) |
Get mesh entity by index.
(Inherited from CompositeModelEntity.) |
![]() | GetMesh(String) |
Get mesh entity by name.
(Inherited from CompositeModelEntity.) |
![]() | GetMeshes |
Get all meshes in this composite model.
(Inherited from CompositeModelEntity.) |
![]() | GetType | Gets the Type of the current instance. (Inherited from Object.) |
![]() | SetClip |
Set current animation clip.
|
![]() ![]() | SlerpMatrix |
Interpolate between matrixes, used for animations blend.
|
![]() | ToString | Returns a string that represents the current object. (Inherited from Object.) |
![]() | Update |
Update animation step.
|
Name | Description | |
---|---|---|
![]() | BlendingState |
Blending state for this entity.
(Inherited from BaseRenderableEntity.) |
![]() | LockWhileTransitioning |
If true, and trying to change animation while still transitioning from previous animation, will not replace animation
and lock until animation transition is complete.
|
![]() | OnAnimationEnds |
Optional callback to invoke every time an animation cycle ends.
|
![]() | OnAnimationStart |
Optional callback to invoke every time an animation cycle begins.
|
![]() | RenderingQueue |
Which rendering queue to use for this entity.
Rendering queues determine different rendering settings (like opacity support, blending, sorting etc) + the order
in which the entities are drawn.
(Inherited from BaseRenderableEntity.) |
![]() | TransitionTime |
If > 0f, whenever we change clip we will transition into new animation clip, in an interpolation
that will take this many seconds.
|