Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
 

Types

               
 All Types  Classes   Structures  Interfaces  Enumerations 
 NameDescription
ActorSkeletonVisualizer
Provide visualization for skeleton of given Actor.
AlphaTexVertex
Vertex Declaration with Texture UV and Alpha transparency.
Axes
Creates an axes widget for XYZ movement.
Axes..::..AxesPart
Specialized class for Axes Parts - so that we can override the "GetIntersection()" Method, and extend or morph it in other ways as well.
Axes..::..AxesPartType
SpriteSet..::..BillboardOriginType
Covers what a billboards position means.
SpriteSet..::..BillboardTypeEnum
Type of billboard to use for a SpriteSet.
BorderCollection
BorderSequence
Box
ProjectionBox..::..BoxSide
Parts are in this order. Used as index; must match BoxSideNames order.
ProjectionBox..::..BoxSideDesc
Create description, and add to "mc". Corners listed clockwise as seen from inside box.
CustomSceneObject<(Of <(<'TVertex, TIndex>)>)>
Simple to use custom scene object. Override GetVertices, GetVertexFormat and GetIndices to create your geometry. Call UpdateVertices or UpdateIndices to force recreate vertex/index buffer with new data from GetVertices/GetIndices/GetVertexFormat.
DropLine
Represents a 3D drop-line renderable which extends from an object down to a surface such as the ground.
EmptyRenderable
Stub IRenderable implementation. Contains Instance static field.
FresnelWater
Fresnel shader water plane
FresnelWaterReflectionRenderer
FresnelWaterRefractionRenderer
FullScreenQuad
Quad of geometry aligned to cover full screen. Uses special material to be independent from camera position and orientation.
GroundModelDesc
GroundModelMaterial
GroundModelPartDesc
TODO: Only allow 1 part per model, because not permitting different alphas at a given xyz? Or fake it, by slightly different y value per layer?
GroundModelShader
GroundProxyMaterial
HeightMap
Encapsulates the Heightmap of a Scene area. By default, objects will be kept about the height map (Y coordinate).
IAdjustableScaleShape
Define a shape with adjustable scale, allowing to see it from large distance without breaking shape layout.
IComputeNormal
ICorrectHeight
ReflectedCamera..::..IDerivedPlaneProvider
Define an object which supplies a reflection plane for ReflectedCamera.
IPoint2D<(Of <(<'TNumeric>)>)>
Where TNumeric is a numeric type; e.g. "float" or "double".
IPoint3D<(Of <(<'TNumeric>)>)>
IRequiresRequestForSceneRemoval
Interface to be implemented by SceneObjects that require notice before being removed from Scene.
ITransparencyThresholdSupport
Define a scene object which supports optional distance based transparency threshold for fade in/out effects, typically via Material properties.
LineDesc
SpriteSet..::..Sprite..::..List
SpriteSet..::..List
Axes..::..ManipulationAxis
Axes..::..ManipulationSetting
Axes..::..ManipulationType
ModelConstruction
ModelPartDesc
NearestResult<(Of <(<'TEntity>)>)>
NeighborDesc
Used while deciding which neighbor is best representation of a given direction.
PointDescSet..::..NeighborDirection
Neighbors4
NormalPointDesc
NormalPointDescSet
NormalTriangleDesc
ObjectGroup
Represents a group of several objects.
OpacityPointDesc
OpacityPointDescSet
OpacityTriangleDesc
FresnelWaterReflectionRenderer..::..OperationCode
FresnelWaterRefractionRenderer..::..OperationCode
PlaneObject
Flat one-sided Plane (good for any flat surface, like ground).
PointDesc
PointDescSet
Set of PointDesc's, with sequential index numbers.
ProjectionBox
QuadDesc
ReflectedCamera
RootSceneNode
A Region defines a large node that contains skybox and ambient music/sound.
SceneObjectLibrary
Represents a handle-based collection of SceneObject's which can be looked up by partial name, unique name, and handle.
SimpleRenderable
Summary description for SimpleRenderable.
SkeletonVisualizationMode
Define visualization mode of ActorSkeletonVisualizer.
SolidVectorShape
Draws a vector-based shape formed from primitives: triangles, rectangles and lines, each primitive is defined by 2..4 points in local space of the shape (range of XYZ from 0 to 1). Since this is a regular SceneObject, it can be rescaled, moved or rotated seamlessly.
SoundObject
Represents a sound positioned in 3D space inside a scene or attached to a scene object.
SpatialBookmark
A spatial bookmark.
SpatialBookmark..::..SpatialBookmarkFlags
Sphere
SpriteSet..::..Sprite
Sprite
Represents a sprite or 2D texture which has a position in a 3D scene but which always faces the camera. Also known as a billboard texture.
Sprite..::..SpriteOrientationAttribute
SpriteSet
A billboard is a primitive which always faces the camera in every frame.
StraightSegment
TextEntity
Represents text (or a label) positioned in 3D world which is always facing the camera. Based on vector font rendering.
ThickBandShape
Draws a series of connected thick lines (band) of fixed width greater than 1 pixel.
ThickLineShape
Draws a line of fixed width greater than 1 pixel.
TriangleDesc
UnderwaterParticles
Particle systems for underwater (e.g. ocean).
ActorSkeletonVisualizer..::..Vertex
PlaneObject..::..Vertex
VolumetricFire
Volumetric fire effect.
VolumetricLight
Represents a volumetric light that can be attached to light to create the appearance of a beam of light.
VolumetricLightShape
Define shape of light shaft.
WireBoundingBox
Represents a wireframe bounding box renderable
WireBoundingFrustrum
Represents a wireframe frustrum renderable.
WireBoundingSphere
WireGrid
Renderable WireMesh - to show the model that is behind it (used to show heightmaps, physics, and other meshed data.
Xa
X-Coord, Alpha transparency.
Xza
X-Coord, Z-Coord, Alpha transparency.