Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Types
| All Types | Classes | Structures | Interfaces | Enumerations |
| Name | Description | |
|---|---|---|
| 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.
|