Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Defines an instance of a discrete, movable object based on a Model.

Namespace: Visual3D
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)

Syntax

      
 C#  Visual Basic 
[SerializableAttribute]
public class Actor : SceneObject, IModelContainer
<SerializableAttribute> _
Public Class Actor _
	Inherits SceneObject _
	Implements IModelContainer

Members

                  
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 Public

 Protected
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 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
Actor()()()()
Initializes a new instance of the Actor class
Actor(String, Model)
Initializes a new instance of the Actor class
Actor(String, String, Single)
Basic constructor defines Object name and model.
Actor(String, String, Single, Boolean)
Simple constructor. Derived type is responsible for adding the entity.
Actor(String, String, Single, Boolean, Model)
Simple constructor. Derived type is responsible for adding the entity.
Actor(String, String, Single, Boolean, Single, Single, Single, Vector3)
Constructor which allows you to offset the model by orientation and position. Note, yaw/pitch/roll are specified in degrees.
ActionIsActive(NameID) (Inherited from Entity.)
Activate()()()()
Enables an entity and its scripted or diagrammed interactivity.
(Inherited from Entity.)
Activate(IComponentOwner)
Sets activity Owner and then Activates this activity.
(Inherited from Entity.)
ActivateAction(ActionBase) (Inherited from Entity.)
ActivateAction(NameID) (Inherited from Entity.)
Activated (Inherited from Entity.)
ActivationFrameNumber (Inherited from Entity.)
Activities (Inherited from Entity.)
ActorPartCount
Gets the number of sub entities that belong to this entity.
ActorParts
Add(Object) (Inherited from Entity.)
Add(Type, Object) (Inherited from Entity.)
Add(NameID, Object) (Inherited from Entity.)
AddAction(ActionBase) (Inherited from Entity.)
AddAction(NameID, ActionBase) (Inherited from Entity.)
AnimationController
Optional animation controller required to render animated geometry.
(Inherited from SceneObject.)
AnimationSet
Manages the animation states of this entity.
AnimationSettings
Returns animation type and weighting. This method is supplementary and not used upon rendering, since actor doesn't render itself (but ActorParts do).
(Overrides SceneObject..::..AnimationSettings.)
Animator
AreFoldersForChildrenCreated (Inherited from SceneObject.)
AssetID (Inherited from Registered.)
AssetInfo (Inherited from Registered.)
AssetOwner
Gets or sets the owner to which this asset belongs and is a member of.
(Inherited from Asset.)
Attach(Object) (Inherited from SceneObject.)
AttachedToOwner(IComponentOwner) (Inherited from EntityComponent.)
AttachObjectToMountPoint(NameID, SceneObject)
Attach given scene object to the named Mount Point.
BaseAsset (Inherited from Registered.)
BoneMatrixCount
Gets the number of bone matrices for this entity if it has a skeleton attached.
BringBottomToGround()()()() (Inherited from SceneObject.)
CanAttach(Object) (Inherited from Entity.)
CanBeShownInWE(Boolean, Boolean) (Inherited from SceneObject.)
CanDetach(Object) (Inherited from Entity.)
ChangeLocked(Object) (Inherited from SceneObject.)
ChildOwner (Inherited from Entity.)
ChildSceneObjectAdded (Inherited from SceneObject.)
ChildSceneObjectRemoved (Inherited from SceneObject.)
ComponentOwner
Owner of this component (contained in it's ".Components" container).
(Inherited from EntityComponent.)
Components
Components that are attached to this Entity.
(Inherited from ComponentBase.)
ComponentsForGlobalSceneFolders (Inherited from ComponentBase.)
ContainsAction(NameID) (Inherited from Entity.)
Context
Defines the Owner of this component as well as the role (i.e. 'slot') that this component fulfills.
(Inherited from ComponentBase.)
ConvertToAttachmentOnOwner()()()() (Inherited from SceneObject.)
CreateActorWithAnimations(String, Model)
Creates Actor and forces the creation of an AnimationSet.
CreateChildObject()()()() (Inherited from SceneObject.)
CreateChildObject(String) (Inherited from SceneObject.)
CreateChildObject(String, Vector3) (Inherited from SceneObject.)
CreateChildObject(String, Vector3, Rotation) (Inherited from SceneObject.)
CreateDefaultActor
CreateIdentity()()()() (Inherited from Registered.)
CreateIdentityList()()()() (Inherited from Registered.)
CreateInstance(Boolean)
CreateNullActor()()()()
CreateService<(Of <<'(TService>)>>)()()()() (Inherited from ComponentBase.)
CurrentLOD
CustomRendering(RenderContext)
Custom rendering logic
(Inherited from SceneObject.)
CustomSkeleton
Gets the reference to the CustomSkeleton instance used for skeletal or DOF animations of actor based on COLLADA model.
Deactivate()()()()
Disables an entity and its scripted or diagrammed interactivity, if it is currently enabled.
(Inherited from Entity.)
DeactivateAction(NameID) (Inherited from Entity.)
Deactivated (Inherited from Entity.)
DefaultBatchCulling
DefaultSavingMode
Gets the default saving mode
(Inherited from SceneObject.)
DesignObject
For objects that use it, this will point to the Design Object used to represent/manipulate this object.
(Inherited from SceneObject.)
Detach(Object) (Inherited from Entity.)
DetachedFromOwner(IComponentOwner) (Inherited from EntityComponent.)
DetachObjectFromMountPoint(Actor..::..Attachment)
Detach previously added attachment from its Mount Point.
DetachObjectFromMountPoint(NameID)
Detach previously added attachment from its Mount Point.
Dispose()()()() (Inherited from ComponentBase.)
Disposed
Triggered anytime SceneObject Visibility is changed.
(Inherited from Entity.)
DistanceFromGround
If object IsGrounded, this is the distance from Ground that it will fall to (sometimes there is an offset).
(Inherited from SceneObject.)
DistanceSquaredFromMainCamera
Distance from the Main Camera (updated per frequently for Active Scene Objects).
(Inherited from SceneObject.)
Do(ActionBase) (Inherited from Entity.)
DWorldPosition
Gets/sets the world position of this actor in double-precision value format.
EnsureModelLoaded()()()()
Ensures that model has been loaded and attempts to load if required. Returns true if success or false on failure.
EntityBase (Inherited from Entity.)
FadeIn()()()()
Fades this SceneObject into it's current scene.
(Inherited from SceneObject.)
FadeOut()()()()
Fades this SceneObject out of it's current scene.
(Inherited from SceneObject.)
FindNearestMountPoint(Vector3, NearestResult<(Of <<'(MountPoint>)>>)%)
Focused (Inherited from SceneObject.)
FogSettings
Gets or sets fog settings for this renderable.
(Inherited from SceneObject.)
FolderPath (Inherited from SceneObject.)
ForceActorMaterialUsage
ForEachComponent<(Of <<'(TComponent>)>>)(Action<(Of <<'(TComponent>)>>)) (Inherited from Entity.)
Get<(Of <<'(T>)>>)()()()() (Inherited from Entity.)
Get<(Of <<'(T>)>>)(T%) (Inherited from Entity.)
Get<(Of <<'(TKey, TDerived>)>>)(TDerived%) (Inherited from Entity.)
Get<(Of <<'(T>)>>)(NameID) (Inherited from Entity.)
Get(NameID, Object%) (Inherited from Entity.)
Get<(Of <<'(T>)>>)(NameID, T%) (Inherited from Entity.)
GetAction(NameID) (Inherited from Entity.)
GetActions()()()() (Inherited from Entity.)
GetAffectingLights()()()()
Returns list of lights affecting this scene object. In case if IsLit is false, returns empty list. If a private light list was specified, returns it. Otherwise, returns a list of lights updated from time to time (either on light's or object's movement)
(Inherited from SceneObject.)
GetAll<(Of <<'(TComponent>)>>)()()()() (Inherited from Entity.)
GetAnimationTransform(Int32)
Returns local-space transform matrix of specific skeleton bone given by index.
GetAnimationTransform(Int32, Matrix%)
Returns local-space transform matrix of specific skeleton bone given by index. Returns 'false' if bone index not found.
GetAnimationTransforms(List<(Of <<'(Matrix>)>>)) (Overrides SceneObject..::..GetAnimationTransforms(List<(Of <<'(Matrix>)>>)).)
GetAttachment(NameID)
Retrieve named attachment added by AttachObjectToMountPoint method.
GetAttachmentsByMountPoint(String)
Enumerate attachments added by AttachObjectToMountPoint method, whose Mount Point has given name.
GetBringBottomToGroundView(String%, String%) (Inherited from SceneObject.)
GetCurrentGroundedHeight()()()()
Returns the height at which this object thinks of "grounded" (for objects that float, this might be a bit above the actual ground level, and for objects that naturally submerge, such as trees, this will be below the actual ground level). If Object is not-in-scene, then it always returns 0.
(Inherited from SceneObject.)
GetCurrentGroundedHeight(HeightQueryObjectType)
Returns the height at which this object thinks of "grounded" (for objects that float, this might be a bit above the actual ground level, and for objects that naturally submerge, such as trees, this will be below the actual ground level). If Object is not-in-scene, then it always returns 0.
(Inherited from SceneObject.)
GetDistanceAboveGround()()()() (Inherited from SceneObject.)
GetDistanceAboveGround(HeightQueryObjectType) (Inherited from SceneObject.)
GetGeometryData(GeometryData)
Returns geometry data to render this scene object. Fill in VertexData (and optionally PrimitiveType and IndexData) with references to the vertex/index buffer. Leave VertexData null to not render anything. Default implementation does not provide any renderable geometry.
(Inherited from SceneObject.)
GetIntersection(Ray%)
Determines intersection between the Ray and this SceneObject. Default logic models scene object as simple BoundingBox. Override this for custom logic.
(Inherited from SceneObject.)
GetLockMenuItemView(String%, String%) (Inherited from SceneObject.)
GetOrCreate<(Of <<'(K, T>)>>)()()()() (Inherited from Entity.)
GetOrCreate<(Of <<'(K, T>)>>)(T%) (Inherited from Entity.)
GetOrCreate<(Of <<'(T>)>>)(T%) (Inherited from Entity.)
GetOrCreate<(Of <<'(T>)>>)(NameID, T%) (Inherited from Entity.)
GetPrivateLights()()()()
Returns a copy of private light list or null if there's no private lights assignment.
(Inherited from SceneObject.)
GetRenderables(IList<(Of <<'(IRenderable>)>>), RenderContext)
Overriden method adds ActorParts and optional heightmap to the resulting list.
(Overrides SceneObject..::..GetRenderables(IList<(Of <<'(IRenderable>)>>), RenderContext).)
GetService<(Of <<'(TService>)>>)()()()() (Inherited from ComponentBase.)
GetService<(Of <<'(TService>)>>)(TService%) (Inherited from ComponentBase.)
GetSquaredDistanceTo(Vector3) (Inherited from SceneObject.)
GetVisibleSceneObjects(IList<(Of <<'(SceneObject>)>>), RenderContext)
Checks visibility of this scene object and adds into result list if visible. Performs frustrum test of this object and it's children recursively. Returns true if this object itself is considered as visible.
(Inherited from SceneObject.)
Handle (Inherited from Registered.)
HasComponents (Inherited from ComponentBase.)
HasCustomAnimation
HasHandle (Inherited from Registered.)
HasModel
Indicates if the 'Model' is non-null and Valid (i.e. not a 'null' model).
HasName (Inherited from EntityComponent.)
HasPrototype
Gets if a prototype has been specified to inherit instance data from.
(Inherited from Asset.)
HasSceneGraph (Inherited from SceneObject.)
HasScope (Inherited from Registered.)
HasSkeleton
Returns true if this entity has an Ogre skeleton.
HasUniqueName
Gets if a UniqueName is specified to identify this asset with respect to its owner's other members.
(Inherited from Registered.)
HeightMap
ID (Inherited from Registered.)
IDChanged (Inherited from Registered.)
IgnoresOrientation
Indicates if object does not really have an 'Orientation' in the scene.
(Inherited from SceneObject.)
IgnoresPosition
Indicates if object does not really have a 'Position' in the scene.
(Inherited from SceneObject.)
IgnoresSpatialState
Indicates if object does not really have a 'spatial state' in the scene (i.e. no real position or orientation). Setting to 'true' means it ignore BOTH Position and Orientation. Setting to 'false' means it cares about BOTH.
(Inherited from SceneObject.)
InAreas (Inherited from SceneObject.)
Initialize()()()()
Initializes the asset so that it might be prepared for use. By default, PrepareForUse() is called from this method as well.
(Inherited from Asset.)
Initialize(IComponentOwner) (Inherited from Entity.)
Initialized (Inherited from Entity.)
InputController (Inherited from SceneObject.)
InputControllerPrefab (Inherited from SceneObject.)
Intersects(BoundingBox, Boolean) (Inherited from SceneObject.)
Intersects(BoundingBox%, Boolean) (Inherited from SceneObject.)
Intersects(BoundingFrustum, Boolean) (Inherited from SceneObject.)
Intersects(BoundingSphere, Boolean) (Inherited from SceneObject.)
Intersects(BoundingSphere%, Boolean) (Inherited from SceneObject.)
Intersects(Vector3, Boolean) (Inherited from SceneObject.)
Intersects(Vector3%, Boolean) (Inherited from SceneObject.)
IsActive (Inherited from Entity.)
IsActiveNonDisposed (Inherited from Entity.)
IsActiveNotNull(SceneObject)
Returns true if the SceneObject is not null, is Active, and is not disposed or about to be disposed of/deactivated.
(Inherited from SceneObjectExtensions.)
IsActiveNotNull(SceneObject, Boolean)
Returns true if the SceneObject is not null, is Active, and is not disposed or about to be disposed of/deactivated, and, if ensureNotShuttingDown is true, this ensures it will not be soon disposed because engine is shutting down
(Inherited from SceneObjectExtensions.)
IsActiveRenderable
IsAnyParentEqual<(Of <<'(T>)>>)(SceneObject)
Indicates that this sceneObject is of type T and has any not null parent equals to specified one.
(Inherited from SceneObject.)
IsBoundingBoxShown
Gets or sets whether or not to display the bounding box for this node.
(Inherited from SceneObject.)
IsClippedByViewFrustrum
Gets/sets flag indicate that object is clipped by camera frustrum. In case if this property is set to false, frustrum clipping is not performed.
(Inherited from SceneObject.)
IsDeserialized
Indicates if Instance was created by Deserialization.
(Inherited from ComponentBase.)
IsDesignActor
IsDesignObject
Indicates if object is a "system object" or "low-level internal object" -- usually not shown or saved, but used for implementation Example: the RootScreenNode.
(Inherited from SceneObject.)
IsDesignObjectVisible
Indicates if the DesignMode Renderable is shown, used as a "grip" for manipulating this SceneObject. Typically used for "non-visible" object types, like Lights, Cameras, Sensors, ParticleSystems, etc.
(Inherited from SceneObject.)
IsDisposed
Indicates if resource has been disposed.
(Inherited from Asset.)
IsDisposing
Indicates if resource is in process of Disposing but not fully disposed.
(Inherited from Asset.)
IsFocused (Inherited from SceneObject.)
IsFogOverridden
Gets or sets whether the fog is overridden from the scene's fog settings.
(Inherited from SceneObject.)
IsGrounded
Indicates if this object has gravity and falls to the ground (or to it's assigned "DistanceFromGround").
(Inherited from SceneObject.)
IsHeightMapAdjuster
IsInitialized
Gets if this entity is currently in an initialized (and non-disposed) state.
(Inherited from Asset.)
IsInMainScene (Inherited from SceneObject.)
IsInSameScene(SceneObject) (Inherited from SceneObject.)
IsInSameScene(SceneObject, Boolean)
Returns true if given scene object contains in same scene where this scene object is. Kludge method, because Scene property is unreliable (it's assigned to World.Scene in SceneObject constructor).
(Inherited from SceneObject.)
IsInScene (Inherited from SceneObject.)
IsInstancingDisabled
IsInstancingUsed
Gets/sets flag indicate that Actor will be rendered within batch of geometry.
IsLit (Inherited from SceneObject.)
IsLocked (Inherited from SceneObject.)
IsNonUniqueAssetInstance (Inherited from SceneObject.)
IsPartOfParent (Inherited from SceneObject.)
IsPrototype (Inherited from Asset.)
IsReadyAndActive
Gets if this object is ready for use, not disposed or disposing, active and in a scene
(Inherited from SceneObject.)
IsReadyForUse
Gets/sets if asset is ready to be used. Can be set to 'true' in class constructor in order to skip Preparation logic.
(Inherited from Asset.)
IsReflectionAllowed
Gets/sets type of interaction with reflective surfaces (i.e. water) for this scene object.
(Inherited from SceneObject.)
IsRefractionAllowed
Gets/sets type of interaction with refracting surfaces (i.e. water) for this scene object.
(Inherited from SceneObject.)
IsRenderable (Inherited from SceneObject.)
IsSaved
Indicates if the component is to be Saved when the owning context is saved (e.g. for components in your scene, this controls whether or not they are saved to the scene file when the scene is saved). Typically objects are 'Saved', unless they are transient to be programmatically created each time.
(Inherited from ComponentBase.)
IsSavedOnCreatingInstance (Inherited from Asset.)
IsSelectable
Indicates if Entity is Selectable.
(Inherited from SceneObject.)
IsSelected (Inherited from SceneObject.)
IsSystemObject
Indicates if object is a "system object" or "low-level internal object" -- usually not shown or saved, but used for implementation Example: the RootScreenNode.
(Inherited from SceneObject.)
IsTerrainModel (Inherited from SceneObject.)
IsUserControllable
Indicates if Entity can be focused (controlled by the user).
(Inherited from SceneObject.)
IsVisibilityAllowedByFilter (Inherited from SceneObject.)
IsVisible (Inherited from SceneObject.)
IsVisibleAndActive
IsVisibleUnderWater
Gets/sets object visibility when camera is under water. Note that it only refers to underwater visibility, not a visibility on water plane (which is defined by IsReflectionAllowed and IsRefractionAllowed flags). Default is true.
(Inherited from SceneObject.)
IsWithinMainCameraRange
Temporary Field - to be replaced by string-based flag value. Indicates if object is within visible range of MainCamera.
(Inherited from SceneObject.)
Material
Gets/Sets a reference to the material of scene object. Will return Library.Materials.DefaultMaterial if material was not assigned yet.
(Inherited from SceneObject.)
MaterialChanged (Inherited from SceneObject.)
MaterialLoading (Inherited from SceneObject.)
MaterialName
Gets/Sets the name of the material used for this ActorPart.
(Inherited from SceneObject.)
Model
Gets the 3D model associated with this entity.
ModelLod
Gets the current LOD index of the model. This property is automatically updated by UpdateCurrentLODIndex method.
ModelName
MountedAttachments
Shows list of MountPointSlots that are currently active (i.e. filled with something and called 'MountedAttachments').
MountedSlots
MouseOut (Inherited from SceneObject.)
MouseOver (Inherited from SceneObject.)
Name (Inherited from EntityComponent.)
NameID (Inherited from EntityComponent.)
NotifyComponentsOfEvent<(Of <<'(TEvent>)>>)(TEvent) (Inherited from Entity.)
NotifyLightListOutdated()()()()
Notifies the scene object that the list of lights affecting on it are now out of date.
(Inherited from SceneObject.)
NullActorModelName
NumWorldTransforms (Inherited from SceneObject.)
ObjectFader
Holds the Fader for this SceneObject.
(Inherited from SceneObject.)
ObjectGroup
Object Group that this object belongs to.
(Inherited from SceneObject.)
ObjectType (Inherited from SceneObject.)
ObjectUsage (Inherited from SceneObject.)
OnCollided(EntityBase) (Inherited from SceneObject.)
OnEntityFlagsChanged(Flag, Boolean) (Inherited from SceneObject.)
OnLanded(EntityBase, Vector3) (Inherited from SceneObject.)
OnMemberwiseClone()()()() (Inherited from ComponentBase.)
OnMouseOut()()()() (Inherited from SceneObject.)
OnMouseOver()()()() (Inherited from SceneObject.)
OnObjectAttachedToMountPoint(Actor..::..Attachment)
Opacity
Gets/sets constant opacity of this renderable.
(Inherited from SceneObject.)
Owner (Inherited from Entity.)
OwnerActivated(IComponentOwner) (Inherited from EntityComponent.)
OwnerDeactivated(IComponentOwner) (Inherited from EntityComponent.)
OwnerEntity (Inherited from Entity.)
OwnerOf<(Of <<'(TOwner>)>>)()()()() (Inherited from Registered.)
PhysicalObject
For backward compatibility, possibly we will remove this property later.
(Inherited from SceneObject.)
PhysicsBody
Encapsulates the Dynamic properties of this body.
(Inherited from SceneObject.)
PhysicsSettings (Inherited from SceneObject.)
PrepareForUse()()()()
Attempts to prepare asset for use. To be sure, check "IsReadyForUse" after calling this method to ensure it's really ready for use before using it.
(Inherited from Asset.)
PrepareToRender(RenderContext)
This method is invoked just before rendering the object. Implement this method to perform pending buffer updates, switch between LOD levels for context.Camera etc. Default SceneObject implementation does nothing.
(Inherited from SceneObject.)
Prototype
Gets the prototype this instance or prototype was created from and inherits components and settings from.
(Inherited from Entity.)
QualityDistanceMultiplier()()()()
Larger for lower qualities (as if farther away, so less detail needed).
QualityLodBias()()()()
Remove<(Of <<'(T>)>>)()()()() (Inherited from Entity.)
Remove(Object) (Inherited from Entity.)
Remove(NameID) (Inherited from Entity.)
RemoveAction<(Of <<'(T>)>>)()()()() (Inherited from Entity.)
RemoveAction(NameID) (Inherited from Entity.)
RenameKey(NameID, NameID) (Inherited from Entity.)
RenderMode (Inherited from SceneObject.)
RenderQueueID (Inherited from SceneObject.)
ReplaceAction(ActionBase) (Inherited from Entity.)
ReplaceAction(NameID, ActionBase) (Inherited from Entity.)
Reset()()()()
Called from 'Activate()' method, or can be called manually. Should initialize custom state of the Activity. Note, that if the Activity is currently executing, this should have no effect upon the current Activity state.
(Inherited from Entity.)
ResetDistanceFromGround()()()()
Set DistanceFromGround to value that will place WorldBoundingBoxBottom in contact with ground. NOTE: Assumes object does not have any special considerations re point to bring in contact with ground.
(Inherited from SceneObject.)
Scene
Gets or sets the actual scene this object belongs in. If this is not assigned to any scene, a the current main scene (or else a default empty scene) will be returned, to ensure null is never returned.
(Inherited from SceneObject.)
SceneGraph
Reference to the scene manager who created this object.
(Inherited from SceneObject.)
SceneOwner
Gets or sets the actual scene this object belongs in. Unlike the Scene property, this can be null and won't return World.Scene when it is null.
(Inherited from SceneObject.)
Scheduler (Inherited from Entity.)
SchedulerID (Inherited from Entity.)
Scope (Inherited from Registered.)
SelectedStatus
Gets/Sets current Selection Status of the Entity - Unselected, Selected, or Focused.
(Inherited from SceneObject.)
SelectionStateChanged (Inherited from SceneObject.)
Set<(Of <<'(T>)>>)(T) (Inherited from Entity.)
Set(Type, Object) (Inherited from Entity.)
Set(NameID, Object) (Inherited from Entity.)
SetDynamicAttributes(RuntimeAttributeDictionary) (Inherited from SceneObject.)
SetModelOffset(Single, Single, Single, Vector3)
Apply a rotational trasform and/or translation to the model used by this actor, so initial state of Actor will correspond to given transforms of the model.
SetPrivateLights(List<(Of <<'(ILight>)>>))
Sets an exclusive light affecting on this scene object and all child objects. If set, none of other scene lights will affect on this scene object.
(Inherited from SceneObject.)
SetPrivateLights(ILight)
Sets an exclusive light affecting on this scene object and all child objects. If set, none of other scene lights will affect on this scene object.
(Inherited from SceneObject.)
SetPrivateLights(List<(Of <<'(ILight>)>>), Boolean)
Sets an exclusive list of lights affecting on this scene object. If set, none of other scene lights will affect on this scene object.
(Inherited from SceneObject.)
SetPrivateLights(ILight, Boolean)
Sets an exclusive light affecting on this scene object and all child objects. If set, none of other scene lights will affect on this scene object.
(Inherited from SceneObject.)
SetSavedForObjectGraph(Boolean) (Inherited from SceneObject.)
SetTargetParentObject(SceneObject)
If treating Object as an Activity, this becomes the parent to which it is attached when you call "Start()".
(Inherited from SceneObject.)
ShadowSettings
Gets/sets shadow settings of scene object.
(Inherited from SceneObject.)
Skeleton
Gets the reference to Skeleton instance used for Ogre skeletal animations of this actor.
SnapToGround()()()()
Snaps Object to the Ground Level.
(Inherited from SceneObject.)
SourceFile
Gets/Sets the source file for this program.
(Inherited from Asset.)
Spatial (Inherited from SceneObject.)
SpatialChildren (Inherited from SceneObject.)
SpatialChildrenObjects (Inherited from SceneObject.)
SpatialEntity (Inherited from SceneObject.)
SpatialState
This property is intended to be used for copying SceneObject spatial state via Object Editor.
(Inherited from SceneObject.)
SpeedScalar (Inherited from SceneObject.)
SpeedScalarChanged (Inherited from SceneObject.)
StartAnimation(String)
Starts a looping animation given by it's name. Currently only Ogre animations are supported.
StartAnimation(NameID)
Starts a looping animation given by it's name. Currently only Ogre animations are supported.
StartAnimation(NameID, Boolean)
Starts a looping animation given by it's name. Currently only Ogre animations are supported.
StartAnimation(NameID, Boolean, Single)
Starts animation given by it's name. Currently only Ogre animations are supported.
StorageModule (Inherited from Registered.)
Tag
Utility property for custom use by the application.
(Inherited from SceneObject.)
ToString()()()() (Inherited from Entity.)
TriggerAIEvent(BaseEvent) (Inherited from Entity.)
TriggerEvent(BaseEvent) (Inherited from Entity.)
Unfocused (Inherited from SceneObject.)
UniqueName (Inherited from Registered.)
Update()()()()
Method to be called at a fixed interval (i.e. 'UpdateTimeInterval') by the scheduler to do regular update events.
(Inherited from Entity.)
UpdateCurrentLODIndex()()()()
UpdateCurrentLODIndex(RenderContext)
Calculates model LOD level for the current position of camera. Called from PrepareToRender method of the first actor part.
UpdateDistanceFromGround()()()()
Ensure that object has DistanceFromGround value corresponding to its WorldPosition.Y, w.r.t. current ground surfaces.
(Inherited from SceneObject.)
UpdatePerFrame(RenderFrameEventArgs)
Overriden method updates actor animations if there is any.
(Overrides SceneObject..::..UpdatePerFrame(RenderFrameEventArgs).)
UpdateTimeInterval
Time interval at which the 'Update()' will be called by the scheduler upon Activation of this Entity.
(Inherited from Entity.)
UseCameraAdjustedSpace
Turns rendering in camera-adjusted space ON/OFF. Default is false.
UsePrivateLightsOnly
Gets/sets flag indicate that only private lights should affect on this object even if there are other lights in scene. Set to false to use both private lights and scene lights for lighting. Has no effect if no private lights were specified via SetPrivateLights method. Default is true.
(Inherited from SceneObject.)
VisibilityChanged (Inherited from SceneObject.)
VisualEntity(Entity) (Inherited from EntityExtensions.)
WasRenderedLastFrame (Inherited from SceneObject.)
WorldGraphics_ModelQuality()()()()
WorldOrientation
Absolute Spatial Orientation of this object.
(Inherited from SceneObject.)
WorldPosition
Absolute Spatial Position (location) of this object.
(Inherited from SceneObject.)
WriteModelDiagnosticsInfo

Remarks

Visual3D generally divides renderable objects into 2 groups, discrete (separate) and relatively small objects which move around the world, and large, sprawling geometry which makes up generally immovable scenery, aka 'level geometry'.

The Model and ModelPart classes deal with the definition of the geometry used by discrete movable objects. Entities are actual instances of objects based on this geometry in the world. Therefore there is usually a single set Model for a car, but there may be multiple entities based on it in the world. Entities are able to override aspects of the Model it is defined by, such as changing material properties per instance (so you can have many cars using the same geometry but different textures for example). Because a Model is split into a list of ModelPart objects for this purpose, the Entity class is a grouping class (much like the Model class) and much of the detail regarding individual changes is kept in the ActorPart class. There is a 1:1 relationship between ActorPart instances and the ModelPart instances associated with the Model the Entity is based on.

Entity and ActorPart classes are never created directly. Use [!:SceneGraph.CreateEntity] (passing a prototype name) to create one.

Entities are included in the scene by using [!:SceneObject.AddChild] to associate them with a scene node.

Inheritance Hierarchy

System..::..Object
  Visual3D.EntityModel..::..ComponentBase
    Visual3D.EntityModel..::..EntityComponent
      Visual3D..::..Registered
        Visual3D..::..Asset
          AssetOwner
            Visual3D..::..Entity
              Visual3D..::..SceneObject
                Visual3D..::..Actor
                  Visual3D.Assets.Loaders.OgreScene..::..OgreMaxSceneAsset
                  Visual3D.Demo.Actors..::..Missile
                  Visual3D.Demo..::..Avatar
                  Visual3D.Demo..::..PhysicalHullAsset
                  Visual3D.Graphics3D.Brushes..::..ObjectBrushLayer..::..ObjectBrushDesignGrip
                  Visual3D.SceneObjects..::..Axes..::..AxesPart

See Also