Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 188.8.131.52 (184.108.40.206)
XNA Framework Only
.NET Compact Framework Only
Create ActorPart with given parent actor and model part.
Optional animation controller required to render animated geometry.
Custom rendering logic
|GetRenderables(IList<(Of <<'(IRenderable>)>>), RenderContext)|
|HasOwner<(Of <<'(TOwner>)>>)(IOwned)||(Inherited from EntityExtensions.)|
|HasOwner<(Of <<'(TOwner>)>>)(IOwned, TOwner%)||(Inherited from EntityExtensions.)|
|HasOwner<(Of <<'(TOwner>)>>)(IOwned, TOwner%, Boolean)||(Inherited from EntityExtensions.)|
Gets or sets whether this Actor Part is visible. Setting it explicitly will result in it overriding the default ModelPart and Material visibility.
Gets or sets optional local space transform, applied to actor part prior to Actor's world transform. Default is Matrix.Identity (no extra transforms).
Gets/Sets a reference to the material being used by this ActorPart.
Raises when Material property of this ActorPart has been changed.
Gets the modelPart to be used for rendering this ActorPart.
Gets the name of attached ModelPart.
Gets the full transformation matrix for this actor part.
Just as models are split into modelParts, an Actor is made up of potentially multiple ActorParts. These are mainly here to provide the link between the Material which the ActorPart uses (which may be the default Material for the ActorPart or may have been changed for this object) and the ActorPart data.
ActorPart instances are never created manually. They are created at the same time as their parent Entity by the SceneManager method CreateEntity.