Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Represents a separately skinned and renderable part of an actor which corresponds to a ModelPart or the Actor's Model.

Namespace: Visual3D.Graphics3D
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)

Syntax

Members

               
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 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
ActorPart(Actor, ModelPart)
Create ActorPart with given parent actor and model part.
AnimationController
Optional animation controller required to render animated geometry.
AnimationSettings
Animator
Clone(Actor)
CopyTo(ActorPart)
CustomRendering(RenderContext)
Custom rendering logic
GetAnimationTransforms(List<(Of <<'(Matrix>)>>))
GetBoundingBox(BoundingBox%, Boolean)
GetGeometryData(GeometryData)
GetRenderables(IList<(Of <<'(IRenderable>)>>), RenderContext)
HasMaterialOverride
HasOwner<(Of <<'(TOwner>)>>)(IOwned) (Inherited from EntityExtensions.)
HasOwner<(Of <<'(TOwner>)>>)(IOwned, TOwner%) (Inherited from EntityExtensions.)
HasOwner<(Of <<'(TOwner>)>>)(IOwned, TOwner%, Boolean) (Inherited from EntityExtensions.)
IsVisible
Gets or sets whether this Actor Part is visible. Setting it explicitly will result in it overriding the default ModelPart and Material visibility.
LocalTransform
Gets or sets optional local space transform, applied to actor part prior to Actor's world transform. Default is Matrix.Identity (no extra transforms).
Material
Gets/Sets a reference to the material being used by this ActorPart.
MaterialChanged
Raises when Material property of this ActorPart has been changed.
MaterialLOD
MaterialName
ModelPart
Gets the modelPart to be used for rendering this ActorPart.
Name
Gets the name of attached ModelPart.
Opacity
ParentActor
PartIndex
PrepareForUse()()()()
SetLocalTransform(Matrix%)
ToString()()()() (Overrides Object..::..ToString()()()().)
WorldTransform
Gets the full transformation matrix for this actor part.

Remarks

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.

Inheritance Hierarchy

System..::..Object
  Visual3D.Graphics3D..::..ActorPart

See Also