Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Defines a part of a complete 3D Model.
Namespace: Visual3D.Graphics3DAssembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
Members
| All Members | Constructors | Fields | Properties | Methods | Events |
| Member | Description | |
|---|---|---|
| ModelPart()()()() | Initializes a new instance of the ModelPart class | |
| ModelPart(String) | Initializes a new instance of the ModelPart class | |
| AddBoneAssignment(BoneVertexAssignment) | Assigns a vertex to a bone with a given weight, for skeletal animation. | |
| AnimationSettings | Returns type of animation used to render geometry contained in this ModelPart.
If animation type cannot be determined for any reason, returns AnimationTypeAndWeights.NoAnimation | |
| BaseLocalSpatial | Spatial Offset of this Model Part as dictated by the Source Model (from which it was imported). | |
| BoneVertexAssignments | Returns IEnumerable interface for vertex-to-bone assignments used for Ogre skeletal geometry
for this model part. | |
| CanInstancingBeUsed()()()() | Checks whether or not this model part can be rendered via Batch,
based on vertex format. | |
| CreateNewMaterial()()()() | ||
| Dispose()()()() | ||
| GenerateLODGeometry()()()() | Generate geometry LOD for this ModelPart. | |
| GenerateLODGeometry(Int32) | Generate geometry LOD at given level of detail for this ModelPart. | |
| Geometry | ||
| GetBoundingBox()()()() | ||
| GetBoundingBox(BoundingBox%, Boolean) | Returns own bounding box of the ModelPart. | |
| GetIndexData(Int32) | ||
| GetIndices(List<(Of <<'(UInt32>)>>)) | ||
| GetIndicesToBuffer(array<UInt32>[]()[][], Int32, Int32) | Read index buffer.
| |
| GetPN(List<(Of <<'(Vector3>)>>)) | Get Vertex Position/Normal | |
| GetPNT(List<(Of <<'(VertexPositionNormalTexture>)>>)) | Get Vertex Position/Normal/Texture coordinates | |
| GetRenderableGeometry(GeometryData) | ||
| GetRenderableGeometry(GeometryData, Int32) | Fills a GeometryData structure required to render this model. | |
| GetScaledBoundingBox()()()() | Returns own bounding box of the ModelPart. | |
| GetTexCoord(List<(Of <<'(Vector2>)>>)) | ||
| GetUshortIndexDataToInts(IndexBuffer, Int32, array<UInt32>[]()[][], Int32, Int32) | NOTE: Uses IHugeMemoryService.GetLargeUInt16Buffer.
| |
| GetVertexData()()()() | ||
| GetVertexData(Int32) | ||
| GetVertices(List<(Of <<'(Vector3>)>>), Boolean) | "transformToModelSpace=true" => Local transforms are applied.
"=false" => raw vertices.
| |
| HasBoneAssignments | Gets/Sets if ModelPart has associated Bone Assignments. | |
| HasVertexData | ||
| IndexData | Index data for the most detailed LOD of this model part | |
| IsAnimationShaderDisabled | ||
| IsCustomizedAfterImport | ||
| IsInstancingUsed | Gets/sets whether instancing is preferred to render this model part. Default is false. | |
| IsVisible | ||
| IsVisibleOverride | ||
| LocalOrientation | Final rotation of the ModelPart in local space of the Model.
In case if W part contains value equal to Quats.EulerMarker value, this quaternion
must be converted from Euler form to natural Quaternion with Quats.FromEulerQuat method.
Default is Quaternion.Identity. When ModelPart is used to create ActorPart from, this
value takes part in the initial ActorPart.LocalTransform matrix. | |
| LocalRotation | Final rotation of the ModelPart in local space of the Model.
In case if W part contains value equal to Quats.EulerMarker value, this quaternion
must be converted from Euler form to natural Quaternion with Quats.FromEulerQuat method.
Default is Quaternion.Identity. When ModelPart is used to create ActorPart from, this
value takes part in the initial ActorPart.LocalTransform matrix. | |
| LocalScale | Final scale of the ModelPart in local space of the Model.
Default is Vector3.One. When ModelPart is used to create ActorPart from, this
value takes part in the initial ActorPart.LocalTransform matrix. | |
| LocalTransform | Resulting Local Transform from transforming the BaseLocalSpatial by the Model and Part SpatialAdjustments. | |
| LocalTransformChanged | Fires in response to LocalScale, LocalTranslation or LocalOrientation
property change. | |
| LocalTranslation | Final Local Position of the ModelPart origin in local space of the Model.
Default is Vector3.Zero. When ModelPart is used to create ActorPart from, this
value takes part in the initial ActorPart.LocalTransform matrix. | |
| LodIndexData | Gets/sets the list of index data for each level of detail for this model part, except of LOD0. | |
| LodVertexData | Gets/sets the list of vertex data for each level of detail for this model part, except of LOD0. | |
| Material | ||
| MaterialName | Gets/sets name of material for this model part. | |
| MaterialRef | ||
| Name | Name of model part. | |
| NumBoneAssignments |
Gets number of BoneAssignments
| |
| ParentModel | Parent Model of ModelPart | |
| PartIndex | ||
| PrimitiveCount | ||
| PrimitiveType | Gets/sets the type of primitives this model part consists of (triangle list, triangle strip, line list etc). | |
| SetBoundingBox(BoundingBox) | ||
| SetLODGeometry(Model..::..LodUsage, GeometryData) | ||
| SetUshortIndexDataFromInts(IndexBuffer, array<Int32>[]()[][], Int32, Int32) | NOTE: Uses IHugeMemoryService.GetLargeUInt16Buffer.
| |
| SpatialAdjustment | Additional Spatial Adjustment added to the BaseLocalSpatial value (often user-edited). | |
| ToString()()()() | (Overrides Object..::..ToString()()()().) | |
| ToString(String, Object) | ||
| UseAllTrackedPropertiesIfCustomized | ||
| UseSharedVertices | Indicates if this modelPart shares vertex data with other models or whether it has its own vertices. | |
| VertexCount | ||
| VertexData | Vertex buffers containing geometry of the model part |
Remarks
Prototypes which make up the definition of a discrete 3D object
are made up of potentially multiple parts. This is because
different parts of the model may use different materials or
use different vertex formats, such that a rendering state
change is required between them.
Like the Model class, instatiations of 3D objects in the scene
share the ModelPart instances, and have the option of overriding
their material differences on a per-object basis if required.
See the ActorPart class for more information.
Inheritance Hierarchy
System..::..Object
Visual3D.Graphics3D..::..ModelPart
Visual3D.Graphics3D..::..ModelPart