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)
Represents a distinct environment (level, simulation scenario, portaled-to room) inside of a world, which disconnected from all other scenes and may have different application logic for it, beyond what is inherited from the overarching world application.
Namespace: Visual3DAssembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
| C# | Visual Basic |
[SerializableAttribute] public class Scene : BaseScene, IAttachmentSite, ISceneDefinition
<SerializableAttribute> _ Public Class Scene _ Inherits BaseScene _ Implements IAttachmentSite, ISceneDefinition
Members
| All Members | Constructors | Fields | Properties | Methods | Events |
| Member | Description | |
|---|---|---|
| Scene()()()() | Initializes a new instance of the Scene class | |
| Scene(String) | Creates an empty scene. | |
| 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.) | |
| 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.) | |
| AddChild(SceneObject) | Adds SceneObject as child of the SceneRootNode. | |
| AmbientMusicName | ||
| AmbientSceneSound | ||
| AmbientSoundName | Unique identifier for the Ambient sounds that should be played for all players in this region. | |
| ApplicationModeChanged | ||
| 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 Entity.) | |
| AttachedToOwner(IComponentOwner) | (Inherited from EntityComponent.) | |
| BaseAsset | (Inherited from Registered.) | |
| CanAttach(Object) | (Inherited from Entity.) | |
| CanDetach(Object) | (Inherited from Entity.) | |
| ChangeEnvironment(Environment) | ||
| ChildOwner | (Inherited from Entity.) | |
| Cinematics | ||
| 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.) | |
| CreateIdentity()()()() | (Inherited from Registered.) | |
| CreateIdentityList()()()() | (Inherited from Registered.) | |
| CreateInstance(Boolean) | Creates an instance or non-inheriting duplicate of this asset. (Inherited from Asset.) | |
| CreateService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| CreateTerrain(String) | ||
| CurrentRegion | ||
| CurrentRegionChanged | ||
| 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.) | |
| DefaultAdvancedSkyName | ||
| DefaultBasicSkyName | ||
| DefaultSavingFormat |
Modify this property to change default SavingFormat for saved Scene.
| |
| DefaultSceneType | ||
| DefaultSizeScale | This is the default size scalar for system objects which are added to this scene.
Typically it is "1". Set to other values for scenes which seem to be disproportionate in size, as needed. | |
| Detach(Object) | (Inherited from Entity.) | |
| DetachedFromOwner(IComponentOwner) | (Inherited from EntityComponent.) | |
| Dispose()()()() | (Inherited from ComponentBase.) | |
| Disposed | Triggered anytime SceneObject Visibility is changed. (Inherited from Entity.) | |
| Do(ActionBase) | (Inherited from Entity.) | |
| DropGroupToScene(array<Object>[]()[][], Vector3, Boolean) | ||
| DropOnScene(SceneObject, Boolean, Boolean) | ||
| DropOnSceneObject(SceneObject, SceneObject, Boolean, Boolean) | ||
| DropOrAddToScene(SceneObject, Boolean, Boolean) |
Tries to drop object into scene using mouse cursor coordinates and if failed - drops at some distance from camera position
| |
| DropToScene(Scene..::..DropData) | ||
| EntitiesForGlobalSceneFolders |
Entities for global scene folders for WE
| |
| EntityBase | (Inherited from Entity.) | |
| Environment | Get/Set Environment for this Scene (only for new terrain!!!). | |
| EnvironmentChanged | ||
| EnvironmentRootNode | ||
| Events | ||
| FileBaseName | ||
| FindLastSavedScenePath()()()() | ||
| FindLastSavedScenePath(String) | ||
| FirstUpdateCompleted | Triggered anytime a Scene Camera is Moved. | |
| 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.) | |
| GetAll<(Of <<'(TComponent>)>>)()()()() | (Inherited from Entity.) | |
| 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.) | |
| GetOrCreateObject<(Of <<'(TObject>)>>)()()()() | ||
| GetOrCreateObject<(Of <<'(TObject>)>>)(Vector3) | ||
| GetOrCreateObject<(Of <<'(TObject>)>>)(Single, Single) | ||
| GetService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| GetService<(Of <<'(TService>)>>)(TService%) | (Inherited from ComponentBase.) | |
| Gis2Rt | ||
| GUI | ||
| Handle | (Inherited from Registered.) | |
| HandleLoaded(SceneLoadedArgs) |
Called when scene loading need to be handled
| |
| HasComponents | (Inherited from ComponentBase.) | |
| HasFirstUpdateCompleted | ||
| HasHandle | (Inherited from Registered.) | |
| HasName | (Inherited from EntityComponent.) | |
| HasOldTerrain | Indicates if Terrain has been assigned, loaded, and shown. | |
| HasPrototype | Gets if a prototype has been specified to inherit instance data from. (Inherited from Asset.) | |
| HasScope | (Inherited from Registered.) | |
| HasUniqueName | Gets if a UniqueName is specified to identify this asset with respect to its owner's other members. (Inherited from Registered.) | |
| HideGuiForm<(Of <<'(T>)>>)()()()() | Shows a new instance of a Gui with the specified type. | |
| HideGuiForm(Type) | Shows a new instance of a Gui with the specified type. | |
| HideGuiForm(Type, IComponentOwner) | ||
| ID | (Inherited from Registered.) | |
| IDChanged | (Inherited from Registered.) | |
| InitialAmbientLight | ||
| InitialCameraFocusObjectName | ||
| InitialCameraFocusPoint | ||
| InitialCameraOrientation | ||
| InitialCameraPosition | ||
| InitialCameraSpeed | ||
| InitialGuiFormsLoaded | ||
| InitialGuiFormsShown | ||
| 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.) | |
| InitialPlayer | ||
| InitialPlayerInputController | ||
| InitialPlayerName | ||
| InitialSkyDefinitionName | Unique Name of sky settings asset. | |
| IsActive | (Inherited from Entity.) | |
| IsActiveNonDisposed | (Inherited from Entity.) | |
| IsAvatarChangingEnabled | ||
| IsCameraKeptAbovePhysicsGroundSurfaces | ||
| IsCameraUserControllable | ||
| IsCurrentScene | ||
| IsDeserialized | Indicates if Instance was created by Deserialization. (Inherited from ComponentBase.) | |
| IsDesignMode | ||
| 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.) | |
| IsEditable |
Indicates that scene file can be overwritten on scene saving.
| |
| IsInitialized | Gets if this entity is currently in an initialized (and non-disposed) state. (Inherited from Asset.) | |
| IsInputBlockingMode | ||
| IsLoadedFromFile | ||
| IsLoading | Semi-kludge to flag that Scene content is currently loading. | |
| IsMenuScreen | Indicates if this Scene primarily a Gui Scene (and not a real scene where you can move through it). | |
| IsNull(Scene) | ||
| IsObjectSelectionEnabled | ||
| IsPrototype | (Inherited from Asset.) | |
| 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.) | |
| IsReadyToRender | ||
| 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.) | |
| IsTerrainConstrained | ||
| IsVisible | ||
| LastDroppedObject | ||
| Lights | ||
| LinkLandCoversToEnvironment()()()() | Links land covers which are contained in this scene to current environment. | |
| Load()()()() | ||
| Load(String) | ||
| LoadContent()()()() | ||
| MainCamera | ||
| MainDirectionalLight | ||
| Mode | ||
| ModeType | ||
| Module | Gets or sets Module | |
| MusicTrack | ||
| Name | (Inherited from EntityComponent.) | |
| NameID | (Inherited from EntityComponent.) | |
| NotifyComponentsOfEvent<(Of <<'(TEvent>)>>)(TEvent) | (Inherited from Entity.) | |
| NotifySceneObjectDropped(SceneObject) | ||
| NullSceneName | ||
| OldGlobalTerrain | Gets/Sets Old Global Terrain for this Scene. | |
| OnMemberwiseClone()()()() | (Inherited from ComponentBase.) | |
| Owner | (Inherited from Entity.) | |
| OwnerActivated(IComponentOwner) | (Inherited from EntityComponent.) | |
| OwnerDeactivated(IComponentOwner) | (Inherited from EntityComponent.) | |
| OwnerEntity | (Inherited from Entity.) | |
| OwnerOf<(Of <<'(TOwner>)>>)()()()() | (Inherited from Registered.) | |
| Paths | ||
| PhysicsSettings | ||
| PhysicsSystem | ||
| PhysicsSystemChanged | ||
| PlayerAvatar | ||
| PlayerAvatarChanged | ||
| PostEffects | Post-effects applied to the primary render output. | |
| 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.) | |
| Prototype | Gets the prototype this instance or prototype was created from and inherits components and settings from. (Inherited from Entity.) | |
| RealTimeDynamics | Dynamics system which always runs at Real-Time, even if World Time is scaled or paused. | |
| RealTimeScheduler | The Real-Time Scheduler assigned to this Application component, and it's children. | |
| RegionSpatial | ||
| RegisterHandler(String, StandardHandler) | ||
| 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 | Render Mode of the Scene (associated with MainCamera, and TerrainDesignMode. | |
| RenderModeChanged | ||
| 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.) | |
| ResetCurrentRegion()()()() | ||
| Save()()()() | ||
| Save(Boolean) | ||
| Save(String) | ||
| Save(String, SavingFormat) | ||
| SaveAsCopy()()()() | ||
| SaveSharedAssets()()()() | ||
| SceneActivated | ||
| SceneGraph | ||
| SceneGraphChanged | ||
| SceneGraphOnDeserialization | SceneGraph used during scene deserialization | |
| SceneID | ||
| SceneInfo | Gets or sets SceneInfo | |
| SceneInfoChanged | ||
| SceneLayers |
Layers applied to scene.
| |
| SceneObjectDropped | ||
| SceneObjectsReplacement()()()() |
Force replacement all scene objects. Can be used after changing of scene terrain, etc...
| |
| SceneRootNode | Gets or sets SceneRootNode | |
| SceneRootNodeChanged | ||
| SceneSaved | ||
| SceneSaving | ||
| Scheduler | (Inherited from Entity.) | |
| SchedulerID | (Inherited from Entity.) | |
| Scope | (Inherited from Registered.) | |
| Services | (Inherited from BaseScene.) | |
| Set<(Of <<'(T>)>>)(T) | (Inherited from Entity.) | |
| Set(Type, Object) | (Inherited from Entity.) | |
| Set(NameID, Object) | (Inherited from Entity.) | |
| SetSceneGraph(SceneGraph) | ||
| Settings | Encapsulates the Initial Startup Settings of a Scene. | |
| ShadowDistanceUpdater | ||
| ShadowSettings | Gets/sets scene shadow settings. | |
| ShowGuiForm<(Of <<'(T>)>>)()()()() | Shows a new instance of a Gui with the specified type. | |
| ShowGuiForm(Type) | Shows a new instance of a Gui with the specified type. | |
| ShowGuiForm(FormPlacement) | ||
| ShowGuiForm(Type, IComponentOwner) | ||
| ShowTerrain | ||
| SimplePhysics | Dynamics system which runs at same speed as World Time. | |
| Sky | Gets/sets Sky to render in this scene. | |
| SourceFile | Gets/Sets the source file for this program. (Inherited from Asset.) | |
| Spatial | ||
| StorageModule | (Inherited from Registered.) | |
| Terrain | ||
| TerrainObject | ||
| TerrainSettings | ||
| TimeOfDay | ||
| Timer | Central timer that tracks the number of milliseconds since last Reset. | |
| TimeSinceActivation()()()() | ||
| ToggleDesignMode()()()() | ||
| ToggleGuiDesignMode()()()() | ||
| ToggleTerrainDesignMode(ApplicationMode) | ||
| ToString()()()() | (Inherited from Entity.) | |
| TriggerAIEvent(BaseEvent) | (Inherited from Entity.) | |
| TriggerEvent(BaseEvent) | (Inherited from Entity.) | |
| TriggerEvent(String, Object) | ||
| TriggerEvent(String, Object, Object) | ||
| TriggerEvent(String, Object, Boolean, Object) | ||
| UILoaded | ||
| UniqueName | (Inherited from Registered.) | |
| UnregisterHandler(String, StandardHandler) | ||
| Update()()()() | (Overrides TimeSystemUpdate()()()().) | |
| Updated | ||
| UpdateMainDirectionalLight()()()() | ||
| UpdateTimeInterval | Time interval at which the 'Update()' will be called by the scheduler upon Activation of this Entity. (Inherited from Entity.) | |
| VisualEntity(Entity) | (Inherited from EntityExtensions.) | |
| VisualObject | ||
| WaterSettings | ||
| WorldApp |
Inheritance Hierarchy
System..::..Object
Visual3D.EntityModel..::..ComponentBase
Visual3D.EntityModel..::..EntityComponent
Visual3D..::..Registered
Visual3D..::..Asset
AssetOwner
Visual3D..::..Entity
TimeSystem
Visual3D.Application..::..BaseScene
Visual3D..::..Scene
Visual3D.Demo..::..BaseDemoScene
Visual3D..::..Scene..::..NullScene
Visual3D.Scenes..::..EmptyScene
Visual3D.EntityModel..::..ComponentBase
Visual3D.EntityModel..::..EntityComponent
Visual3D..::..Registered
Visual3D..::..Asset
AssetOwner
Visual3D..::..Entity
TimeSystem
Visual3D.Application..::..BaseScene
Visual3D..::..Scene
Visual3D.Demo..::..BaseDemoScene
Visual3D..::..Scene..::..NullScene
Visual3D.Scenes..::..EmptyScene