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AddsShapeToParent |
Indicates that this entity must be a child entity and that it adds one or more shapes to its parent rather than defining its own shapes.
(Inherited from VisualEntity.) |
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Aspect |
Aspect ratio (width/height) of the camera view (read-only)
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CameraModel |
Specifies the model used by the camera entity.
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ChildCount |
Number of children, used in serialization and deserialization of VisualEntities
(Inherited from VisualEntity.) |
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Children |
Runtime only list of child entities so simulation engine can render and update on our behalf
(Inherited from VisualEntity.) |
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DeferredTaskQueue |
To avoid contention with physics simulation which runs in a different thread than what the entity APIs might get called in, we just package up the parameters and queue CCR tasks. During the Update method we then process the queued requests
(Inherited from VisualEntity.) |
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Device |
Current graphics device
(Inherited from VisualEntity.) |
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Effect |
Vertex and pixel shader effect file (*.fx). If not specified, default effect is used
(Inherited from VisualEntity.) |
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EmbeddedResourceAssemblies |
List of assemblies contain embedded resources this entity needs to be properly loaded
(Inherited from VisualEntity.) |
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EntityBoundingSphere |
Bounding sphere approximating collision mesh for entity
(Inherited from VisualEntity.) |
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EntityState |
This field exposes the entity state so that the simulation editor can access it.
(Inherited from VisualEntity.) |
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EntityWorldBoundingSphere |
Bounding sphere approximating collision mesh for entity
(Inherited from VisualEntity.) |
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Eye |
Eye point of camera
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Far |
Distance to the far clipping plane
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FieldOfView |
Camera vertical resolution in degrees
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Flags |
Flags which define the rendering and behavior of this entity.
(Inherited from VisualEntity.) |
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Forward |
Look vector of camera
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HasBeenInitialized |
true if this VisualEntity has been successfully initialized
(Inherited from VisualEntity.) |
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Height |
Camera vertical resolution (read-only)
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InitError |
Contains a description of any errors that occurred during initialization
(Inherited from VisualEntity.) |
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InternalHandle |
Simulation internal use
(Inherited from Entity.) |
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IsPhysicsVisible |
If true the camera can interact with the physics simulation
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IsRealTimeCamera |
If true the camera is a realtime camera and renders at each frame
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LensEffect |
Custom lens effect used for rendering
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Location |
The location of the camera
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LookAt |
The center of the camera view
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Meshes |
DirectX meshes used for rendering the entity in 3D
(Inherited from VisualEntity.) |
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MeshRotation |
Gets or sets the rotation of the entity meshes
(Inherited from VisualEntity.) |
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MeshScale |
Gets or sets the scale of the entity meshes
(Inherited from VisualEntity.) |
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MeshTransform |
Get the local transform the entity uses on its meshes
(Inherited from VisualEntity.) |
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MeshTranslation |
Gets or sets the translation of the entity meshes
(Inherited from VisualEntity.) |
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Near |
Distance to the near clipping plane
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Parent |
Optional Parent entity.
(Inherited from VisualEntity.) |
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ParentJoint |
Gets the joint that connects this entity to its parent. Null if either this or parent do not have physics entity.
(Inherited from VisualEntity.) |
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PhysicsEngine |
Physics Engine instance
(Inherited from VisualEntity.) |
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PhysicsEntity |
Instance used for modifying and inspecting physics simulation behavior for this entity
(Inherited from VisualEntity.) |
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PhysicsJoint |
Gets the joint that connects this entity to its parent. Null if either this or parent do not have physics entity.
(Inherited from VisualEntity.) |
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Position |
This field exposes the entity position as an xna.Vector3 so that the simulation editor can access it.
(Inherited from VisualEntity.) |
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ProjectionMatrix |
Projection matrix
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ReadSurface |
Surface we read from
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ReferenceFrame |
Specifies the meaning of the entity's position This is used for serialization and to help with joining child entities. It is not meant to be changed outside of the simulation engine.
(Inherited from VisualEntity.) |
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RenderPhysicsPrimitives |
True if simplified rendering (using just physics geometry) is requests
(Inherited from VisualEntity.) |
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Rotation |
This field exposes the entity rotation so that the simulation editor can access it.
(Inherited from VisualEntity.) |
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RotationAngles |
This field exposes the entity rotation converted to Euler angles from the orientation quaternion.
(Inherited from VisualEntity.) |
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RotationAnglesInWorldSpace |
This field exposes the entity rotation in world space converted to Euler angles from the orientation quaternion.
(Inherited from VisualEntity.) |
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ServiceContract |
The contract for a service associated with this entity.
(Inherited from VisualEntity.) |
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ShadowDisplay |
Gets or sets whether the camera should be rendering shadows
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UpdateInterval |
This time indicates the amount of time between frame updates in milliseconds. 0 means that the camera never updates on its own but must be queried.
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UsesSphereCulling |
this entity uses frustum culling on rendering affected by children in this entity's hierarchy default is true, but should be false for (special effects, terrain, invisible objs) if true, a valid bounding sphere should be present we should make this internal, since we expose the DisableViewFrustumCulling flag, and this flag is with respect to the the hierarchy which the user shouldn't be able to set however, making this internal could is a breaking change to user code, do we really want to do this -- not at the moment at least
(Inherited from VisualEntity.) |
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ViewAngle |
Rendering camera FOV angle, used for offscreen realtime camera rendering careful, this angle is in fact HALF of the total FOV can only be initialized at constuction time
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ViewMatrix |
View matrix
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ViewSizeX |
Camera horizontal resolution, used for offscreen realtime camera rendering can only be initialized at constuction time
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ViewSizeY |
Camera vertical resolution, used for offscreen realtime camera rendering can only be initialized at constuction time
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Width |
Camera horizontal resolution (read-only)
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World |
World transform
(Inherited from VisualEntity.) |
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WriteSurface |
Surface we write to
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