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static readonly Vector3 | OldRedToHSV = new Vector3(0, 0.0f, 0.05f) |
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static readonly Vector3 | OldYellowToHSV = new Vector3(44 / 360f, -0.1f, 0.26f) |
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static readonly Vector3 | OldBlueToHSV = new Vector3(207 / 360f, 0, 0) |
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static readonly Vector3 | OldGreenToHSV = new Vector3(120 / 360f, -0.48f, -0.25f) |
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static readonly Vector3 | OldBlackToHSV = new Vector3(0, -0.96f, -0.5f) |
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static readonly Vector3 | OldWhiteToHSV = new Vector3(0, -0.95f, 0.4f) |
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static readonly Vector3 | OldGrayToHSV = new Vector3(0, -1f, 0f) |
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abstract object | ModelStorage [get, set] |
| Used by game to store model here. In game this is always of type MyModel. Implementation should only store and return passed object. More...
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bool | EnableColorMaskHsv [get, set] |
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Vector3 | ColorMaskHsv [get, set] |
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MyPersistentEntityFlags2 | PersistentFlags [get, set] |
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uint[] | RenderObjectIDs [get] |
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bool | Visible [get, set] |
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virtual bool | NearFlag [get, set] |
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bool | NeedsDrawFromParent [get, set] |
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bool | CastShadows [get, set] |
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bool | NeedsResolveCastShadow [get, set] |
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bool | FastCastShadowResolve [get, set] |
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bool | SkipIfTooSmall [get, set] |
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bool | DrawOutsideViewDistance [get, set] |
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bool | ShadowBoxLod [get, set] |
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bool | OffsetInVertexShader [get, set] |
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virtual bool | NeedsDraw [get, set] |
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override string | ComponentTypeDebugString [get] |
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MyEntityComponentContainer | Container [get] |
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IMyEntity | Entity [get] |
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abstract string | ComponentTypeDebugString [get] |
| Name of the base component type for debug purposes (e.g.: "Position") More...
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MyComponentContainer | ContainerBase [get] |
| This cannot be named Container to not conflict with the definition of Container in MyEntityComponentBase. More...
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Definition at line 9 of file MyRenderComponentBase.cs.
abstract void VRage.Game.Components.MyRenderComponentBase.AddRenderObjects |
( |
| ) |
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pure virtual |
Implemented in Sandbox.Game.Components.MyRenderComponentCubeGrid, Sandbox.Game.Components.MyRenderComponentPlanet, Sandbox.Game.Components.MyRenderComponentEnvironmentItems, Sandbox.Game.Components.MyRenderComponentFracturedPiece, Sandbox.Game.Components.MyRenderComponentCompoundCubeBlock, Sandbox.Game.Entities.MyRenderComponentRope, Sandbox.Game.Components.MyRenderComponentSkinnedEntity, Sandbox.Game.Components.MyRenderComponent, Sandbox.Game.Components.MyRenderComponentVoxelMap, Sandbox.Game.Components.MyRenderComponentCubeBlock, Sandbox.Game.Components.MyRenderComponentFloatingObject, VRage.Game.Components.MyNullRenderComponent, and Sandbox.Game.Components.MyRenderComponentDebrisVoxel.
virtual bool VRage.Game.Components.MyRenderComponentBase.CanBeAddedToRender |
( |
| ) |
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inlineprotectedvirtual |
abstract void VRage.Game.Components.MyRenderComponentBase.Draw |
( |
| ) |
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pure virtual |
Implemented in Sandbox.Game.Components.MyRenderComponentCubeGrid, Sandbox.Game.Components.MyRenderComponentCharacter, Sandbox.Game.Components.MyRenderComponentPlanet, Sandbox.Game.Components.MyRenderComponent, Sandbox.Game.Components.MyRenderComponentSkinnedEntity, Sandbox.Game.Entities.MyRenderComponentRope, Sandbox.Game.Components.MyRenderComponentLight, Sandbox.Game.Components.MyRenderComponentThrust, Sandbox.Game.Components.MyRenderComponentSensor, Sandbox.Game.Components.MyRenderComponentEngineerTool, VRage.Game.Components.MyNullRenderComponent, Sandbox.Game.Components.MyRenderComponentInventoryItem, Sandbox.Game.EntityComponents.Renders.MyRenderComponentWheel, Sandbox.Game.Components.MyRenderComponentAutomaticRifle, Sandbox.Game.Components.MyRenderComponentSmallGatlingGun, Sandbox.Game.Components.MyRenderComponentReflectorLight, and SpaceEngineers.Game.EntityComponents.Renders.MyRenderComponentLargeTurret.
Color VRage.Game.Components.MyRenderComponentBase.GetDiffuseColor |
( |
| ) |
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inline |
virtual RenderFlags VRage.Game.Components.MyRenderComponentBase.GetRenderFlags |
( |
| ) |
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inlinevirtual |
int VRage.Game.Components.MyRenderComponentBase.GetRenderObjectID |
( |
| ) |
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inline |
virtual void VRage.Game.Components.MyRenderComponentBase.InvalidateRenderObjects |
( |
bool |
sortIntoCullobjects = false | ) |
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inlinevirtual |
bool VRage.Game.Components.MyRenderComponentBase.IsRenderObjectAssigned |
( |
int |
index | ) |
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inline |
abstract bool VRage.Game.Components.MyRenderComponentBase.IsVisible |
( |
| ) |
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pure virtual |
abstract void VRage.Game.Components.MyRenderComponentBase.ReleaseRenderObjectID |
( |
int |
index | ) |
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pure virtual |
virtual void VRage.Game.Components.MyRenderComponentBase.RemoveRenderObjects |
( |
| ) |
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inlinevirtual |
void VRage.Game.Components.MyRenderComponentBase.ResizeRenderObjectArray |
( |
int |
newSize | ) |
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inline |
void VRage.Game.Components.MyRenderComponentBase.SetDiffuseColor |
( |
Color |
vctColor | ) |
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inlineprotected |
abstract void VRage.Game.Components.MyRenderComponentBase.SetRenderObjectID |
( |
int |
index, |
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uint |
ID |
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) |
| |
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pure virtual |
virtual void VRage.Game.Components.MyRenderComponentBase.UpdateRenderEntity |
( |
Vector3 |
colorMaskHSV | ) |
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inlinevirtual |
void VRage.Game.Components.MyRenderComponentBase.UpdateRenderObject |
( |
bool |
visible | ) |
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inline |
virtual void VRage.Game.Components.MyRenderComponentBase.UpdateRenderObjectVisibility |
( |
bool |
visible | ) |
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inlineprotectedvirtual |
byte VRage.Game.Components.MyRenderComponentBase.DepthBias = 0 |
int VRage.Game.Components.MyRenderComponentBase.LastMomentUpdateIndex = -1 |
Color VRage.Game.Components.MyRenderComponentBase.m_diffuseColor = Color.White |
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protected |
bool VRage.Game.Components.MyRenderComponentBase.m_enableColorMaskHsv = false |
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protected |
uint [] VRage.Game.Components.MyRenderComponentBase.m_renderObjectIDs = new uint[] { VRageRender.MyRenderProxy.RENDER_ID_UNASSIGNED } |
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protected |
readonly Vector3 VRage.Game.Components.MyRenderComponentBase.OldBlackToHSV = new Vector3(0, -0.96f, -0.5f) |
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static |
readonly Vector3 VRage.Game.Components.MyRenderComponentBase.OldBlueToHSV = new Vector3(207 / 360f, 0, 0) |
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static |
readonly Vector3 VRage.Game.Components.MyRenderComponentBase.OldGrayToHSV = new Vector3(0, -1f, 0f) |
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static |
readonly Vector3 VRage.Game.Components.MyRenderComponentBase.OldGreenToHSV = new Vector3(120 / 360f, -0.48f, -0.25f) |
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static |
readonly Vector3 VRage.Game.Components.MyRenderComponentBase.OldRedToHSV = new Vector3(0, 0.0f, 0.05f) |
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static |
readonly Vector3 VRage.Game.Components.MyRenderComponentBase.OldWhiteToHSV = new Vector3(0, -0.95f, 0.4f) |
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static |
readonly Vector3 VRage.Game.Components.MyRenderComponentBase.OldYellowToHSV = new Vector3(44 / 360f, -0.1f, 0.26f) |
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static |
float VRage.Game.Components.MyRenderComponentBase.Transparency |
bool VRage.Game.Components.MyRenderComponentBase.CastShadows |
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getset |
Vector3 VRage.Game.Components.MyRenderComponentBase.ColorMaskHsv |
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getset |
override string VRage.Game.Components.MyRenderComponentBase.ComponentTypeDebugString |
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get |
bool VRage.Game.Components.MyRenderComponentBase.DrawOutsideViewDistance |
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getset |
bool VRage.Game.Components.MyRenderComponentBase.EnableColorMaskHsv |
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getset |
bool VRage.Game.Components.MyRenderComponentBase.FastCastShadowResolve |
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getset |
abstract object VRage.Game.Components.MyRenderComponentBase.ModelStorage |
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getset |
Used by game to store model here. In game this is always of type MyModel. Implementation should only store and return passed object.
Definition at line 29 of file MyRenderComponentBase.cs.
virtual bool VRage.Game.Components.MyRenderComponentBase.NearFlag |
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getset |
virtual bool VRage.Game.Components.MyRenderComponentBase.NeedsDraw |
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getset |
bool VRage.Game.Components.MyRenderComponentBase.NeedsDrawFromParent |
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getset |
bool VRage.Game.Components.MyRenderComponentBase.NeedsResolveCastShadow |
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getset |
bool VRage.Game.Components.MyRenderComponentBase.OffsetInVertexShader |
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getset |
uint [] VRage.Game.Components.MyRenderComponentBase.RenderObjectIDs |
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get |
bool VRage.Game.Components.MyRenderComponentBase.ShadowBoxLod |
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getset |
bool VRage.Game.Components.MyRenderComponentBase.SkipIfTooSmall |
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getset |
bool VRage.Game.Components.MyRenderComponentBase.Visible |
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getset |
The documentation for this class was generated from the following file: