Class Scene
- Namespace
- TaleWorlds.Engine
- Assembly
- TaleWorlds.Engine.dll
[EngineClass("rglScene")]
public sealed class Scene : NativeObject
- Inheritance
-
Scene
- Inherited Members
Fields
AutoClimbHeight
public const float AutoClimbHeight = 1.5
Field Value
NavMeshHeightLimit
public const float NavMeshHeightLimit = 1.5
Field Value
PhysicsAndRayCastLock
public static readonly TWSharedMutex PhysicsAndRayCastLock
Field Value
Properties
ContainsTerrain
public bool ContainsTerrain { get; }
Property Value
HasTerrainHeightmap
public bool HasTerrainHeightmap { get; }
Property Value
IsAtmosphereIndoor
public bool IsAtmosphereIndoor { get; }
Property Value
LastFinalRenderCameraFrame
public MatrixFrame LastFinalRenderCameraFrame { get; }
Property Value
LastFinalRenderCameraPosition
public Vec3 LastFinalRenderCameraPosition { get; }
Property Value
RootEntityCount
public int RootEntityCount { get; }
Property Value
TimeOfDay
public float TimeOfDay { get; set; }
Property Value
TimeSpeed
public float TimeSpeed { get; set; }
Property Value
Methods
AddDecalInstance(Decal, string, bool)
public void AddDecalInstance(Decal decal, string decalSetID, bool deletable)
Parameters
AddDirectionalLight(ref Vec3, ref Vec3, float)
public int AddDirectionalLight(ref Vec3 position, ref Vec3 direction, float radius)
Parameters
Returns
AddEntityWithMesh(Mesh, ref MatrixFrame)
public void AddEntityWithMesh(Mesh mesh, ref MatrixFrame frame)
Parameters
meshMeshframeMatrixFrame
AddEntityWithMultiMesh(MetaMesh, ref MatrixFrame)
public void AddEntityWithMultiMesh(MetaMesh mesh, ref MatrixFrame frame)
Parameters
meshMetaMeshframeMatrixFrame
AddItemEntity(ref MatrixFrame, MetaMesh)
public GameEntity AddItemEntity(ref MatrixFrame placementFrame, MetaMesh metaMesh)
Parameters
placementFrameMatrixFramemetaMeshMetaMesh
Returns
AddPath(string)
public void AddPath(string name)
Parameters
namestring
AddPathPoint(string, MatrixFrame)
public void AddPathPoint(string name, MatrixFrame frame)
Parameters
namestringframeMatrixFrame
AddPointLight(ref Vec3, float)
public int AddPointLight(ref Vec3 position, float radius)
Parameters
Returns
AttachEntity(GameEntity, bool)
public bool AttachEntity(GameEntity entity, bool showWarnings = false)
Parameters
entityGameEntityshowWarningsbool
Returns
BoxCast(Vec3, Vec3, bool, Vec3, Vec3, float, out float, out Vec3, out GameEntity, BodyFlags)
public bool BoxCast(Vec3 boxMin, Vec3 boxMax, bool castSupportRay, Vec3 supportRaycastPoint, Vec3 dir, float distance, out float collisionDistance, out Vec3 closestPoint, out GameEntity collidedEntity, BodyFlags excludedBodyFlags = BodyFlags.CameraCollisionRayCastExludeFlags)
Parameters
boxMinVec3boxMaxVec3castSupportRayboolsupportRaycastPointVec3dirVec3distancefloatcollisionDistancefloatclosestPointVec3collidedEntityGameEntityexcludedBodyFlagsBodyFlags
Returns
BoxCastOnlyForCamera(Vec3[], Vec3, bool, Vec3, Vec3, float, out float, out Vec3, out GameEntity, bool, bool, BodyFlags)
public bool BoxCastOnlyForCamera(Vec3[] boxPoints, Vec3 centerPoint, bool castSupportRay, Vec3 supportRaycastPoint, Vec3 dir, float distance, out float collisionDistance, out Vec3 closestPoint, out GameEntity collidedEntity, bool preFilter = true, bool postFilter = true, BodyFlags excludedBodyFlags = BodyFlags.DontCollideWithCamera | BodyFlags.CameraCollisionRayCastExludeFlags)
Parameters
boxPointsVec3[]centerPointVec3castSupportRayboolsupportRaycastPointVec3dirVec3distancefloatcollisionDistancefloatclosestPointVec3collidedEntityGameEntitypreFilterboolpostFilterboolexcludedBodyFlagsBodyFlags
Returns
CalculateEffectiveLighting()
public bool CalculateEffectiveLighting()
Returns
CheckPointCanSeePoint(Vec3, Vec3, float?)
public bool CheckPointCanSeePoint(Vec3 source, Vec3 target, float? distanceToCheck = null)
Parameters
Returns
CheckResources()
public void CheckResources()
ClearAll()
public void ClearAll()
ClearDecals()
public void ClearDecals()
CreateBurstParticle(int, MatrixFrame)
public void CreateBurstParticle(int particleId, MatrixFrame frame)
Parameters
particleIdintframeMatrixFrame
CreateNewScene(bool, bool, DecalAtlasGroup, string)
public static Scene CreateNewScene(bool initialize_physics = true, bool enable_decals = true, DecalAtlasGroup atlasGroup = DecalAtlasGroup.All, string sceneName = "mono_renderscene")
Parameters
initialize_physicsboolenable_decalsboolatlasGroupDecalAtlasGroupsceneNamestring
Returns
CreatePathMesh(IList<GameEntity>, bool)
public MetaMesh CreatePathMesh(IList<GameEntity> pathNodes, bool isWaterPath = false)
Parameters
pathNodesIList<GameEntity>isWaterPathbool
Returns
CreatePathMesh(string, bool)
public MetaMesh CreatePathMesh(string baseEntityName, bool isWaterPath)
Parameters
Returns
DeletePathWithName(string)
public void DeletePathWithName(string name)
Parameters
namestring
DisableStaticShadows(bool)
public void DisableStaticShadows(bool value)
Parameters
valuebool
DoesPathExistBetweenFaces(int, int, bool)
public bool DoesPathExistBetweenFaces(int firstNavMeshFace, int secondNavMeshFace, bool ignoreDisabled)
Parameters
Returns
DoesPathExistBetweenPositions(WorldPosition, WorldPosition)
public bool DoesPathExistBetweenPositions(WorldPosition position, WorldPosition destination)
Parameters
positionWorldPositiondestinationWorldPosition
Returns
EnsurePostfxSystem()
public void EnsurePostfxSystem()
FillEntityWithHardBorderPhysicsBarrier(GameEntity)
public void FillEntityWithHardBorderPhysicsBarrier(GameEntity entity)
Parameters
entityGameEntity
FindEntitiesWithTag(string)
public IEnumerable<GameEntity> FindEntitiesWithTag(string tag)
Parameters
tagstring
Returns
FindEntitiesWithTagExpression(string)
public IEnumerable<GameEntity> FindEntitiesWithTagExpression(string expression)
Parameters
expressionstring
Returns
FindEntityWithName(string)
public GameEntity FindEntityWithName(string name)
Parameters
namestring
Returns
FindEntityWithTag(string)
public GameEntity FindEntityWithTag(string tag)
Parameters
tagstring
Returns
FinishSceneSounds()
public void FinishSceneSounds()
ForceLoadResources()
public void ForceLoadResources()
GenerateContactsWithCapsule(ref CapsuleData, BodyFlags, Intersection[])
public int GenerateContactsWithCapsule(ref CapsuleData capsule, BodyFlags exclude_flags, Intersection[] intersectionsOutput)
Parameters
capsuleCapsuleDataexclude_flagsBodyFlagsintersectionsOutputIntersection[]
Returns
GetAllColorGradeNames()
public string GetAllColorGradeNames()
Returns
GetAllEntitiesWithScriptComponent<T>(ref List<GameEntity>)
public void GetAllEntitiesWithScriptComponent<T>(ref List<GameEntity> entities) where T : ScriptComponentBehavior
Parameters
entitiesList<GameEntity>
Type Parameters
T
GetAllFilterNames()
public string GetAllFilterNames()
Returns
GetBoundingBox(out Vec3, out Vec3)
public void GetBoundingBox(out Vec3 min, out Vec3 max)
Parameters
GetCampaignEntityWithName(string)
public GameEntity GetCampaignEntityWithName(string name)
Parameters
namestring
Returns
GetEntities(ref List<GameEntity>)
public void GetEntities(ref List<GameEntity> entities)
Parameters
entitiesList<GameEntity>
GetEntityWithGuid(string)
public GameEntity GetEntityWithGuid(string guid)
Parameters
guidstring
Returns
GetFirstEntityWithName(string)
public GameEntity GetFirstEntityWithName(string name)
Parameters
namestring
Returns
GetFirstEntityWithScriptComponent<T>()
public GameEntity GetFirstEntityWithScriptComponent<T>() where T : ScriptComponentBehavior
Returns
Type Parameters
T
GetFloraInstanceCount()
public int GetFloraInstanceCount()
Returns
GetFloraRendererTextureUsage()
public int GetFloraRendererTextureUsage()
Returns
GetFog()
public float GetFog()
Returns
GetGroundHeightAtPosition(Vec3, BodyFlags)
public float GetGroundHeightAtPosition(Vec3 position, BodyFlags excludeFlags = BodyFlags.CommonCollisionExcludeFlags)
Parameters
Returns
GetGroundHeightAtPosition(Vec3, out Vec3, BodyFlags)
public float GetGroundHeightAtPosition(Vec3 position, out Vec3 normal, BodyFlags excludeFlags = BodyFlags.CommonCollisionExcludeFlags)
Parameters
Returns
GetGroundHeightAtPositionMT(Vec3, BodyFlags)
public float GetGroundHeightAtPositionMT(Vec3 position, BodyFlags excludeFlags = BodyFlags.CommonCollisionExcludeFlags)
Parameters
Returns
GetGroundHeightAtPositionMT(Vec3, out Vec3, BodyFlags)
public float GetGroundHeightAtPositionMT(Vec3 position, out Vec3 normal, BodyFlags excludeFlags = BodyFlags.CommonCollisionExcludeFlags)
Parameters
Returns
GetHardBoundaryVertex(int)
public Vec2 GetHardBoundaryVertex(int index)
Parameters
indexint
Returns
GetHardBoundaryVertexCount()
public int GetHardBoundaryVertexCount()
Returns
GetHeightAtPoint(Vec2, BodyFlags, ref float)
public bool GetHeightAtPoint(Vec2 point, BodyFlags excludeBodyFlags, ref float height)
Parameters
Returns
GetIdOfNavMeshFace(int)
public int GetIdOfNavMeshFace(int faceIndex)
Parameters
faceIndexint
Returns
GetLastPointOnNavigationMeshFromPositionToDestination(int, Vec2, Vec2)
public Vec2 GetLastPointOnNavigationMeshFromPositionToDestination(int startingFace, Vec2 position, Vec2 destination)
Parameters
Returns
GetLastPointOnNavigationMeshFromWorldPositionToDestination(ref WorldPosition, Vec2)
public Vec3 GetLastPointOnNavigationMeshFromWorldPositionToDestination(ref WorldPosition position, Vec2 destination)
Parameters
positionWorldPositiondestinationVec2
Returns
GetLoadingStateName()
public string GetLoadingStateName()
Returns
GetModulePath()
public string GetModulePath()
Returns
GetName()
public string GetName()
Returns
GetNavMeshCenterPosition(int, ref Vec3)
public void GetNavMeshCenterPosition(int faceIndex, ref Vec3 centerPosition)
Parameters
GetNavMeshFaceCount()
public int GetNavMeshFaceCount()
Returns
GetNavMeshFaceFirstVertexZ(int)
public float GetNavMeshFaceFirstVertexZ(int faceIndex)
Parameters
faceIndexint
Returns
GetNavMeshFaceIndex(ref PathFaceRecord, Vec2, bool, bool)
public void GetNavMeshFaceIndex(ref PathFaceRecord record, Vec2 position, bool checkIfDisabled, bool ignoreHeight = false)
Parameters
recordPathFaceRecordpositionVec2checkIfDisabledboolignoreHeightbool
GetNavMeshFaceIndex(ref PathFaceRecord, Vec3, bool)
public void GetNavMeshFaceIndex(ref PathFaceRecord record, Vec3 position, bool checkIfDisabled)
Parameters
recordPathFaceRecordpositionVec3checkIfDisabledbool
GetNavigationMeshForPosition(ref Vec3)
public bool GetNavigationMeshForPosition(ref Vec3 position)
Parameters
positionVec3
Returns
GetNavigationMeshForPosition(ref Vec3, out int, float)
public bool GetNavigationMeshForPosition(ref Vec3 position, out int faceGroupId, float heightDifferenceLimit = 1.5)
Parameters
Returns
GetNormalAt(Vec2)
public Vec3 GetNormalAt(Vec2 position)
Parameters
positionVec2
Returns
GetNorthAngle()
public float GetNorthAngle()
Returns
GetNorthRotation()
public float GetNorthRotation()
Returns
GetPathBetweenAIFaces(int, int, Vec2, Vec2, float, NavigationPath, int[], float)
public bool GetPathBetweenAIFaces(int startingFace, int endingFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, NavigationPath path, int[] excludedFaceIds = null, float extraCostMultiplier = 1)
Parameters
startingFaceintendingFaceintstartingPositionVec2endingPositionVec2agentRadiusfloatpathNavigationPathexcludedFaceIdsint[]extraCostMultiplierfloat
Returns
GetPathBetweenAIFaces(UIntPtr, UIntPtr, Vec2, Vec2, float, NavigationPath, int[])
public bool GetPathBetweenAIFaces(UIntPtr startingFace, UIntPtr endingFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, NavigationPath path, int[] excludedFaceIds = null)
Parameters
startingFaceUIntPtrendingFaceUIntPtrstartingPositionVec2endingPositionVec2agentRadiusfloatpathNavigationPathexcludedFaceIdsint[]
Returns
GetPathDistanceBetweenAIFaces(int, int, Vec2, Vec2, float, float, out float)
public bool GetPathDistanceBetweenAIFaces(int startingAiFace, int endingAiFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, float distanceLimit, out float distance)
Parameters
startingAiFaceintendingAiFaceintstartingPositionVec2endingPositionVec2agentRadiusfloatdistanceLimitfloatdistancefloat
Returns
GetPathDistanceBetweenPositions(ref WorldPosition, ref WorldPosition, float, out float)
public bool GetPathDistanceBetweenPositions(ref WorldPosition point0, ref WorldPosition point1, float agentRadius, out float pathDistance)
Parameters
point0WorldPositionpoint1WorldPositionagentRadiusfloatpathDistancefloat
Returns
GetPathWithName(string)
public Path GetPathWithName(string name)
Parameters
namestring
Returns
GetPathsWithNamePrefix(string)
public Path[] GetPathsWithNamePrefix(string prefix)
Parameters
prefixstring
Returns
- Path[]
GetPhotoModeFocus(ref float, ref float, ref float, ref float, ref bool)
public void GetPhotoModeFocus(ref float focus, ref float focusStart, ref float focusEnd, ref float exposure, ref bool vignetteOn)
Parameters
GetPhotoModeFov()
public float GetPhotoModeFov()
Returns
GetPhotoModeOn()
public bool GetPhotoModeOn()
Returns
GetPhotoModeOrbit()
public bool GetPhotoModeOrbit()
Returns
GetPhotoModeRoll()
public float GetPhotoModeRoll()
Returns
GetPhysicsMinMax(ref Vec3)
public void GetPhysicsMinMax(ref Vec3 min_max)
Parameters
min_maxVec3
GetRainDensity()
public float GetRainDensity()
Returns
GetRootEntities(NativeObjectArray)
public void GetRootEntities(NativeObjectArray entities)
Parameters
entitiesNativeObjectArray
GetSceneColorGradeIndex()
public int GetSceneColorGradeIndex()
Returns
GetSceneFilterIndex()
public int GetSceneFilterIndex()
Returns
GetSkyboxMesh()
public Mesh GetSkyboxMesh()
Returns
GetSnowAmountData(byte[])
public void GetSnowAmountData(byte[] snowData)
Parameters
snowDatabyte[]
GetSnowDensity()
public float GetSnowDensity()
Returns
GetSoftBoundaryVertex(int)
public Vec2 GetSoftBoundaryVertex(int index)
Parameters
indexint
Returns
GetSoftBoundaryVertexCount()
public int GetSoftBoundaryVertexCount()
Returns
GetSunDirection()
public Vec3 GetSunDirection()
Returns
GetTerrainData(out Vec2i, out float, out int, out int)
public void GetTerrainData(out Vec2i nodeDimension, out float nodeSize, out int layerCount, out int layerVersion)
Parameters
GetTerrainHeight(Vec2, bool)
public float GetTerrainHeight(Vec2 position, bool checkHoles = true)
Parameters
Returns
GetTerrainHeightAndNormal(Vec2, out float, out Vec3)
public void GetTerrainHeightAndNormal(Vec2 position, out float height, out Vec3 normal)
Parameters
GetTerrainHeightData(int, int)
public float[] GetTerrainHeightData(int nodeXIndex, int nodeYIndex)
Parameters
Returns
- float[]
GetTerrainMemoryUsage()
public int GetTerrainMemoryUsage()
Returns
GetTerrainMinMaxHeight(out float, out float)
public bool GetTerrainMinMaxHeight(out float minHeight, out float maxHeight)
Parameters
Returns
GetTerrainNodeData(int, int, out int, out float, out float, out float)
public void GetTerrainNodeData(int xIndex, int yIndex, out int vertexCountAlongAxis, out float quadLength, out float minHeight, out float maxHeight)
Parameters
GetTerrainPhysicsMaterialAtLayer(int)
public PhysicsMaterial GetTerrainPhysicsMaterialAtLayer(int layerIndex)
Parameters
layerIndexint
Returns
GetTerrainPhysicsMaterialIndexData(int, int)
public short[] GetTerrainPhysicsMaterialIndexData(int nodeXIndex, int nodeYIndex)
Parameters
Returns
- short[]
GetUpgradeLevelCount()
public int GetUpgradeLevelCount()
Returns
GetUpgradeLevelMask()
public uint GetUpgradeLevelMask()
Returns
GetUpgradeLevelMaskOfLevelName(string)
public uint GetUpgradeLevelMaskOfLevelName(string levelName)
Parameters
levelNamestring
Returns
GetUpgradeLevelNameOfIndex(int)
public string GetUpgradeLevelNameOfIndex(int index)
Parameters
indexint
Returns
GetWaterLevel()
public float GetWaterLevel()
Returns
GetWaterLevelAtPosition(Vec2, bool)
public float GetWaterLevelAtPosition(Vec2 position, bool checkWaterBodyEntities)
Parameters
Returns
GetWinterTimeFactor()
public float GetWinterTimeFactor()
Returns
ImportNavigationMeshPrefab(string, int)
public void ImportNavigationMeshPrefab(string navMeshPrefabName, int navMeshGroupShift)
Parameters
InvalidateTerrainPhysicsMaterials()
public void InvalidateTerrainPhysicsMaterials()
IsAnyFaceWithId(int)
public bool IsAnyFaceWithId(int faceGroupId)
Parameters
faceGroupIdint
Returns
IsDefaultEditorScene()
public bool IsDefaultEditorScene()
Returns
IsEditorScene()
public bool IsEditorScene()
Returns
IsEntityFrameChanged(string)
public bool IsEntityFrameChanged(string containsName)
Parameters
containsNamestring
Returns
IsLineToPointClear(int, Vec2, Vec2, float)
public bool IsLineToPointClear(int startingFace, Vec2 position, Vec2 destination, float agentRadius)
Parameters
Returns
IsLineToPointClear(ref WorldPosition, ref WorldPosition, float)
public bool IsLineToPointClear(ref WorldPosition position, ref WorldPosition destination, float agentRadius)
Parameters
positionWorldPositiondestinationWorldPositionagentRadiusfloat
Returns
IsLoadingFinished()
public bool IsLoadingFinished()
Returns
IsMultiplayerScene()
public bool IsMultiplayerScene()
Returns
MarkFacesWithIdAsLadder(int, bool)
public void MarkFacesWithIdAsLadder(int faceGroupId, bool isLadder)
Parameters
MergeFacesWithId(int, int, int)
public void MergeFacesWithId(int faceGroupId0, int faceGroupId1, int newFaceGroupId)
Parameters
OptimizeScene(bool, bool)
public void OptimizeScene(bool optimizeFlora = true, bool optimizeOro = false)
Parameters
PauseSceneSounds()
public void PauseSceneSounds()
PreloadForRendering()
public void PreloadForRendering()
RayCastForClosestEntityOrTerrain(Vec3, Vec3, out float, float, BodyFlags)
public bool RayCastForClosestEntityOrTerrain(Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, float rayThickness = 0.01, BodyFlags excludeBodyFlags = BodyFlags.CommonFocusRayCastExcludeFlags)
Parameters
sourcePointVec3targetPointVec3collisionDistancefloatrayThicknessfloatexcludeBodyFlagsBodyFlags
Returns
RayCastForClosestEntityOrTerrain(Vec3, Vec3, out float, out GameEntity, float, BodyFlags)
public bool RayCastForClosestEntityOrTerrain(Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out GameEntity collidedEntity, float rayThickness = 0.01, BodyFlags excludeBodyFlags = BodyFlags.CommonFocusRayCastExcludeFlags)
Parameters
sourcePointVec3targetPointVec3collisionDistancefloatcollidedEntityGameEntityrayThicknessfloatexcludeBodyFlagsBodyFlags
Returns
RayCastForClosestEntityOrTerrain(Vec3, Vec3, out float, out Vec3, float, BodyFlags)
public bool RayCastForClosestEntityOrTerrain(Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out Vec3 closestPoint, float rayThickness = 0.01, BodyFlags excludeBodyFlags = BodyFlags.CommonFocusRayCastExcludeFlags)
Parameters
sourcePointVec3targetPointVec3collisionDistancefloatclosestPointVec3rayThicknessfloatexcludeBodyFlagsBodyFlags
Returns
RayCastForClosestEntityOrTerrain(Vec3, Vec3, out float, out Vec3, out GameEntity, float, BodyFlags)
public bool RayCastForClosestEntityOrTerrain(Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out Vec3 closestPoint, out GameEntity collidedEntity, float rayThickness = 0.01, BodyFlags excludeBodyFlags = BodyFlags.CommonFocusRayCastExcludeFlags)
Parameters
sourcePointVec3targetPointVec3collisionDistancefloatclosestPointVec3collidedEntityGameEntityrayThicknessfloatexcludeBodyFlagsBodyFlags
Returns
RayCastForClosestEntityOrTerrainMT(Vec3, Vec3, out float, float, BodyFlags)
public bool RayCastForClosestEntityOrTerrainMT(Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, float rayThickness = 0.01, BodyFlags excludeBodyFlags = BodyFlags.CommonFocusRayCastExcludeFlags)
Parameters
sourcePointVec3targetPointVec3collisionDistancefloatrayThicknessfloatexcludeBodyFlagsBodyFlags
Returns
RayCastForClosestEntityOrTerrainMT(Vec3, Vec3, out float, out GameEntity, float, BodyFlags)
public bool RayCastForClosestEntityOrTerrainMT(Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out GameEntity collidedEntity, float rayThickness = 0.01, BodyFlags excludeBodyFlags = BodyFlags.CommonFocusRayCastExcludeFlags)
Parameters
sourcePointVec3targetPointVec3collisionDistancefloatcollidedEntityGameEntityrayThicknessfloatexcludeBodyFlagsBodyFlags
Returns
RayCastForClosestEntityOrTerrainMT(Vec3, Vec3, out float, out Vec3, float, BodyFlags)
public bool RayCastForClosestEntityOrTerrainMT(Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out Vec3 closestPoint, float rayThickness = 0.01, BodyFlags excludeBodyFlags = BodyFlags.CommonFocusRayCastExcludeFlags)
Parameters
sourcePointVec3targetPointVec3collisionDistancefloatclosestPointVec3rayThicknessfloatexcludeBodyFlagsBodyFlags
Returns
RayCastForClosestEntityOrTerrainMT(Vec3, Vec3, out float, out Vec3, out GameEntity, float, BodyFlags)
public bool RayCastForClosestEntityOrTerrainMT(Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out Vec3 closestPoint, out GameEntity collidedEntity, float rayThickness = 0.01, BodyFlags excludeBodyFlags = BodyFlags.CommonFocusRayCastExcludeFlags)
Parameters
sourcePointVec3targetPointVec3collisionDistancefloatclosestPointVec3collidedEntityGameEntityrayThicknessfloatexcludeBodyFlagsBodyFlags
Returns
Read(string)
public void Read(string sceneName)
Parameters
sceneNamestring
Read(string, ref SceneInitializationData, string)
public void Read(string sceneName, ref SceneInitializationData initData, string forcedAtmoName = "")
Parameters
sceneNamestringinitDataSceneInitializationDataforcedAtmoNamestring
ReadAndCalculateInitialCamera()
public MatrixFrame ReadAndCalculateInitialCamera()
Returns
RemoveEntity(GameEntity, int)
public void RemoveEntity(GameEntity entity, int removeReason)
Parameters
entityGameEntityremoveReasonint
ResetDepthOfFieldParams()
public void ResetDepthOfFieldParams()
ResumeLoadingRenderings()
public void ResumeLoadingRenderings()
ResumeSceneSounds()
public void ResumeSceneSounds()
SelectEntitiesCollidedWith(ref Ray, Intersection[], UIntPtr[])
public int SelectEntitiesCollidedWith(ref Ray ray, Intersection[] intersectionsOutput, UIntPtr[] entityIds)
Parameters
rayRayintersectionsOutputIntersection[]entityIdsUIntPtr[]
Returns
SelectEntitiesInBoxWithScriptComponent<T>(ref Vec3, ref Vec3, GameEntity[], UIntPtr[])
public int SelectEntitiesInBoxWithScriptComponent<T>(ref Vec3 boundingBoxMin, ref Vec3 boundingBoxMax, GameEntity[] entitiesOutput, UIntPtr[] entityIds) where T : ScriptComponentBehavior
Parameters
boundingBoxMinVec3boundingBoxMaxVec3entitiesOutputGameEntity[]entityIdsUIntPtr[]
Returns
Type Parameters
T
SeparateFacesWithId(int, int)
public void SeparateFacesWithId(int faceGroupId0, int faceGroupId1)
Parameters
SetAbilityOfFacesWithId(int, bool)
public void SetAbilityOfFacesWithId(int faceGroupId, bool isEnabled)
Parameters
SetActiveVisibilityLevels(List<string>)
public void SetActiveVisibilityLevels(List<string> levelsToActivate)
Parameters
SetAntialiasingMode(bool)
public void SetAntialiasingMode(bool mode)
Parameters
modebool
SetAtmosphereWithName(string)
public void SetAtmosphereWithName(string name)
Parameters
namestring
SetBloom(bool)
public void SetBloom(bool mode)
Parameters
modebool
SetBloomAmount(float)
public void SetBloomAmount(float bloomAmount)
Parameters
bloomAmountfloat
SetBloomStrength(float)
public void SetBloomStrength(float bloomStrength)
Parameters
bloomStrengthfloat
SetBrightpassThreshold(float)
public void SetBrightpassThreshold(float threshold)
Parameters
thresholdfloat
SetClothSimulationState(bool)
public void SetClothSimulationState(bool state)
Parameters
statebool
SetColorGradeBlend(string, string, float)
public void SetColorGradeBlend(string texture1, string texture2, float alpha)
Parameters
SetDLSSMode(bool)
public void SetDLSSMode(bool mode)
Parameters
modebool
SetDefaultLighting()
public void SetDefaultLighting()
SetDepthOfFieldFocus(float)
public void SetDepthOfFieldFocus(float depthOfFieldFocus)
Parameters
depthOfFieldFocusfloat
SetDepthOfFieldParameters(float, float, bool)
public void SetDepthOfFieldParameters(float depthOfFieldFocusStart, float depthOfFieldFocusEnd, bool isVignetteOn)
Parameters
SetDoNotWaitForLoadingStatesToRender(bool)
public void SetDoNotWaitForLoadingStatesToRender(bool value)
Parameters
valuebool
SetDofMode(bool)
public void SetDofMode(bool mode)
Parameters
modebool
SetDrynessFactor(float)
public void SetDrynessFactor(float drynessFactor)
Parameters
drynessFactorfloat
SetDynamicShadowmapCascadesRadiusMultiplier(float)
public void SetDynamicShadowmapCascadesRadiusMultiplier(float multiplier)
Parameters
multiplierfloat
SetEnvironmentMultiplier(bool, float)
public void SetEnvironmentMultiplier(bool useMultiplier, float multiplier)
Parameters
SetExternalInjectionTexture(Texture)
public void SetExternalInjectionTexture(Texture texture)
Parameters
textureTexture
SetFog(float, ref Vec3, float)
public void SetFog(float fogDensity, ref Vec3 fogColor, float fogFalloff)
Parameters
SetFogAdvanced(float, float, float)
public void SetFogAdvanced(float fogFalloffOffset, float fogFalloffMinFog, float fogFalloffStartDist)
Parameters
SetFogAmbientColor(ref Vec3)
public void SetFogAmbientColor(ref Vec3 fogAmbientColor)
Parameters
fogAmbientColorVec3
SetForcedSnow(bool)
public void SetForcedSnow(bool value)
Parameters
valuebool
SetGrainAmount(float)
public void SetGrainAmount(float grainAmount)
Parameters
grainAmountfloat
SetHexagonVignetteAlpha(float)
public void SetHexagonVignetteAlpha(float amount)
Parameters
amountfloat
SetHumidity(float)
public void SetHumidity(float humidity)
Parameters
humidityfloat
SetLandscapeRainMaskData(byte[])
public void SetLandscapeRainMaskData(byte[] data)
Parameters
databyte[]
SetLensDistortion(float)
public void SetLensDistortion(float amount)
Parameters
amountfloat
SetLightDiffuseColor(int, ref Vec3)
public void SetLightDiffuseColor(int lightIndex, ref Vec3 diffuseColor)
Parameters
SetLightDirection(int, ref Vec3)
public void SetLightDirection(int lightIndex, ref Vec3 direction)
Parameters
SetLightPosition(int, ref Vec3)
public void SetLightPosition(int lightIndex, ref Vec3 position)
Parameters
SetMaxExposure(float)
public void SetMaxExposure(float maxExposure)
Parameters
maxExposurefloat
SetMiddleGray(float)
public void SetMiddleGray(float middleGray)
Parameters
middleGrayfloat
SetMieScatterFocus(float)
public void SetMieScatterFocus(float strength)
Parameters
strengthfloat
SetMieScatterStrength(float)
public void SetMieScatterStrength(float strength)
Parameters
strengthfloat
SetMinExposure(float)
public void SetMinExposure(float minExposure)
Parameters
minExposurefloat
SetMotionBlurMode(bool)
public void SetMotionBlurMode(bool mode)
Parameters
modebool
SetName(string)
public void SetName(string name)
Parameters
namestring
SetOcclusionMode(bool)
public void SetOcclusionMode(bool mode)
Parameters
modebool
SetOwnerThread()
public void SetOwnerThread()
SetPhotoModeFocus(float, float, float, float)
public void SetPhotoModeFocus(float focusStart, float focusEnd, float focus, float exposure)
Parameters
SetPhotoModeFov(float)
public void SetPhotoModeFov(float verticalFov)
Parameters
verticalFovfloat
SetPhotoModeOn(bool)
public void SetPhotoModeOn(bool on)
Parameters
onbool
SetPhotoModeOrbit(bool)
public void SetPhotoModeOrbit(bool orbit)
Parameters
orbitbool
SetPhotoModeRoll(float)
public void SetPhotoModeRoll(float roll)
Parameters
rollfloat
SetPhotoModeVignette(bool)
public void SetPhotoModeVignette(bool vignetteOn)
Parameters
vignetteOnbool
SetPlaySoundEventsAfterReadyToRender(bool)
public void SetPlaySoundEventsAfterReadyToRender(bool value)
Parameters
valuebool
SetRainDensity(float)
public void SetRainDensity(float density)
Parameters
densityfloat
SetSceneColorGrade(string)
public void SetSceneColorGrade(string textureName)
Parameters
textureNamestring
SetSceneColorGrade(Scene, string)
public void SetSceneColorGrade(Scene scene, string textureName)
Parameters
SetSceneColorGradeIndex(int)
public void SetSceneColorGradeIndex(int index)
Parameters
indexint
SetSceneFilterIndex(int)
public int SetSceneFilterIndex(int index)
Parameters
indexint
Returns
SetShadow(bool)
public void SetShadow(bool shadowEnabled)
Parameters
shadowEnabledbool
SetSkyBrightness(float)
public void SetSkyBrightness(float brightness)
Parameters
brightnessfloat
SetSkyRotation(float)
public void SetSkyRotation(float rotation)
Parameters
rotationfloat
SetSnowDensity(float)
public void SetSnowDensity(float density)
Parameters
densityfloat
SetSun(ref Vec3, float, float, float)
public void SetSun(ref Vec3 color, float altitude, float angle, float intensity)
Parameters
SetSunAngleAltitude(float, float)
public void SetSunAngleAltitude(float angle, float altitude)
Parameters
SetSunDirection(ref Vec3)
public void SetSunDirection(ref Vec3 direction)
Parameters
directionVec3
SetSunLight(ref Vec3, ref Vec3)
public void SetSunLight(ref Vec3 color, ref Vec3 direction)
Parameters
SetSunShaftStrength(float)
public void SetSunShaftStrength(float strength)
Parameters
strengthfloat
SetSunSize(float)
public void SetSunSize(float size)
Parameters
sizefloat
SetSunshaftMode(bool)
public void SetSunshaftMode(bool mode)
Parameters
modebool
SetTargetExposure(float)
public void SetTargetExposure(float targetExposure)
Parameters
targetExposurefloat
SetTemperature(float)
public void SetTemperature(float temperature)
Parameters
temperaturefloat
SetUpgradeLevel(int)
public void SetUpgradeLevel(int level)
Parameters
levelint
SetUpgradeLevelVisibility(List<string>)
public void SetUpgradeLevelVisibility(List<string> levels)
Parameters
SetUpgradeLevelVisibility(uint)
public void SetUpgradeLevelVisibility(uint mask)
Parameters
maskuint
SetUseConstantTime(bool)
public void SetUseConstantTime(bool value)
Parameters
valuebool
SetWinterTimeFactor(float)
public void SetWinterTimeFactor(float winterTimeFactor)
Parameters
winterTimeFactorfloat
StallLoadingRenderingsUntilFurtherNotice()
public void StallLoadingRenderingsUntilFurtherNotice()
SwapFaceConnectionsWithID(int, int, int)
public void SwapFaceConnectionsWithID(int hubFaceGroupID, int toBeSeparatedFaceGroupId, int toBeMergedFaceGroupId)
Parameters
TakePhotoModePicture(bool, bool, bool)
public string TakePhotoModePicture(bool saveAmbientOcclusionPass, bool savingObjectIdPass, bool saveShadowPass)
Parameters
Returns
Tick(float)
public void Tick(float dt)
Parameters
dtfloat
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).