Class SceneView
- Namespace
- TaleWorlds.Engine
- Assembly
- TaleWorlds.Engine.dll
[EngineClass("rglScene_view")]
public class SceneView : View- Inheritance
- 
      
      
      
      SceneView
- Derived
- Inherited Members
Methods
AddClearTask(bool)
public void AddClearTask(bool clearOnlySceneview = false)Parameters
- clearOnlySceneviewbool
CheckSceneReadyToRender()
public bool CheckSceneReadyToRender()Returns
ClearAll(bool, bool)
public void ClearAll(bool clearScene, bool removeTerrain)Parameters
CreateSceneView()
public static SceneView CreateSceneView()Returns
DoNotClear(bool)
public void DoNotClear(bool value)Parameters
- valuebool
GetScene()
public Scene GetScene()Returns
ProjectedMousePositionOnGround(out Vec3, out Vec3, bool, BodyFlags, bool)
public bool ProjectedMousePositionOnGround(out Vec3 groundPosition, out Vec3 groundNormal, bool mouseVisible, BodyFlags excludeBodyOwnerFlags, bool checkOccludedSurface)Parameters
- groundPositionVec3
- groundNormalVec3
- mouseVisiblebool
- excludeBodyOwnerFlagsBodyFlags
- checkOccludedSurfacebool
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
- sourcePointVec3
- targetPointVec3
- collisionDistancefloat
- closestPointVec3
- rayThicknessfloat
- excludeBodyFlagsBodyFlags
Returns
ReadyToRender()
public bool ReadyToRender()Returns
ScreenPointToViewportPoint(Vec2)
public Vec2 ScreenPointToViewportPoint(Vec2 position)Parameters
- positionVec2
Returns
SetAcceptGlobalDebugRenderObjects(bool)
public void SetAcceptGlobalDebugRenderObjects(bool value)Parameters
- valuebool
SetCamera(Camera)
public void SetCamera(Camera camera)Parameters
- cameraCamera
SetCleanScreenUntilLoadingDone(bool)
public void SetCleanScreenUntilLoadingDone(bool value)Parameters
- valuebool
SetClearAndDisableAfterSucessfullRender(bool)
public void SetClearAndDisableAfterSucessfullRender(bool value)Parameters
- valuebool
SetClearGbuffer(bool)
public void SetClearGbuffer(bool value)Parameters
- valuebool
SetFocusedShadowmap(bool, ref Vec3, float)
public void SetFocusedShadowmap(bool enable, ref Vec3 center, float radius)Parameters
SetForceShaderCompilation(bool)
public void SetForceShaderCompilation(bool value)Parameters
- valuebool
SetPointlightResolutionMultiplier(float)
public void SetPointlightResolutionMultiplier(float value)Parameters
- valuefloat
SetPostfxConfigParams(int)
public void SetPostfxConfigParams(int value)Parameters
- valueint
SetPostfxFromConfig()
public void SetPostfxFromConfig()SetRenderWithPostfx(bool)
public void SetRenderWithPostfx(bool value)Parameters
- valuebool
SetResolutionScaling(bool)
public void SetResolutionScaling(bool value)Parameters
- valuebool
SetScene(Scene)
public void SetScene(Scene scene)Parameters
- sceneScene
SetSceneUsesContour(bool)
public void SetSceneUsesContour(bool value)Parameters
- valuebool
SetSceneUsesShadows(bool)
public void SetSceneUsesShadows(bool value)Parameters
- valuebool
SetSceneUsesSkybox(bool)
public void SetSceneUsesSkybox(bool value)Parameters
- valuebool
SetShadowmapResolutionMultiplier(float)
public void SetShadowmapResolutionMultiplier(float value)Parameters
- valuefloat
TranslateMouse(ref Vec3, ref Vec3, float)
public void TranslateMouse(ref Vec3 worldMouseNear, ref Vec3 worldMouseFar, float maxDistance = -1)Parameters
WorldPointToScreenPoint(Vec3)
public Vec2 WorldPointToScreenPoint(Vec3 position)Parameters
- positionVec3
Returns
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).