Urho
1.0.0.0
Urho.Node
Root scene node, represents the whole scene.
When you create a Scene, it is automatically attached to the specified context (or the default as exposed by . The Scene is just the toplevel and it holds the various nodes for your application.
In general, you will want to add an Octree component to your scene, without it, none of the visual components will be shown. The default Octree component volume goes from (-1000,-1000,-1000) to (1000,1000,1000) in world coordinates.
();
// Create a child scene node (at world origin) and a StaticModel
// component into it. Set the StaticModel to show a simple plane mesh
// with a "stone" material. Note that naming the scene nodes is
// optional. Scale the scene node larger (100 x 100 world units)
var planeNode = scene.CreateChild("Plane");
planeNode.Scale = new Vector3 (100, 1, 100);
var planeObject = planeNode.CreateComponent ();
planeObject.Model = cache.GetModel ("Models/Plane.mdl");
planeObject.SetMaterial(cache.GetMaterial("Materials/StoneTiled.xml"));
// Create a directional light to the world so that we can see something. The
// light scene node's orientation controls the light direction; we will use
// the SetDirection() function which calculates the orientation from a forward
// direction vector.
// The light will use default settings (white light, no shadows)
var lightNode = scene.CreateChild("DirectionalLight");
lightNode.SetDirection (new Vector3(0.6f, -1.0f, 0.8f));
]]>
Constructor
1.0.0.0
Constructs a new instance of Urho.Scene which is tied to the .
Constructor
1.0.0.0
Pointer to the raw unmanaged Urho object.
Constructs a new instance of Urho.Scene, given a raw pointer to an unmanaged object
This creates a new managed wrapper for the type using the raw pointer to an unmanaged object.
Objects that are created in this fashion get registered with the UrhoSharp runtime.
This is intended to be used by the UrhoSharp runtime, and is not intended to be used by users.
Constructor
1.0.0.0
The context that this object will be attached to.
Constructs a new instance of Urho.Scene linked to a specific .
Constructor
1.0.0.0
Pass UrhoObjectFlag.Empty.
Empty constructor, chain to this constructor when you provide your own constructor that sets the handle field.
This constructor should be invoked by your code if you provide your own constructor that sets the handle field.
This essentially circumvents the default path that creates a new object and sets the handle and does not call RegisterObject on the target, you must do this on your own constructor.
You would typically chain to this constructor from your own, and then set the handle to the unmanaged object from your code, and then register your object.
Method
1.0.0.0
System.Void
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Method
1.0.0.0
System.Void
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Add a required package file for networking. To be called on the server.
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Event
1.0.0.0
System.Action<Urho.AsyncLoadFinishedEventArgs>
To be added.
The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the method. That one will force that callback and will ignore any previously set events here.
Property
1.0.0.0
System.Boolean
Return whether an asynchronous loading operation is in progress.
To be added.
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Property
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System.Int32
Return maximum milliseconds per frame to spend on async loading.
Or
Set maximum milliseconds per frame to spend on async scene loading.
To be added.
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Property
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Urho.LoadMode
Return the load mode of the current asynchronous loading operation.
To be added.
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Event
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System.Action<Urho.AsyncLoadProgressEventArgs>
To be added.
The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the method. That one will force that callback and will ignore any previously set events here.
Property
1.0.0.0
System.Single
Return asynchronous loading progress between 0.0 and 1.0, or 1.0 if not in progress.
To be added.
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Event
1.0.0.0
System.Action<Urho.AttributeAnimationUpdateEventArgs>
To be added.
The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the method. That one will force that callback and will ignore any previously set events here.
Method
1.0.0.0
System.Void
Begin a threaded update. During threaded update components can choose to delay dirty processing.
To be added.
Property
1.0.0.0
System.UInt32
Return source file checksum.
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Method
1.0.0.0
System.Void
To be added.
Clean up all references to a network connection that is about to be removed.
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Method
1.0.0.0
System.Void
To be added.
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Clear scene completely of either replicated, local or all nodes and components.
To be added.
Method
1.0.0.0
System.Void
Clear required package files.
To be added.
Event
1.0.0.0
System.Action<Urho.ComponentAddedEventArgs>
To be added.
The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the method. That one will force that callback and will ignore any previously set events here.
Event
1.0.0.0
System.Action<Urho.ComponentEnabledChangedEventArgs>
To be added.
The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the method. That one will force that callback and will ignore any previously set events here.
Event
1.0.0.0
System.Action<Urho.ComponentRemovedEventArgs>
To be added.
The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the method. That one will force that callback and will ignore any previously set events here.
Method
1.0.0.0
System.Void
To be added.
Add a component to the delayed dirty notify queue. Is thread-safe.
To be added.
Property
1.0.0.0
System.Single
Return elapsed time in seconds.
Or
Set elapsed time in seconds. This can be used to prevent inaccuracy in the timer if the scene runs for a long time.
To be added.
To be added.
Method
1.0.0.0
System.Void
End a threaded update. Notify components that marked themselves for delayed dirty processing.
To be added.
Property
1.0.0.0
System.String
Return source file name.
To be added.
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Method
1.0.0.0
Urho.Component
To be added.
Return component from the whole scene by ID, or null if not found.
To be added.
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Method
1.0.0.0
System.UInt32
To be added.
Get free component ID, either non-local or local.
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Method
1.0.0.0
System.UInt32
To be added.
Get free node ID, either non-local or local.
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Method
1.0.0.0
Urho.Node
To be added.
Return node from the whole scene by ID, or null if not found.
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Method
1.0.0.0
System.String
To be added.
Return a node user variable name, or empty if not registered.
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Method
1.0.0.0
Urho.Node
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Method
1.0.0.0
Urho.Node
data source
Position where the object will be instantiated.
Rotation used for the object.
Creation mode.
Instantiate scene content from JSON data.
Return root node if successful, on error.
To be added.
Method
1.0.0.0
Urho.Node
data source
Position where the object will be instantiated.
Rotation used for the object.
Creation mode.
Instantiate scene content from serialized XML data.
Return root node if successful, on error.
To be added.
Method
1.0.0.0
Urho.Node
data source
Position where the object will be instantiated.
Rotation used for the object.
Creation mode.
Instantiate scene content from serialized XML data.
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Method
1.0.0.0
System.Boolean
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Method
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System.Boolean
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Load from a binary file asynchronously. Return true if started successfully. The LOAD_RESOURCES_ONLY mode can also be used to preload resources from object prefab files.
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Method
1.0.0.0
System.Boolean
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Method
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System.Boolean
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Method
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System.Boolean
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Method
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System.Boolean
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Method
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System.Boolean
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Method
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System.Boolean
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Method
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System.Boolean
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Method
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System.Void
Mark for attribute check on the next network update.
To be added.
Method
1.0.0.0
System.Void
To be added.
Mark a comoponent for attribute check on the next network update.
To be added.
Method
1.0.0.0
System.Void
To be added.
Mark a node for attribute check on the next network update.
To be added.
Method
1.0.0.0
System.Void
To be added.
Mark a node dirty in scene replication states. The node does not need to have own replication state yet.
To be added.
Event
1.0.0.0
System.Action<Urho.NodeAddedEventArgs>
To be added.
The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the method. That one will force that callback and will ignore any previously set events here.
Event
1.0.0.0
System.Action<Urho.NodeEnabledChangedEventArgs>
To be added.
The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the method. That one will force that callback and will ignore any previously set events here.
Event
1.0.0.0
System.Action<Urho.NodeNameChangedEventArgs>
To be added.
The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the method. That one will force that callback and will ignore any previously set events here.
Event
1.0.0.0
System.Action<Urho.NodeRemovedEventArgs>
To be added.
The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the method. That one will force that callback and will ignore any previously set events here.
Method
1.0.0.0
System.Void
To be added.
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Method
1.0.0.0
System.Void
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Method
1.0.0.0
System.Void
Prepare network update by comparing attributes and marking replication states dirty as necessary.
To be added.
Method
1.0.0.0
System.Void
To be added.
Register object factory. Node must be registered first.
To be added.
Method
1.0.0.0
System.Void
To be added.
Register a node user variable hash reverse mapping (for editing.)
To be added.
Property
1.0.0.0
System.Collections.Generic.IReadOnlyList<Urho.IO.PackageFile>
Return required package files.
To be added.
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Method
1.0.0.0
System.Boolean
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Method
1.0.0.0
System.Boolean
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Method
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System.Boolean
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Method
1.0.0.0
System.Boolean
To be added.
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Event
1.0.0.0
System.Action<Urho.SceneDrawableUpdateFinishedEventArgs>
To be added.
The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the method. That one will force that callback and will ignore any previously set events here.
Event
1.0.0.0
System.Action<Urho.ScenePostUpdateEventArgs>
To be added.
The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the method. That one will force that callback and will ignore any previously set events here.
Event
1.0.0.0
System.Action<Urho.SceneSubsystemUpdateEventArgs>
To be added.
The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the method. That one will force that callback and will ignore any previously set events here.
Event
1.0.0.0
System.Action<Urho.SceneUpdateEventArgs>
To be added.
The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the method. That one will force that callback and will ignore any previously set events here.
Method
1.0.0.0
System.Void
To be added.
Set node user variable reverse mappings.
To be added.
Property
1.0.0.0
System.Single
Return motion smoothing constant.
Or
Set network client motion smoothing constant.
To be added.
To be added.
Property
1.0.0.0
System.Single
Return motion smoothing snap threshold.
Or
Set network client motion smoothing snap threshold.
To be added.
To be added.
Method
1.0.0.0
System.Void
Stop asynchronous loading.
To be added.
Method
1.0.0.0
Urho.Subscription
The handler to invoke when this event is raised.
Subscribes to the AsyncLoadFinished event raised by the Scene.
Returns an Urho.Subscription that can be used to cancel the subscription.
This method will override any prior subscription, including those assigned to on event handlers.
This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.
For a more event-like approach, use the event.
Method
1.0.0.0
Urho.Subscription
The handler to invoke when this event is raised.
Subscribes to the AsyncLoadProgress event raised by the Scene.
Returns an Urho.Subscription that can be used to cancel the subscription.
This method will override any prior subscription, including those assigned to on event handlers.
This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.
For a more event-like approach, use the event.
Method
1.0.0.0
Urho.Subscription
The handler to invoke when this event is raised.
Subscribes to the AttributeAnimationUpdate event raised by the Scene.
Returns an Urho.Subscription that can be used to cancel the subscription.
This method will override any prior subscription, including those assigned to on event handlers.
This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.
For a more event-like approach, use the event.
Method
1.0.0.0
Urho.Subscription
The handler to invoke when this event is raised.
Subscribes to the ComponentAdded event raised by the Scene.
Returns an Urho.Subscription that can be used to cancel the subscription.
This method will override any prior subscription, including those assigned to on event handlers.
This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.
For a more event-like approach, use the event.
Method
1.0.0.0
Urho.Subscription
The handler to invoke when this event is raised.
Subscribes to the ComponentEnabledChanged event raised by the Scene.
Returns an Urho.Subscription that can be used to cancel the subscription.
This method will override any prior subscription, including those assigned to on event handlers.
This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.
For a more event-like approach, use the event.
Method
1.0.0.0
Urho.Subscription
The handler to invoke when this event is raised.
Subscribes to the ComponentRemoved event raised by the Scene.
Returns an Urho.Subscription that can be used to cancel the subscription.
This method will override any prior subscription, including those assigned to on event handlers.
This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.
For a more event-like approach, use the event.
Method
1.0.0.0
Urho.Subscription
The handler to invoke when this event is raised.
Subscribes to the NodeAdded event raised by the Scene.
Returns an Urho.Subscription that can be used to cancel the subscription.
This method will override any prior subscription, including those assigned to on event handlers.
This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.
For a more event-like approach, use the event.
Method
1.0.0.0
Urho.Subscription
The handler to invoke when this event is raised.
Subscribes to the NodeEnabledChanged event raised by the Scene.
Returns an Urho.Subscription that can be used to cancel the subscription.
This method will override any prior subscription, including those assigned to on event handlers.
This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.
For a more event-like approach, use the event.
Method
1.0.0.0
Urho.Subscription
The handler to invoke when this event is raised.
Subscribes to the NodeNameChanged event raised by the Scene.
Returns an Urho.Subscription that can be used to cancel the subscription.
This method will override any prior subscription, including those assigned to on event handlers.
This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.
For a more event-like approach, use the event.
Method
1.0.0.0
Urho.Subscription
The handler to invoke when this event is raised.
Subscribes to the NodeRemoved event raised by the Scene.
Returns an Urho.Subscription that can be used to cancel the subscription.
This method will override any prior subscription, including those assigned to on event handlers.
This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.
For a more event-like approach, use the event.
Method
1.0.0.0
Urho.Subscription
The handler to invoke when this event is raised.
Subscribes to the SceneDrawableUpdateFinished event raised by the Scene.
Returns an Urho.Subscription that can be used to cancel the subscription.
This method will override any prior subscription, including those assigned to on event handlers.
This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.
For a more event-like approach, use the event.
Method
1.0.0.0
Urho.Subscription
The handler to invoke when this event is raised.
Subscribes to the ScenePostUpdate event raised by the Scene.
Returns an Urho.Subscription that can be used to cancel the subscription.
This method will override any prior subscription, including those assigned to on event handlers.
This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.
For a more event-like approach, use the event.
Method
1.0.0.0
Urho.Subscription
The handler to invoke when this event is raised.
Subscribes to the SceneSubsystemUpdate event raised by the Scene.
Returns an Urho.Subscription that can be used to cancel the subscription.
This method will override any prior subscription, including those assigned to on event handlers.
This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.
For a more event-like approach, use the event.
Method
1.0.0.0
Urho.Subscription
The handler to invoke when this event is raised.
Subscribes to the SceneUpdate event raised by the Scene.
Returns an Urho.Subscription that can be used to cancel the subscription.
This method will override any prior subscription, including those assigned to on event handlers.
This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.
For a more event-like approach, use the event.
Method
1.0.0.0
Urho.Subscription
The handler to invoke when this event is raised.
Subscribes to the UpdateSmoothing event raised by the Scene.
Returns an Urho.Subscription that can be used to cancel the subscription.
This method will override any prior subscription, including those assigned to on event handlers.
This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.
For a more event-like approach, use the event.
Property
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System.Boolean
Return threaded update flag.
To be added.
To be added.
Property
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System.Single
Return update time scale.
Or
Set update time scale. 1.0 = real time (default.)
To be added.
To be added.
Property
1.0.0.0
Urho.StringHash
Urho's type system type.
StringHash representing the type for this C# type.
This returns the Urho's type and is surfaced for low-level Urho code.
Property
1.0.0.0
System.String
Urho's low-level type name.
Stringified low-level type name.
Property
1.0.0.0
System.String
Urho's low-level type name, accessible as a static method.
Stringified low-level type name.
Property
1.0.0.0
Urho.StringHash
Urho's low-level type, accessible as a static method.
This returns the Urho's type and is surface for the low-level Urho code.
Method
1.0.0.0
System.Void
Clear all registered node user variable hash reverse mappings.
To be added.
Method
1.0.0.0
System.Void
To be added.
Unregister a node user variable hash reverse mapping.
To be added.
Method
1.0.0.0
System.Void
To be added.
Update scene. Called by HandleUpdate.
To be added.
Property
1.0.0.0
System.Boolean
Controls whether updates to the scene are enabled or disabled.
To be added.
To be added.
Event
1.0.0.0
System.Action<Urho.UpdateSmoothingEventArgs>
To be added.
The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the method. That one will force that callback and will ignore any previously set events here.
Property
1.0.0.0
System.String
Return node user variable reverse mappings.
To be added.
To be added.