Urho
1.0.0.0
Urho.Component
Base class for visible components.
To be added.
Constructor
1.0.0.0
Pointer to the raw unmanaged Urho object.
Constructs a new instance of Urho.Drawable, 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
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
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System.Void
To be added.
Adds the specified light.
To be added.
Method
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System.Void
To be added.
Adds the specified vertex light.
To be added.
Property
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Urho.BoundingBox
Return local space bounding box. May not be applicable or properly updated on all drawables.
To be added.
To be added.
Property
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System.Boolean
Return shadowcaster flag.
Or
Set shadowcaster flag.
To be added.
To be added.
Property
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System.Single
Return distance from camera.
To be added.
To be added.
Property
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System.Byte
Return drawable flags.
To be added.
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Method
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System.Void
To be added.
To be added.
Visualize the component as debug geometry.
To be added.
Property
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System.Single
Return draw distance.
Or
Set draw distance.
To be added.
To be added.
Method
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System.Boolean
To be added.
Draw to occlusion buffer. Return true if did not run out of triangles.
To be added.
To be added.
Property
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Urho.Light
Return the first added per-pixel light.
To be added.
To be added.
Method
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Urho.Geometry
To be added.
To be added.
Return the geometry for a specific LOD level.
To be added.
To be added.
Method
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System.Boolean
To be added.
Return whether has a base pass.
To be added.
To be added.
Property
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System.Boolean
Return whether is in view this frame from any viewport camera. Excludes shadow map cameras.
To be added.
To be added.
Method
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System.Boolean
To be added.
Return whether is in view of a specific camera this frame. Pass in a null camera to allow any camera, including shadow map cameras.
To be added.
To be added.
Property
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System.UInt32
Return light mask.
Or
Set light mask. Is and'ed with light's and zone's light mask to see if the object should be lit.
To be added.
To be added.
Method
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System.Void
Sort and limit per-pixel lights to maximum allowed. Convert extra lights into vertex lights.
To be added.
Method
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System.Void
To be added.
Sort and limit per-vertex lights to maximum allowed.
To be added.
Property
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System.Single
Return LOD bias.
Or
Set LOD bias.
To be added.
To be added.
Property
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System.Single
Return LOD scaled distance from camera.
To be added.
To be added.
Method
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System.Void
Mark for update and octree reinsertion. Update is automatically queued when the drawable's scene node moves or changes scale.
To be added.
Method
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System.Void
To be added.
Mark in view without specifying a camera. Used for shadow casters.
To be added.
Property
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System.UInt32
Return maximum number of per-pixel lights.
Or
Set maximum number of per-pixel lights. Default 0 is unlimited.
To be added.
To be added.
Property
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System.Single
Return the maximum view-space depth.
To be added.
To be added.
Property
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System.Single
Return the minimum view-space depth.
To be added.
To be added.
Property
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System.UInt32
Return number of occlusion geometry triangles.
To be added.
To be added.
Property
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System.Boolean
Controls the occludee flag.
To be added.
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Property
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System.Boolean
Controls the occluder flag.
To be added.
To be added.
Property
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Urho.Octant*
Return octree octant.
To be added.
To be added.
Method
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System.Void
Handle enabled/disabled state change.
To be added.
Method
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System.Void
To be added.
Register object attributes. Drawable must be registered first.
To be added.
Method
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System.Void
To be added.
Set base pass flag for a batch.
To be added.
Method
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System.Void
To be added.
To be added.
Set view-space depth bounds.
To be added.
Method
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System.Void
To be added.
To be added.
Set new zone. Zone assignment may optionally be temporary, meaning it needs to be re-evaluated on the next frame.
To be added.
Property
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System.Single
Return shadow draw distance.
Or
Set shadow draw distance.
To be added.
To be added.
Property
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System.UInt32
Return shadow mask.
Or
Set shadow mask. Is and'ed with light's light mask and zone's shadow mask to see if the object should be rendered to a shadow map.
To be added.
To be added.
Property
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System.Single
Return sorting value.
Or
Set sorting value.
To be added.
To be added.
Property
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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
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System.String
Urho's low-level type name.
Stringified low-level type name.
Property
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System.String
Urho's low-level type name, accessible as a static method.
Stringified low-level type name.
Property
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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.
Property
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Urho.UpdateGeometryType
Return whether a geometry update is necessary, and if it can happen in a worker thread.
To be added.
To be added.
Property
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System.UInt32
Return view mask.
Or
Set view mask. Is and'ed with camera's view mask to see if the object should be rendered.
To be added.
To be added.
Property
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Urho.BoundingBox
Return world-space bounding box.
To be added.
To be added.
Property
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Urho.Zone
Return current zone.
To be added.
To be added.
Property
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System.Boolean
Return whether current zone is inconclusive or dirty due to the drawable moving.
To be added.
To be added.
Property
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System.UInt32
Return zone mask.
Or
Set zone mask. Is and'ed with zone's zone mask to see if the object should belong to the zone.
To be added.
To be added.