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    Class SplineModel

    Renders model over the spline segments.

    Inheritance
    Object
    ScriptingObject
    SceneObject
    Actor
    ModelInstanceActor
    SplineModel
    Inherited Members
    Actor::_box
    Actor::_drawCategory
    Actor::_drawNoCulling
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    Actor::_isActive
    Actor::_isActiveInHierarchy
    Actor::_isEnabled
    Actor::_isHierarchyDirty
    Actor::_isPrefabRoot
    Actor::_layer
    Actor::_localTransform
    Actor::_name
    SceneObject::_parent
    Actor::_physicsScene
    SceneObject::_prefabID
    SceneObject::_prefabObjectID
    Actor::_scene
    ModelInstanceActor::_sceneRenderingKey
    Actor::_sphere
    Actor::_staticFlags
    Actor::_transform
    ScriptingObject::_type
    Actor::AddMovement(const Vector3& translation)
    Actor::AddMovement(const Vector3& translation, const Quaternion& rotation)
    Actor::AddScript()
    Actor::AddStaticFlags(StaticFlags flags)
    Actor::AddTag(const Tag& tag)
    Actor::AddTagRecursive(const Tag& tag)
    SplineModel
    Actor::BeginPlay(SceneBeginData* data)
    Actor::BreakPrefabLink()
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    ScriptingObject::Cast(ScriptingObject* obj)
    ScriptingObject::ChangeID(const Guid& newId)
    Actor::ChangeScriptOrder(Script* script, int32 newIndex)
    Actor::Children
    Actor::Clone()
    ModelInstanceActor::CreateAndSetVirtualMaterialInstance(int32 entryIndex)
    ScriptingObject::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    ScriptingObject::Deleted
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    Actor::DEPRECATED("Use HasTag instead") const String& GetTag()
    Actor::DEPRECATED("Use AddTag instead") void SetTag(const StringView& value)
    ISerializable::DeserializeIfExists(DeserializeStream& stream, const char* memberName, ISerializeModifier* modifier)
    SplineModel
    Actor::DestroyChildren(float timeLeft = 0.0f)
    ScriptingObject::DestroyManaged()
    Actor::Draw(RenderContextBatch& renderContextBatch)
    Actor::EndPlay()
    ModelInstanceActor::Entries
    Actor::FindActor(const StringView& name)
    Actor::FindActor(const MClass* type, bool activeOnly=false)
    Actor::FindActor(const MClass* type, const StringView& name)
    Actor::FindActor(const MClass* type, const Tag& tag, bool activeOnly=false)
    Actor::FindActor()
    Actor::FindActor(const Tag& tag)
    Actor::FindScript(const MClass* type)
    Actor::FindScript()
    Object::Flags
    Actor::FromBytes(const Span<byte>& data, Array<Actor* >& output, ISerializeModifier* modifier)
    Actor::FromBytes(const Span<byte>& data)
    Actor::FromBytes(const Span<byte>& data, const Dictionary<Guid, Guid, HeapAllocation>& idsMapping)
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    Actor::FromJson(const StringAnsiView& json)
    Actor::GetBox()
    Actor::GetBoxWithChildren()
    Actor::GetChild(int32 index)
    Actor::GetChild(const StringView& name)
    Actor::GetChild(const MClass* type)
    Actor::GetChild()
    Actor::GetChildren(const MClass* type)
    Actor::GetChildren()
    Actor::GetChildrenCount()
    ScriptingObject::GetClass()
    Actor::GetDirection()
    Actor::GetEditorBox()
    Actor::GetEditorBoxChildren()
    ModelInstanceActor::GetEntries()
    ScriptingObject::GetID()
    Actor::GetIsActive()
    Actor::GetLayer()
    Actor::GetLayerMask()
    Actor::GetLayerName()
    Actor::GetLocalOrientation()
    Actor::GetLocalPosition()
    Actor::GetLocalScale()
    Actor::GetLocalToWorldMatrix(Matrix& localToWorld)
    Actor::GetLocalToWorldMatrix(Double4x4& localToWorld)
    Actor::GetLocalTransform()
    ScriptingObject::GetManagedInstance()
    ModelInstanceActor::GetMeshData(const MeshReference& ref, MeshBufferType type, BytesContainer& result, int32& count, GPUVertexLayout* *layout=nullptr)
    ModelInstanceActor::GetMeshDeformation()
    Actor::GetName()
    SceneObject::GetNamePath(Char separatorChar='/')
    Actor::GetOrAddChild()
    ScriptingObject::GetOrCreateManagedInstance()
    Actor::GetOrderInParent()
    Actor::GetOrientation()
    SceneObject::GetParent()
    Actor::GetPerInstanceRandom()
    Actor::GetPhysicsScene()
    Actor::GetPosition()
    SceneObject::GetPrefabID()
    SceneObject::GetPrefabObjectID()
    Actor::GetPrefabRoot()
    Actor::GetRotation()
    Actor::GetScale()
    Actor::GetScene()
    Actor::GetSceneObjectId()
    Actor::GetSceneRendering()
    Actor::GetScript(int32 index)
    Actor::GetScript(const MClass* type)
    Actor::GetScript()
    Actor::GetScriptByID(const Guid& id)
    Actor::GetScripts(const MClass* type)
    Actor::GetScripts()
    Actor::GetScriptsCount()
    Actor::GetSphere()
    Actor::GetStaticFlags()
    Actor::GetTransform()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    Actor::GetWorldToLocalMatrix(Matrix& worldToLocal)
    Actor::GetWorldToLocalMatrix(Double4x4& worldToLocal)
    Actor::HasActorInChildren(Actor* a)
    Actor::HasActorInHierarchy(Actor* a)
    ScriptingObject::HasManagedInstance()
    SceneObject::HasParent()
    SceneObject::HasPrefabLink()
    Actor::HasScene()
    Actor::HasStaticFlag(StaticFlags flag)
    Actor::HasTag()
    Actor::HasTag(const Tag& tag)
    Actor::HasTag(const StringView& tag)
    Actor::HideFlags
    Actor::Initialize()
    Actor::InitializeHierarchy()
    Actor::Intersects(const Ray& ray, Real& distance, Vector3& normal)
    ModelInstanceActor::IntersectsEntry(int32 entryIndex, const Ray& ray, Real& distance, Vector3& normal)
    ModelInstanceActor::IntersectsEntry(const Ray& ray, Real& distance, Vector3& normal, int32& entryIndex)
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    Actor::IsActiveInHierarchy()
    SceneObject::IsDuringPlay()
    Actor::IsPrefabRoot()
    ScriptingObject::IsRegistered()
    Actor::IsStatic()
    Actor::IsTransformStatic()
    Actor::LinkPrefab(const Guid& prefabId, const Guid& prefabObjectId)
    Actor::LookAt(const Vector3& worldPos)
    Actor::LookAt(const Vector3& worldPos, const Vector3& worldUp)
    Actor::LookingAt(const Vector3& worldPos)
    Actor::LookingAt(const Vector3& worldPos, const Vector3& worldUp)
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    Actor::OnActiveChanged()
    Actor::OnBeginPlay()
    Actor::OnDebugDraw()
    Actor::OnDebugDrawSelected()
    Actor::OnDeleteObject()
    ModelInstanceActor::OnDisable()
    ModelInstanceActor::OnEnable()
    Actor::OnEndPlay()
    ModelInstanceActor::OnLayerChanged()
    ScriptingObject::OnManagedInstanceDeleted()
    Actor::OnOrderInParentChanged()
    Actor::OnPhysicsSceneChanged(PhysicsScene* previous)
    ScriptingObject::OnScriptingDispose()
    ModelInstanceActor::OnStaticFlagsChanged()
    ModelInstanceActor::OnTransformChanged()
    ScriptingObject::RegisterObject()
    Actor::RemoveStaticFlags(StaticFlags flags)
    Actor::RemoveTag(const Tag& tag)
    Actor::ResetLocalTransform()
    SceneObject::SceneObject(const SpawnParams& params)
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    Actor::Scripts
    SplineModel
    SplineModel
    Actor::SetDirection(const Float3& value)
    ModelInstanceActor::SetEntries(const Array<ModelInstanceEntry>& value)
    Actor::SetIsActive(bool value)
    Actor::SetLayer(int32 layerIndex)
    Actor::SetLayerName(const StringView& value)
    Actor::SetLayerNameRecursive(const StringView& value)
    Actor::SetLayerRecursive(int32 layerIndex)
    Actor::SetLocalOrientation(const Quaternion& value)
    Actor::SetLocalPosition(const Vector3& value)
    Actor::SetLocalScale(const Float3& value)
    Actor::SetLocalTransform(const Transform& value)
    ScriptingObject::SetManagedInstance(MObject* instance)
    ModelInstanceActor::SetMaterial(int32 entryIndex, MaterialBase* material)
    Actor::SetName(String&& value)
    Actor::SetName(const StringView& value)
    Actor::SetOrderInParent(int32 index)
    Actor::SetOrientation(const Quaternion& value)
    Actor::SetParent(Actor* value, bool worldPositionsStays, bool canBreakPrefabLink)
    Actor::SetParent(Actor* value, bool canBreakPrefabLink=true)
    SceneObject::SetParent(Actor* value)
    Actor::SetPhysicsScene(PhysicsScene* scene)
    Actor::SetPosition(const Vector3& value)
    Actor::SetRotation(const Matrix& value)
    Actor::SetScale(const Float3& value)
    Actor::SetStaticFlag(StaticFlags flag, bool value)
    Actor::SetStaticFlags(StaticFlags value)
    Actor::SetTransform(const Transform& value)
    SplineModel
    Actor::Tags
    Actor::ToBytes(const Array<Actor* >& actors, MemoryWriteStream& output)
    Actor::ToBytes(const Array<Actor* >& actors)
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    Actor::ToJson()
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    Actor::ToString()
    Actor::TreeExecute(Function<bool(Actor* , Params ...)>& action, Params ... args)
    Actor::TreeExecuteChildren(Function<bool(Actor* , Params ...)>& action, Params ... args)
    Actor::TryGetSerializedObjectsIds(const Span<byte>& data)
    ScriptingObject::UnregisterObject()
    Actor::UnregisterObjectHierarchy()
    ModelInstanceActor::WaitForModelLoad()
    ISerializable::~ISerializable()
    Object::~Object()
    SceneObject::~SceneObject()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/Level/Actors/SplineModel.h
    Syntax
    public class SplineModel : public ModelInstanceActor

    Constructors

    ~SplineModel()

    Declaration
    public ~SplineModel()

    Fields

    DrawModes

    The draw passes to use for rendering this object.

    Declaration
    public DrawPass DrawModes = DrawPass::Default
    Field Value
    DrawPass

    Model

    The model asset to draw.

    Declaration
    public AssetReference<Model> Model
    Field Value
    AssetReference<Model>

    Methods

    Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)

    Deserializes object from the input stream.

    Declaration
    public virtual void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override
    Parameters
    DeserializeStream stream

    The input stream.

    ISerializeModifier modifier

    The deserialization modifier object. Always valid.

    Overrides
    Actor::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)

    Draw(RenderContext& renderContext)

    Draws this actor. Called by Scene Rendering service. This call is more optimized than generic Draw (eg. geometry is rendered during all pass types but other actors are drawn only during GBufferFill pass).

    Declaration
    public virtual void Draw(RenderContext& renderContext) override
    Parameters
    RenderContext renderContext

    The rendering context.

    Overrides
    Actor::Draw(RenderContext& renderContext)

    GetBoundsScale()

    Gets the model bounds scale. It is useful when using Position Offset to animate the vertices of the object outside of its bounds.

    Declaration
    public float GetBoundsScale() const
    Returns
    float

    GetForcedLOD()

    Gets the model forced Level Of Detail index. Allows to bind the given model LOD to show. Value -1 disables this feature.

    Declaration
    public int32 GetForcedLOD() const
    Returns
    int32

    GetLODBias()

    Gets the model Level Of Detail bias value. Allows to increase or decrease rendered model quality.

    Declaration
    public int32 GetLODBias() const
    Returns
    int32

    GetMaterial(int32 entryIndex)

    Gets the material used to draw the meshes which are assigned to that slot (set in Entries or model's default).

    Declaration
    public virtual MaterialBase* GetMaterial(int32 entryIndex) override
    Parameters
    int32 entryIndex

    The material slot entry index.

    Returns
    MaterialBase

    Overrides
    ModelInstanceActor::GetMaterial(int32 entryIndex)

    GetMaterialSlots()

    Gets the material slots array set on the asset (eg. model or skinned model asset).

    Declaration
    public virtual Span<MaterialSlot> GetMaterialSlots() const override
    Returns
    Span<MaterialSlot>

    Overrides
    ModelInstanceActor::GetMaterialSlots()

    GetPreTransform()

    Gets the transformation applied to the model geometry before placing it over the spline. Can be used to change the way model goes over the spline.

    Declaration
    public Transform GetPreTransform() const
    Returns
    Transform

    GetQuality()

    Gets the spline model quality scale. Higher values improve the spline representation (better tessellation) but reduce performance.

    Declaration
    public float GetQuality() const
    Returns
    float

    HasContentLoaded()

    Returns true if actor has loaded content.

    Declaration
    public virtual bool HasContentLoaded() const override
    Returns
    bool

    Overrides
    Actor::HasContentLoaded()

    IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)

    Determines if there is an intersection between the current object and a ray.

    Declaration
    public virtual bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override
    Parameters
    Ray ray

    The ray to test.

    Real distance

    When the method completes, contains the distance of the intersection (if any valid).

    Vector3 normal

    When the method completes, contains the intersection surface normal vector (if any valid).

    Returns
    bool

    True whether the two objects intersected, otherwise false.

    Overrides
    Actor::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)

    OnActiveInTreeChanged()

    Called when actor active in tree state gets changed.

    Declaration
    protected virtual void OnActiveInTreeChanged() override
    Overrides
    Actor::OnActiveInTreeChanged()

    OnParentChanged()

    Called when actor parent gets changed.

    Declaration
    public virtual void OnParentChanged() override
    Overrides
    Actor::OnParentChanged()

    Serialize(SerializeStream& stream, const void* otherObj)

    Serializes object to the output stream compared to the values of the other object instance (eg. default class object). If other object is null then serialize all properties.

    Declaration
    public virtual void Serialize(SerializeStream& stream, const void* otherObj) override
    Parameters
    SerializeStream stream

    The output stream.

    void otherObj

    The instance of the object to compare with and serialize only the modified properties. If null, then serialize all properties.

    Overrides
    Actor::Serialize(SerializeStream& stream, const void* otherObj)

    SetBoundsScale(float value)

    Sets the model bounds scale. It is useful when using Position Offset to animate the vertices of the object outside of its bounds.

    Declaration
    public void SetBoundsScale(float value)
    Parameters
    float value

    SetForcedLOD(int32 value)

    Sets the model forced Level Of Detail index. Allows to bind the given model LOD to show. Value -1 disables this feature.

    Declaration
    public void SetForcedLOD(int32 value)
    Parameters
    int32 value

    SetLODBias(int32 value)

    Sets the model Level Of Detail bias value. Allows to increase or decrease rendered model quality.

    Declaration
    public void SetLODBias(int32 value)
    Parameters
    int32 value

    SetPreTransform(const Transform& value)

    Sets the transformation applied to the model geometry before placing it over the spline. Can be used to change the way model goes over the spline.

    Declaration
    public void SetPreTransform(const Transform& value)
    Parameters
    Transform value

    SetQuality(float value)

    Sets the spline model quality scale. Higher values improve the spline representation (better tessellation) but reduce performance.

    Declaration
    public void SetQuality(float value)
    Parameters
    float value

    UpdateBounds()

    Updates the model bounds (eg. when mesh has applied significant deformation).

    Declaration
    public virtual void UpdateBounds() override
    Overrides
    ModelInstanceActor::UpdateBounds()
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