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    Class SplineModel

    Renders model over the spline segments.

    Inheritance
    System.Object
    Object
    SceneObject
    Actor
    ModelInstanceActor
    SplineModel
    Implements
    ISerializable
    Inherited Members
    ModelInstanceActor.GetMaterial(Int32)
    ModelInstanceActor.SetMaterial(Int32, MaterialBase)
    ModelInstanceActor.CreateAndSetVirtualMaterialInstance(Int32)
    ModelInstanceActor.IntersectsEntry(Int32, Ray, Single, Vector3)
    ModelInstanceActor.IntersectsEntry(Ray, Single, Vector3, Int32)
    ModelInstanceActor.Entries
    ModelInstanceActor.MaterialSlots
    Actor.SetLayerRecursive(Int32)
    Actor.SetLayerNameRecursive(String)
    Actor.HasTag()
    Actor.HasTag(Tag)
    Actor.HasTag(String)
    Actor.AddTag(Tag)
    Actor.AddTagRecursive(Tag)
    Actor.RemoveTag(Tag)
    Actor.SetParent(Actor, Boolean, Boolean)
    Actor.GetChild(Int32)
    Actor.GetChild(String)
    Actor.GetChild(Type)
    Actor.GetChildren(Type)
    Actor.DestroyChildren(Single)
    Actor.GetScript(Int32)
    Actor.GetScript(Type)
    Actor.GetScripts(Type)
    Actor.AddMovement(Vector3)
    Actor.AddMovement(Vector3, Quaternion)
    Actor.GetWorldToLocalMatrix(Matrix)
    Actor.GetLocalToWorldMatrix(Matrix)
    Actor.OnDebugDraw()
    Actor.OnDebugDrawSelected()
    Actor.GetPrefabRoot()
    Actor.FindActor(String)
    Actor.FindActor(Type, Boolean)
    Actor.FindActor(Type, String)
    Actor.FindActor(Type, Tag, Boolean)
    Actor.FindScript(Type)
    Actor.HasActorInHierarchy(Actor)
    Actor.HasActorInChildren(Actor)
    Actor.IntersectsItself(Ray, Single, Vector3)
    Actor.Intersects(Ray, Single, Vector3)
    Actor.LookAt(Vector3)
    Actor.LookAt(Vector3, Vector3)
    Actor.LookingAt(Vector3)
    Actor.LookingAt(Vector3, Vector3)
    Actor.ToBytes(Actor[])
    Actor.FromBytes(Byte[])
    Actor.FromBytes(Byte[], Dictionary<Guid, Guid>)
    Actor.TryGetSerializedObjectsIds(Byte[])
    Actor.ToJson()
    Actor.FromJson(String)
    Actor.Clone()
    Actor.OnEnable()
    Actor.OnDisable()
    Actor.OnParentChanged()
    Actor.OnTransformChanged()
    Actor.OnActiveChanged()
    Actor.OnActiveInTreeChanged()
    Actor.OnOrderInParentChanged()
    Actor.OnStaticFlagsChanged()
    Actor.OnLayerChanged()
    Actor.OnBeginPlay()
    Actor.OnEndPlay()
    Actor.AddStaticFlags(StaticFlags)
    Actor.RemoveStaticFlags(StaticFlags)
    Actor.SetStaticFlag(StaticFlags, Boolean)
    Actor.HasStaticFlag(StaticFlags)
    Actor.ResetLocalTransform()
    Actor.AddChild(Type)
    Actor.AddChild<T>()
    Actor.GetChild<T>()
    Actor.TryGetChild<T>(T)
    Actor.GetOrAddChild<T>()
    Actor.AddScript(Type)
    Actor.AddScript<T>()
    Actor.GetScript<T>()
    Actor.TryGetScript<T>(T)
    Actor.FindScript<T>()
    Actor.FindActor<T>(Boolean)
    Actor.FindActor<T>(String)
    Actor.FindActor<T>(Tag, Boolean)
    Actor.GetChildren<T>()
    Actor.GetScripts<T>()
    Actor.RotateAround(Vector3, Vector3, Single, Boolean)
    Actor.ToString()
    Actor.Children
    Actor.Tags
    Actor.Layer
    Actor.Name
    Actor.IsActive
    Actor.StaticFlags
    Actor.PerInstanceRandom
    Actor.LocalPosition
    Actor.LocalOrientation
    Actor.LocalScale
    Actor.Sphere
    Actor.Box
    Actor.BoxWithChildren
    Actor.EditorBox
    Actor.EditorBoxChildren
    Actor.HasContentLoaded
    Actor.IsPrefabRoot
    Actor.IsStatic
    Actor.IsTransformStatic
    Actor.WorldToLocalMatrix
    Actor.LocalToWorldMatrix
    SceneObject.SetParent(Actor, Boolean)
    SceneObject.LinkPrefab(Guid, Guid)
    SceneObject.BreakPrefabLink()
    SceneObject.GetNamePath(Char)
    SceneObject.IsDuringPlay
    SceneObject.HasParent
    SceneObject.HasPrefabLink
    SceneObject.PrefabID
    SceneObject.PrefabObjectID
    Object.__unmanagedPtr
    Object.__internalId
    Object.Finalize()
    Object.As<T>()
    Object.NewValue(Type)
    Object.New(String)
    Object.Find<T>(Guid, Boolean)
    Object.Find(Guid, Type, Boolean)
    Object.TryFind<T>(Guid)
    Object.TryFind(Guid, Type)
    Object.Destroy(Object, Single)
    Object.DestroyNow(Object)
    Object.Destroy<T>(T, Single)
    Object.Equals(Object)
    Object.GetUnmanagedPtr(Object)
    Object.GetUnmanagedInterface(Object, Type)
    Object.FromUnmanagedPtr(IntPtr)
    Object.MapObjectID(Guid)
    Object.RemapObjectID(Guid)
    Object.GetHashCode()
    Object.ID
    Object.TypeName
    Namespace: FlaxEngine
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    [Unmanaged]
    public class SplineModel : ModelInstanceActor, ISerializable

    Constructors

    SplineModel()

    Initializes a new instance of the SplineModel.

    Declaration
    public SplineModel()

    Properties

    BoundsScale

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

    Declaration
    [EditorOrder(12)]
    [EditorDisplay("Model", null)]
    [Limit(0F, 10F, 0.1F)]
    [Unmanaged]
    public float BoundsScale { get; set; }
    Property Value
    System.Single

    DrawModes

    The draw passes to use for rendering this object.

    Declaration
    [EditorOrder(15)]
    [EditorDisplay("Model", null)]
    [Unmanaged]
    public DrawPass DrawModes { get; set; }
    Property Value
    DrawPass

    ForcedLOD

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

    Declaration
    [EditorOrder(50)]
    [Limit(-1F, 100F, 0.1F)]
    [EditorDisplay("Model", "Forced LOD")]
    [Unmanaged]
    public int ForcedLOD { get; set; }
    Property Value
    System.Int32

    LODBias

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

    Declaration
    [EditorOrder(40)]
    [Limit(-100F, 100F, 0.1F)]
    [EditorDisplay("Model", "LOD Bias")]
    [Unmanaged]
    public int LODBias { get; set; }
    Property Value
    System.Int32

    Model

    The model asset to draw.

    Declaration
    [EditorOrder(20)]
    [EditorDisplay("Model", null)]
    [Unmanaged]
    public Model Model { get; set; }
    Property Value
    Model

    PreTransform

    Gets or 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
    [EditorOrder(21)]
    [EditorDisplay("Model", null)]
    [Unmanaged]
    public Transform PreTransform { get; set; }
    Property Value
    Transform

    Quality

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

    Declaration
    [EditorOrder(11)]
    [EditorDisplay("Model", null)]
    [Limit(0.1F, 100F, 0.1F)]
    [Unmanaged]
    public float Quality { get; set; }
    Property Value
    System.Single

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.DeepClone<T>(T)
    Extensions.RawClone<T>(T)
    In This Article
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