Namespace Fusee.Engine.Core.Scene
Classes
AddChildEventArgs
Event Arguments for adding a new child to a SceneNodeContainer and set its parent.
Animation
Contains animation data. Generally, a list of animation tracks
AnimationKeyBase
Base class to hold a single animation key. Derived types specify the type of the value controlled by the keys.
AnimationKeyDouble
Animation key storing double values.
AnimationKeyFloat
Animation key storing float values.
AnimationKeyFloat2
Animation key storing float2 values.
AnimationKeyFloat3
Animation key storing float3 values.
AnimationKeyFloat4
Animation key storing float4 values.
AnimationKeyInt
Animation key storing integer values.
AnimationTrack
Stores data about a single animation track (mainly a list of keyframes).
Bone
Marker component (contains no data). If contained within a node, the node serves as a bone in a bone animation.
Camera
Use this in a SceneNode to create a Camera Node. A the Projection and View matrices, generated from a CameraComponent will overwrite calls you made directly on the RenderContext.
CanvasTransform
Building block to set up User Interface hierarchies. Use this as your first element in the Interface hierarchy.
ChildList
List of child nodes used in SceneNode instances. In addition to normal collection operations this type keeps track of each object's Parent property when added or removed to a node.
CodeComponent
Use this component to add Code to Objects in the scene graph. Will not serialize/deserialize
DirtyIndexList
List of indices that needs to be updated on the GPU
InstanceData
Light
Contains light information. If contained in a node, the node serves as a light object. If possible, avoid adding or removing these at runtime, instead create all you need and set active or inactive. The Position and Direction of a Light gets calculated internally, depending on the parent transform components, found in the scene graph.
Mesh
Provides the ability to create or interact directly with the point data.
MeshAttributes<T>
Attribute class which contains the mesh data, as well as methods to modify the underlying data fields
RectTransform
Building block to set up User Interface hierarchies.
RenderLayer
Controls for which layer this node is rendered
SceneComponent
Base type for all Components used as building blocks within Fusee.Engine.
SceneContainer
The root object of a scene file.
SceneExtensions
Static extension methods on SceneNode and SceneComponent instances (or enumerations) for various purposes.
SceneNode
The building block to create hierarchies.
Transform
Transformation (position, orientation and size) of the node.
VertexWeightList
A single row of the weight table. Stored in a way respecting sparse data (only few bones control a vertex).
Weight
Defines a weight map. Basically a table with a row for each vertex and a column for each bone controlling the geometry.
XForm
Placeholder for later implemented UI Elements such as buttons, images, slider etc.
XFormText
Enables the scene renderer to treat GUI text differently.
Structs
SceneHeader
The header of a scene.
VertexWeight
A single entry of a weight table row.
Enums
CanvasRenderMode
The available render modes.
LerpType
Symbolic value describing the type of Lerp (linear interpolation) to perform.
ProjectionMethod
Used to define the Projection method of a Camera. Defines how the projection matrix is calculated.
RenderLayers
SceneExtensions.Space
Reference space for rotation.
TypeId
Symbolic value describing the data type of stored values.
Delegates
CodeComponent.InteractionHandler
A delegation for the event listeners of a CodeComponent.
CustomCameraUpdate
Delegate that allows a user to give a custom projection calculation to a Camera.