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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.

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