/Dlls/Delta.Rendering.Models.xml
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Possible License(s): Apache-2.0
- <?xml version="1.0"?>
- <doc>
- <assembly>
- <name>Delta.Rendering.Models</name>
- </assembly>
- <members>
- <member name="T:Delta.Rendering.Models.Bone">
- <summary>
- Bone class for skinned mesh animations.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Models.Bone.#ctor(Delta.Rendering.Models.Bone,Delta.Utilities.Datatypes.Matrix,System.String)">
- <summary>
- Create bone
- </summary>
- <param name="setParentBone">The set parent bone.</param>
- <param name="setMatrix">The set matrix.</param>
- <param name="setName">Name of the set.</param>
- </member>
- <member name="M:Delta.Rendering.Models.Bone.ToString">
- <summary>
- To string, useful for debugging and testing.
- </summary>
- <returns>
- A <see cref="T:System.String"/> that represents this instance.
- </returns>
- </member>
- <member name="P:Delta.Rendering.Models.Bone.Name">
- <summary>
- The name of the bone as loaded from the model file. This info is
- useful to relate the bone with the naming that artists give.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Models.Bone.Parent">
- <summary>
- Parent bone, very important to get all parent matrices when
- building the finalMatrix for rendering.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Models.Bone.InitialMatrix">
- <summary>
- Initial matrix we get from loading the model, it contains
- the start position and is used for the calculation to get the
- absolute and final matrices (see below).
- </summary>
- </member>
- <member name="T:Delta.Rendering.Models.Sky">
- <summary>
- Helper to render the sky dome. A model with the name "Skydome" must
- exist for the current project. You can set or replace the sky mesh also
- for different levels or different needs. The mesh will be rendered
- normally (at the end of the frame) and should be inside out and only
- using the simple and fast TexturedShader3D.
- Note: At 1-10 million meters away from the origin you will run into
- floating point errors, you should use a different rendering technique
- there (not the camera position). Games should be centered around the
- camera anyway for the best floating point precision and optimizations.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Models.Sky.Draw">
- <summary>
- Draw
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Sky.usedSkyMesh">
- <summary>
- Used sky mesh
- </summary>
- </member>
- <member name="P:Delta.Rendering.Models.Sky.SkyMesh">
- <summary>
- Sky mesh
- </summary>
- </member>
- <member name="T:Delta.Rendering.Models.Model">
- <summary>
- Sorry, this class is not yet implemented and needs to be merged first!
- </summary>
- </member>
- <member name="P:Delta.Rendering.Models.Model.IsAnimated">
- <summary>
- "True" if the mesh is animated and contains animation data
- animation.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Models.Model.Animation">
- <summary>
- Animation
- </summary>
- <returns>Animation</returns>
- </member>
- <member name="T:Delta.Rendering.Models.Mesh">
- <summary>
- Mesh model class for 3d meshes (but 2d meshes also work). Basically
- a mesh is just a combination of Geometry and Material. Models can
- consist of multiple meshes.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Mesh.BoneColors">
- <summary>
- Line colors for displaying the bones as lines.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.CreatePlane(System.String,System.Single,System.Single,Delta.Utilities.Datatypes.Color,Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Creates an XY plane.
- </summary>
- <param name="setName">Set name</param>
- <param name="setWidth">Set width</param>
- <param name="setDepth">Set depth</param>
- <param name="setColor">Vertex color during creation.</param>
- <param name="setMaterialData">Set material data</param>
- <returns>Mesh with the created plane and given material</returns>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.CreatePlane(System.String,System.Single,System.Single,Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Creates an XY plane
- </summary>
- <param name="setName">Set name</param>
- <param name="setWidth">Set width</param>
- <param name="setDepth">Set depth</param>
- <param name="setMaterialData">Set material data</param>
- <returns>Mesh with the created plane and given material</returns>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.CreateSegmentedPlane(System.String,System.Single,System.Single,System.Int32,System.Boolean,Delta.Utilities.Datatypes.Color,Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Creates an XY plane with segments, which is useful for testing
- specular and other shader effects with pre-calculated data in the
- vertex shader (which will not look close up for just a 1x1 plane).
- </summary>
- <param name="setName">Name of the set.</param>
- <param name="setWidth">Width of the set.</param>
- <param name="setDepth">The set depth.</param>
- <param name="setSegments">The set segments.</param>
- <param name="uvForEachSegment">Create new uv from 0-1 for each segment.
- Useful for tiling (works even without tileable textures)</param>
- <param name="setColor">Vertex color during creation.</param>
- <param name="setMaterialData">The set material data.</param>
- <returns>Mesh containing segmented plane data.</returns>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.CreateSegmentedPlane(System.String,System.Single,System.Single,System.Int32,Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Creates an XY plane with segments, which is useful for testing
- specular and other shader effects with pre-calculated data in the
- vertex shader (which will not look close up for just a 1x1 plane).
- </summary>
- <param name="setName">Name of the set.</param>
- <param name="setWidth">Width of the set.</param>
- <param name="setDepth">The set depth.</param>
- <param name="setSegments">The set segments.</param>
- <param name="setMaterialData">The set material data.</param>
- <returns>
- The new create Mesh.
- </returns>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.CreateBox(System.String,System.Single,System.Single,System.Single,Delta.Utilities.Datatypes.Color,Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Create box mesh.
- </summary>
- <param name="setName">Name of the set.</param>
- <param name="setWidth">Width of the set.</param>
- <param name="setDepth">The set depth.</param>
- <param name="setHeight">Height of the set.</param>
- <param name="setColor">Vertex color during creation.</param>
- <param name="setMaterialData">The set material data.</param>
- <returns>Mesh containing box data.</returns>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.CreateBox(System.String,System.Single,System.Single,System.Single,Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Create box mesh.
- </summary>
- <param name="setName">Name of the set.</param>
- <param name="setWidth">Width of the set.</param>
- <param name="setDepth">The set depth.</param>
- <param name="setHeight">Height of the set.</param>
- <param name="setMaterialData">The set material data.</param>
- <returns>Mesh containing box data.</returns>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.CreateCube(System.String,System.Single,Delta.Utilities.Datatypes.Color,Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Create cube shape with all 6 faces with equal size.
- </summary>
- <param name="setName">Name of the set.</param>
- <param name="setSize">The size of the faces.</param>
- <param name="setColor">Vertex color during creation.</param>
- <param name="setMaterialData">The set material data.</param>
- <returns>Mesh containing cube data.</returns>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.CreateCube(System.String,System.Single,Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Create cube shape with all 6 faces with equal size.
- </summary>
- <param name="setName">Name of the set.</param>
- <param name="setSize">The size of the faces.</param>
- <param name="setMaterialData">The set material data.</param>
- <returns>Mesh containing cube data.</returns>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.CreateInnerBox(System.String,System.Single,System.Single,System.Single,Delta.Utilities.Datatypes.Color,Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Creates an inner box (-> like the 'CreateBox()' method but in the
- "inverted" way).
- Note: This kind of a box is helpful if you want to render something
- inside a box like a simple (demo) room.
- </summary>
- <param name="setName">Name of the set.</param>
- <param name="setWidth">Width of the set.</param>
- <param name="setDepth">The set depth.</param>
- <param name="setHeight">Height of the set.</param>
- <param name="setColor">Vertex color during creation.</param>
- <param name="setMaterialData">The set material data.</param>
- <returns>Mesh containing inner box data.</returns>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.CreateInnerBox(System.String,System.Single,System.Single,System.Single,Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Creates an inner box (-> like the 'CreateBox()' method but in the
- "inverted" way).
- Note: This kind of a box is helpful if you want to render something
- inside a box like a simple (demo) room.
- </summary>
- <param name="setName">Name of the set.</param>
- <param name="setWidth">Width of the set.</param>
- <param name="setDepth">The set depth.</param>
- <param name="setHeight">Height of the set.</param>
- <param name="setMaterialData">The set material data.</param>
- <returns>Mesh containing inner box data.</returns>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.CreateSphere(System.String,System.Single,Delta.Utilities.Datatypes.Color,Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Creates a sphere as a Mesh with the given parameters.
- </summary>
- <param name="setName">Name of the sphere mesh</param>
- <param name="setRadius">Radius for the sphere from the center</param>
- <param name="setColor">
- Color for the new sphere in case the vertex format supports colored
- vertices (otherwise ignored).
- </param>
- <param name="setMaterialData">The material data for the mesh.</param>
- <returns>Mesh containing the sphere.</returns>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.CreateSphere(System.String,System.Single,Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Creates a sphere as a Mesh with the given parameters.
- </summary>
- <param name="setName">Name of the sphere mesh</param>
- <param name="setRadius">Radius for the sphere from the center</param>
- <param name="setMaterialData">The material data for the mesh.</param>
- <returns>Mesh containing the sphere.</returns>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.CreateInnerSphere(System.String,System.Single,Delta.Utilities.Datatypes.Color,Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Create sphere with indices inverted (if you want to be inside the
- sphere, e.g. for a skydome).
- </summary>
- <param name="setName">Name of the sphere mesh</param>
- <param name="setRadius">Radius for the sphere from the center</param>
- <param name="setColor">
- Color for the new sphere in case the vertex format supports colored
- vertices (otherwise ignored).
- </param>
- <param name="setMaterialData">The material data for the mesh.</param>
- <returns>Mesh containing the inner sphere.</returns>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.CreateInnerSphere(System.String,System.Single,Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Create sphere with indices inverted.
- </summary>
- <param name="setName">Name of the set.</param>
- <param name="setRadius">The set radius.</param>
- <param name="setMaterialData">The set material data.</param>
- <returns>Mesh containing inner sphere data.</returns>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.CreateCapsule(System.String,System.Single,System.Single,Delta.Utilities.Datatypes.Color,Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Create capsule mesh.
- </summary>
- <param name="setName">Name of the set.</param>
- <param name="setDiameter">The diameter of cylinder.</param>
- <param name="setLength">Length of the set.</param>
- <param name="setColor">Vertex color during creation.</param>
- <param name="setMaterialData">The set material data.</param>
- <returns>Mesh containing capsule data.</returns>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.CreateCapsule(System.String,System.Single,System.Single,Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Create capsule mesh.
- </summary>
- <param name="setName">Name of the set.</param>
- <param name="setDiameter">The diameter of cylinder.</param>
- <param name="setLength">Length of the set.</param>
- <param name="setMaterialData">The set material data.</param>
- <returns>Mesh containing capsule data.</returns>
- </member>
- <member name="F:Delta.Rendering.Models.Mesh.Material">
- <summary>
- The material which is used to visualize the geometry of the mesh.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Mesh.hasPositionOffset">
- <summary>
- Remember if we have a position offset, if it is Zero, this is true
- and the Draw code is a little more optimized (often the case).
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Mesh.cachedRenderMatrix">
- <summary>
- Default render matrix when rendering this model without any extra
- position or render matrix parameters. Usually used for levels and
- static geometry. Initially Matrix.Identity, but the PositionOffset
- is also already applied on this. Can be ignored if hasPositionOffset
- is false.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.#ctor(System.String)">
- <summary>
- Create model from content name. Will warn about missing materials.
- </summary>
- <param name="contentName">Name of the content.</param>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.#ctor(Delta.ContentSystem.Rendering.MeshData)">
- <summary>
- Create model from ModelData (usually called from content name
- constructor above).
- TODO: what is this used for?
- </summary>
- <param name="setData">Set mesh data</param>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.#ctor(System.String,Delta.ContentSystem.Rendering.GeometryData,Delta.ContentSystem.Rendering.MaterialData,Delta.Utilities.Datatypes.Vector)">
- <summary>
- Prevents a default instance of the <see cref="T:Delta.Rendering.Models.Mesh"/> class from being created.
- </summary>
- <param name="setName">Name of the set.</param>
- <param name="setGeometryData">The set geometry data.</param>
- <param name="setMaterialData">The set material data.</param>
- <param name="setPositionOffset">The set position offset.</param>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.Draw">
- <summary>
- Draws the mesh exactly in that way as it was originally exported by the
- artist (including the computed position offset).
- </summary>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.Draw(Delta.Utilities.Datatypes.Matrix@)">
- <summary>
- Draws the mesh with a custom draw transformation additionally to the
- original mesh transformation (including the computed position offset).
- </summary>
- <param name="customDrawTransformation">The custom draw transformation.</param>
- </member>
- <member name="M:Delta.Rendering.Models.Mesh.DrawCentered">
- <summary>
- Draws the mesh centered in the world origin or in other words without
- the position offset computed by the content importer.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Models.Mesh.Name">
- <summary>
- The name of the model. Usually set from content, but can also be a
- dynamically created model with a custom name.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Models.Mesh.Geometry">
- <summary>
- Gets the geometry which defines the mesh.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Models.Mesh.PositionOffset">
- <summary>
- The offset translation of the mesh to represent its local space.
- Automatically added to rendering when using the Draw method with the
- matrix overload.
- </summary>
- <returns>Vector</returns>
- </member>
- <member name="P:Delta.Rendering.Models.Mesh.IsHidden">
- <summary>
- Level Editor Property, is true when the mesh should not be rendered.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Models.Level">
- <summary>
- Game level.
- TODO: This class should be automatically run by being a DynamicModule or attaching to a LevelManager which is a DynamicModule and calls the internal Level.Run()
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Level.MaxCullDistance">
- <summary>
- The maximum distance for culling.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Level.HalfMaxCullDistance">
- <summary>
- Half of maximum distance for culling
- </summary>
- </member>
- <member name="M:Delta.Rendering.Models.Level.IsInsideViewFrustum(Delta.Rendering.Models.Mesh,Delta.Rendering.Cameras.BaseCamera,Delta.Utilities.Datatypes.Vector)">
- <summary>
- Check if the mesh bounding box is inside the frustum.
- http://www.cg.tuwien.ac.at/hostings/cescg/CESCG-2002/DSykoraJJelinek/index.html
- http://www.lighthouse3d.com/opengl/viewfrustum/index.php?gatest2
- </summary>
- <param name="mesh">The mesh.</param>
- <param name="currentCamera">The current camera.</param>
- <param name="meshPosition">The mesh position.</param>
- <returns>
- <c>true</c> if [is inside view frustum] [the specified mesh]; otherwise, <c>false</c>.
- </returns>
- </member>
- <member name="F:Delta.Rendering.Models.Level.IsFrustumCullingOn">
- <summary>
- The flag where the frustum culling can be enabled or disabled.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Level.levelCamera">
- <summary>
- The camera which moves along the defined camera path
- </summary>
- </member>
- <!-- Badly formed XML comment ignored for member "F:Delta.Rendering.Models.Level.levelMeshes" -->
- <member name="M:Delta.Rendering.Models.Level.#ctor(System.String,System.String)">
- <summary>
- Initializes a new instance of the <see cref="T:Delta.Rendering.Models.Level"/> class.
- </summary>
- <param name="setLevelName">Name of the set level.</param>
- <param name="setShadowMapName">Name of the set shadow map.</param>
- </member>
- <member name="M:Delta.Rendering.Models.Level.#ctor(Delta.ContentSystem.Rendering.LevelData,System.String)">
- <summary>
- Initializes a new instance of the <see cref="T:Delta.Rendering.Models.Level"/> class.
- </summary>
- <param name="setLevelData">The set level data.</param>
- <param name="setShadowMapName">Name of the set shadow map.</param>
- </member>
- <member name="M:Delta.Rendering.Models.Level.Draw">
- <summary>
- Draw
- </summary>
- </member>
- <member name="M:Delta.Rendering.Models.Level.IsObjectVisible(Delta.Rendering.Models.Mesh,Delta.Utilities.Datatypes.Vector)">
- <summary>
- Check if a mesh is visible according to the camera position.
- Essentially this class culls objects that are either too far away
- or not close enough and located out of the camera FOV.
- </summary>
- <param name="mesh">Mesh to check against.</param>
- <param name="worldPosition">World position to check from.</param>
- <returns>True if object is visible otherwise false.</returns>
- </member>
- <member name="T:Delta.Rendering.Models.Level.LevelTests">
- <summary>
- Tests
- </summary>
- </member>
- <member name="M:Delta.Rendering.Models.Level.LevelTests.IsInsideViewFrustum">
- <summary>
- Is inside view frustum
- </summary>
- </member>
- <member name="T:Delta.Rendering.Models.Animation">
- <summary>
- Simple animation class for mesh skinning.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.FrameRate">
- <summary>
- The frame rate as a constant for now.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.Frames">
- <summary>
- Array of animation frames (as array of bone matrices)
- e.g.
- Frames[0] -> Frame 1
- Frames[0][0] -> Bone Matrix 1
- Frames[0][1] -> Bone Matrix 2
- Frames[1] -> Frame 2
- Frames[1][0] -> Bone Matrix 1
- Frames[1][1] -> Bone Matrix 2
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.parent">
- <summary>
- The parent mesh of this animation.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.animation">
- <summary>
- Animation data / info.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.blendAnimation">
- <summary>
- Blend animation data / info.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.onBlending">
- <summary>
- Currently on blending an animation.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.blendingTime">
- <summary>
- Animation blending time.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.currentBlendingTime">
- <summary>
- Current time of the animation blending.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.nextFrame">
- <summary>
- The next frame we want to interpolate to.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Models.Animation.#ctor(Delta.Rendering.Models.Mesh,Delta.ContentSystem.Rendering.MeshAnimationData)">
- <summary>
- Create a new animation.
- </summary>
- <param name="setParent">The parent mesh of this animation.</param>
- <param name="setAnimationData">The data of this animation.</param>
- </member>
- <member name="M:Delta.Rendering.Models.Animation.SetAnimationSpeed(System.Single)">
- <summary>
- Set animation speed.
- </summary>
- <param name="factor">Scale factor to apply.</param>
- </member>
- <member name="M:Delta.Rendering.Models.Animation.SetCurrentAnimation(System.String,System.Int32,System.Int32,System.Single,System.Boolean)">
- <summary>
- Change the current animation.
- </summary>
- <param name="animaitonName">The animation name to switch to.</param>
- <param name="indexStart">Animation index start.</param>
- <param name="indexEnd">Animation index end.</param>
- <param name="frameRate">Frame rate during animation playback.</param>
- <param name="loop">True to loop animation, false otherwise.</param>
- </member>
- <member name="M:Delta.Rendering.Models.Animation.BlendAnimation(System.String,System.Int32,System.Int32,System.Single,System.Boolean,System.Single)">
- <summary>
- Blend animation with current animation playing.
- </summary>
- <param name="animationName">The animation name to blend with.</param>
- <param name="indexStart">Animation index start.</param>
- <param name="indexEnd">Animation index end.</param>
- <param name="frameRate">Frame rate during animation playback.</param>
- <param name="loop">True to loop animation, false otherwise.</param>
- <param name="blendingTime">Blending duration time.</param>
- </member>
- <member name="M:Delta.Rendering.Models.Animation.Update">
- <summary>
- Update the animation.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Models.Animation.UpdateAnimation(Delta.Rendering.Models.Animation.AnimationInfo@)">
- <summary>
- Update animation simulation.
- </summary>
- <param name="currentAnimation">Animation info to update with.</param>
- <returns>True if animation correctly updated, false otherwise.</returns>
- </member>
- <member name="M:Delta.Rendering.Models.Animation.SetAnimation(Delta.Rendering.Models.Animation.AnimationInfo@,System.String,System.Int32,System.Int32,System.Single,System.Boolean)">
- <summary>
- Set animation info data.
- </summary>
- <param name="data">AnimationInfo data to apply</param>
- <param name="animationName">The animation name to blend with.</param>
- <param name="indexStart">Animation index start.</param>
- <param name="indexEnd">Animation index end.</param>
- <param name="frameRate">Frame rate during animation playback.</param>
- <param name="loop">True to loop animation, false otherwise.</param>
- </member>
- <member name="P:Delta.Rendering.Models.Animation.Duration">
- <summary>
- Length of the Animation in seconds.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Models.Animation.FrameCount">
- <summary>
- Number of frames.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Models.Animation.NextFrame">
- <summary>
- Next frame
- </summary>
- </member>
- <member name="T:Delta.Rendering.Models.Animation.AnimationInfo">
- <summary>
- Animation info
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.AnimationInfo.Name">
- <summary>
- Name of the current animation.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.AnimationInfo.StartIndex">
- <summary>
- The start frame index of the active animation.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.AnimationInfo.EndIndex">
- <summary>
- The end frame index of the active animation.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.AnimationInfo.FrameRate">
- <summary>
- The speed that the animation will run in. (Frames per second)
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.AnimationInfo.DefaultFrameRate">
- <summary>
- Default framerate of current animation,
- which was set at SetCurrentAnimation.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.AnimationInfo.Loop">
- <summary>
- True if the animation should only run once then stop.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.AnimationInfo.FramesCount">
- <summary>
- Number of animation frames for currently played animation
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.AnimationInfo.FrameIndex">
- <summary>
- The current frame index of the active animation.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.AnimationInfo.FrameTimer">
- <summary>
- The time in seconds since the last frame index increase.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Models.Animation.AnimationInfo.BoneMatrices">
- <summary>
- Current bone matrices of the animation.
- </summary>
- </member>
- </members>
- </doc>