SceneObjectImage

Extends: SceneObjectBillboard

Properties

  • drawable (Image)
  • frameNumber (integer)

Constructor

new SceneObjectImage( name: string, drawableObj: Image, ): SceneObjectImage

Parameters

  • name (string)
  • drawableObj (Image)

Instance Methods

getBoundingPoints(cameraObj: Camera): dynamic

An image always has a real width/height, unlike SceneObjectPolygon/SceneObjectModel (see the comment on SceneObjectBillboard.computeBillboardWorldCorners()) - so this overrides the base SceneObject.getBoundingPoints() wrapper to always return the object's 4 world-space corners rather than the frustum check's single-point shortcut in screen-aligned draw modes.

Parameters

Returns

  • dynamic — the object's 4 world-space corners

getUniqueRegionName(): string

protected

Returns

  • string

getRegionWithIdToDraw( rendererObj: BGE.Renderer, ): BGE.RendererHelpers.RegionWithId

protected

Parameters

Returns

  • BGE.RendererHelpers.RegionWithId

afterDraw(): void

protected

Returns

  • void

didRegionToDrawChange(): boolean

protected

Returns

  • boolean

isEligibleForFastDrawCheck( drawMode: SceneObjectDrawMode, ): boolean

protected

A plain image is always a single flat quad, same as DrawableCircle - so the same exact analytic check (#105/#163) applies: only the oriented modes ever pay for a temp bitmap at all (see the base class's default useTempBitmapMap), and only need to when this frame's projected quad isn't a plain rotated rectangle.

Parameters

Returns

  • boolean

drawToCanvas( rendererObj: BGE.Renderer, drawMode: SceneObjectDrawMode, ): boolean

protected

oriented modes only reach here once usesTempBitmap() has already decided the fast path is safe - drawn via the base class's drawFastPath() instead of the inherited drawToTempBitmap/drawPinnedCorners path (correct but far more expensive - the whole point of this fast path).

Parameters

Returns

  • boolean