SceneObjectLine
Extends: SceneObject
Properties
drawable(DrawableLine)
Constructor
new SceneObjectLine(
name: string,
drawableObj: DrawableLine,
): SceneObjectLineParameters
name(string)drawableObj(DrawableLine)
Instance Methods
updateWorldPosition(drawMode: SceneObjectDrawMode): boolean
protected
Parameters
drawMode(SceneObjectDrawMode)
Returns
boolean
getPositionsForFrustumCheck(
drawMode: SceneObjectDrawMode,
): dynamic
protected
Parameters
drawMode(SceneObjectDrawMode)
Returns
dynamic
participatesInOverlapDetection(): boolean
getPositionsForFrustumCheck() above always returns exactly 2 points, so this object's hull can never reach BGE.DepthSort.MIN_VALID_HULL_POINTS - see the base class's doc comment for why that means this is a pure cost avoidance, not a tolerated visual error.
Returns
boolean
getPositionForCameraDistance(
drawMode: SceneObjectDrawMode,
): BGE.Math.Vector
Parameters
drawMode(SceneObjectDrawMode)
Returns
BGE.Math.Vector
findCanvasPosition(
rendererObj: Renderer,
drawMode: SceneObjectDrawMode,
): boolean
protected
Parameters
rendererObj(Renderer)drawMode(SceneObjectDrawMode)
Returns
boolean
performDraw(
rendererObj: BGE.Renderer,
drawMode: SceneObjectDrawMode,
): boolean
protected
Parameters
rendererObj(BGE.Renderer)drawMode(SceneObjectDrawMode)
Returns
boolean