SceneObjectModel
Extends: SceneObjectBillboard
Properties
drawable(DrawableModel)
Constructor
new SceneObjectModel(
name: string,
drawableObj: DrawableModel,
): SceneObjectModelParameters
name(string)drawableObj(DrawableModel)
Instance Methods
didRegionToDrawChange(): boolean
protected
Returns
boolean
drawToCanvas(
rendererObj: BGE.Renderer,
drawMode: SceneObjectDrawMode,
): boolean
protected
Parameters
rendererObj(BGE.Renderer)drawMode(SceneObjectDrawMode)
Returns
boolean
drawToTempBitmap(
rendererObj: BGE.Renderer,
tempBitmap: ifDraw2d,
canvasPointsTopLeftBound: BGE.Math.Vector,
drawMode: SceneObjectDrawMode,
allowFastDraw?: boolean,
): TempBitmapDrawResult
protected
Parameters
rendererObj(BGE.Renderer)tempBitmap(ifDraw2d)canvasPointsTopLeftBound(BGE.Math.Vector)drawMode(SceneObjectDrawMode)allowFastDraw(boolean, optional, default: false)
Returns
updateWorldPosition(drawMode: SceneObjectDrawMode): boolean
protected
Parameters
drawMode(SceneObjectDrawMode)
Returns
boolean
getPositionForCameraDistance(
drawMode: SceneObjectDrawMode,
): BGE.Math.Vector
Parameters
drawMode(SceneObjectDrawMode)
Returns
BGE.Math.Vector
getPositionsForFrustumCheck(
drawMode: SceneObjectDrawMode,
): dynamic
protected
Parameters
drawMode(SceneObjectDrawMode)
Returns
dynamic
getAllCanvasPoints(): dynamic
protected
Returns
dynamic
getOutlineCanvasPoints(): dynamic
protected
A model is a triangle mesh, not a single quad, so there is no one perimeter to stroke - outlining a model means the wireFrame draw modes (which stroke every face), not the Drawable.outlineRGBA outline the other billboard SceneObjects support.
Returns
dynamic
getCanvasBounds(): dynamic
protected
Returns
dynamic
updateCanvasPosition(
rendererObj: Renderer,
drawMode: SceneObjectDrawMode,
): boolean
protected
Parameters
rendererObj(Renderer)drawMode(SceneObjectDrawMode)
Returns
boolean
getTempBitmapThreshold(drawMode: SceneObjectDrawMode): integer
protected
Parameters
drawMode(SceneObjectDrawMode)
Returns
integer