SceneObjectModel
Extends: SceneObjectBillboard
Properties
drawable(DrawableModel)
Constructor
new SceneObjectModel(
name: string,
drawableObj: DrawableModel,
): SceneObjectModelParameters
name(string)drawableObj(DrawableModel)
Instance Methods
didRegionToDrawChange(): boolean
Returns
boolean
getFaceStaleFrameCount(faceIndex: integer): integer
For tests/telemetry only - how many consecutive frames the face at faceIndex has reused its cached raster since its last real redraw (0 right after a redraw).
Parameters
faceIndex(integer)
Returns
integer— -1 if this face has never been drawn at all
getFaceBrightness(index: integer): float
For tests/telemetry only - the isShaded brightness (0-1, floored by Drawable.ambientBrightness - see updateCanvasPosition()) computed this frame for the face at index in front-to-back draw order.
Parameters
index(integer)
Returns
float— -1 ifindexis out of range
drawToCanvas(
rendererObj: BGE.Renderer,
drawMode: SceneObjectDrawMode,
): boolean
Parameters
rendererObj(BGE.Renderer)drawMode(SceneObjectDrawMode)
Returns
boolean
drawToTempBitmap(
rendererObj: BGE.Renderer,
tempBitmap: ifDraw2d,
canvasPointsTopLeftBound: BGE.Math.Vector,
drawMode: SceneObjectDrawMode,
allowFastDraw?: boolean,
): TempBitmapDrawResult
Parameters
rendererObj(BGE.Renderer)tempBitmap(ifDraw2d)canvasPointsTopLeftBound(BGE.Math.Vector)drawMode(SceneObjectDrawMode)allowFastDraw(boolean, optional, default: false)
Returns
updateWorldPosition(drawMode: SceneObjectDrawMode): boolean
Parameters
drawMode(SceneObjectDrawMode)
Returns
boolean
getPositionForCameraDistance(
drawMode: SceneObjectDrawMode,
): BGE.Math.Vector
Parameters
drawMode(SceneObjectDrawMode)
Returns
BGE.Math.Vector
getPositionsForFrustumCheck(
drawMode: SceneObjectDrawMode,
): Array.<BGE.Math.Vector>
Parameters
drawMode(SceneObjectDrawMode)
Returns
Array.<BGE.Math.Vector>
getAllCanvasPoints(): Array.<BGE.Math.Vector>
Returns
Array.<BGE.Math.Vector>
getOutlineCanvasPoints(): Array.<BGE.Math.Vector>
Returns
Array.<BGE.Math.Vector>
getCanvasBounds(): Array.<BGE.Math.Vector>
Returns
Array.<BGE.Math.Vector>
updateCanvasPosition(
rendererObj: Renderer,
drawMode: SceneObjectDrawMode,
): boolean
Parameters
rendererObj(Renderer)drawMode(SceneObjectDrawMode)
Returns
boolean
attemptTransformTempBitmap(
renderObj: Renderer,
drawMode: SceneObjectDrawMode,
): TransformTempBitmapDetails
Parameters
renderObj(Renderer)drawMode(SceneObjectDrawMode)
Returns
getTempBitmapThreshold(drawMode: SceneObjectDrawMode): integer
Parameters
drawMode(SceneObjectDrawMode)
Returns
integer
canReuseTransformedTempBitmap(
renderObj: Renderer,
drawMode: SceneObjectDrawMode,
): boolean
For tests/telemetry only - exposes attemptTransformTempBitmap()'s result without needing test code to reach a protected member directly.
Parameters
renderObj(Renderer)drawMode(SceneObjectDrawMode)
Returns
boolean
getPrimitiveCount(): integer
Returns
integer
getPrimitiveDepth(index: integer): float
Parameters
index(integer)
Returns
float
drawPrimitive(rendererObj: Renderer, index: integer): boolean
Parameters
rendererObj(Renderer)index(integer)
Returns
boolean