SceneObjectModel

Extends: SceneObjectBillboard

Properties


Constructor

new SceneObjectModel( name: string, drawableObj: DrawableModel, ): SceneObjectModel

Parameters


Instance Methods

didRegionToDrawChange(): boolean

protected

Returns

  • boolean

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

protected

Parameters

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

Returns

  • boolean

getPositionForCameraDistance( drawMode: SceneObjectDrawMode, ): BGE.Math.Vector

Parameters

Returns

  • BGE.Math.Vector

getPositionsForFrustumCheck( drawMode: SceneObjectDrawMode, ): dynamic

protected

Parameters

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

Returns

  • boolean

getTempBitmapThreshold(drawMode: SceneObjectDrawMode): integer

protected

Parameters

Returns

  • integer