SceneView

Description

sealed class Tinman.Engine.Scenes.SceneView

Represents a view into a scene.

At runtime, the application loop callbacks of all scene views of a scene must be called, as described by IApplication and ApplicationLoop.MainLoop. The time deltas that are passed to IUpdateableFrameTime.UpdateFrameTime will be processed so that all scene views receive the same time delta for each update cycle.

Updating the scene views of a scene with IUpdateableFrameTime.UpdateFrameTime will trigger a corresponding update call on the Scene object, to make sure that the time index of the scene (see Scene.TimeIndex) advances before the first scene view is updated. This happens for each each update cycle. If there are no scene views, then there will be no automatic update call on the Scene object.

Public / Constructors

Scene​View


public constructor SceneView → (3)

scene in : Scene

[not-null]
The scene for which to create a view.

entityViewMask opt : int64 = ~0

The entity mask, see IEntityViewMask.EntityViewMask.

stage opt : IRenderStage own = null

The render stage to use. If null, RenderStage.Default will be used. A full frame will be rendered when IRenderable.Render is called.

Creates a new instance of SceneView.

RenderException

If a graphics subsystem error has occurred.

Public / Methods

Enabled


[Pure]
public static method Enabled → (1)

view in : ISceneEntityView

[not-null]
The scene entity view.

returns → bool

The effective property value.

Computes the effective value of the ISceneObject.Enabled property for the given entity view, taking into account its owning entity, if present (see ISceneEntityView.Owner).

Visible


[Pure]
public static method Visible → (1)

view in : ISceneEntityView

[not-null]
The scene entity view.

returns → bool

The effective property value.

Computes the effective value of the ISceneEntityView.Visible property, taking into account the effective value of its enabled state (see Enabled).