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eve::graphics::Renderable3D类 参考

EVENGINE_API_BACKENDS public API. 更多...

#include <RenderSystem3D.h>

类 eve::graphics::Renderable3D 继承关系图:

类

struct  MeshRenderer
 
struct  Transform3D
 Transform3D public API. 更多...
 

Public 成员函数

void release () override
 Entity.
 
void setPosition (float x, float y, float z)
 
uint32_t getEntityId () const
 Return the table-local entity id used with getEntityGeneration().
 
uint32_t getEntityGeneration () const
 Return the generation required to reject stale entity ids.
 
void setRotation (float yaw, float pitch, float roll)
 
void setYaw (float yaw)
 
float getYaw ()
 
void setScale (float sx, float sy, float sz)
 
void setMesh (Mesh *mesh)
 
Result< void > setInstanceRange (const MeshInstanceRange &range)
 Atomically set static instance range and bounds; render/update thread only. @ownership Metadata is copied into MeshRenderer; no caller references are retained.
 
void clearInstanceRange ()
 Remove runtime instance metadata on the update thread; no callbacks.
 
Mesh * getMesh ()
 Main (non-part) mesh attached via setMesh; nullptr when unset.
 
void setTexture (Texture *texture)
 
void setNormalTexture (Texture *texture)
 
void setPackedNormalMask (bool enabled)
 Enable RG normal XY, B AO and A smoothness interpretation for the normal texture.
 
void setHeightTexture (Texture *texture)
 Height map for parallax (R channel; white = raised). nullptr disables sampling.
 
void setShader (Shader *shader)
 
void setMaterial (Material *material)
 Attach a Material that packages shading method + surface params.
 
Material * getMaterial ()
 
void setXRayShader (Shader *shader)
 Attach an X-ray mesh shader (see Shader::setXray) for occluded silhouettes.
 
Shader * getXRayShader ()
 
void setXRayHighlight (bool on)
 When true, this entity is an X-ray target: its G-buffer pixels are replaced by occluders and it is redrawn with xrayShader so the part hidden behind buildings shows as a highlight silhouette (visible parts stay normal).
 
bool getXRayHighlight ()
 
void setPart (int index, const std::string &name, Mesh *mesh, Material *material)
 Bind a named mesh+material part (e.g. Assimp submesh / body region). index 0..kMaxParts-1. Passing nullptr mesh clears that slot and trims partCount.
 
void setPartSortPriority (int index, int priority)
 Override transparent sorting for one part without mutating its shared Material.
 
void clearPartSortPriority (int index)
 Clear a part's per-instance sort override and use its Material priority.
 
int getPartSortPriority (int index)
 Return the effective per-part or Material transparent sort priority.
 
void clearParts ()
 
int getPartCount ()
 
std::string getPartName (int index)
 
Mesh * getPartMesh (int index)
 
Material * getPartMaterial (int index)
 
void setHair (bool hair)
 
bool getHair ()
 
void setTint (float r, float g, float b, float a=1.f)
 
float getTintR ()
 Return the field-backed material tint red channel.
 
float getTintG ()
 Return the field-backed material tint green channel.
 
float getTintB ()
 Return the field-backed material tint blue channel.
 
float getRoughness ()
 Return the field-backed material roughness.
 
void setMetallic (float metallic)
 
void setRoughness (float roughness)
 
void setTexCellBomb (float cellScale, float strength, float rotAmount=1.f)
 Texture cell bombing — random per-cell UV offset/rotation blended across a 2×2 neighborhood to hide tiling. strength 0 disables (default).
 
float getTexCellBombScale ()
 
float getTexCellBombStrength ()
 
float getTexCellBombRotation ()
 
void setParallax (float scale, float minLayers=8.f, float maxLayers=32.f)
 Parallax occlusion mapping. scale 0 disables (default). Typical scale 0.02..0.08. Requires a height texture via setHeightTexture.
 
float getParallaxScale ()
 
float getParallaxMinLayers ()
 
float getParallaxMaxLayers ()
 
void setVisible (bool visible)
 
bool getVisible ()
 Return whether this renderable participates in scene rendering.
 
void setLayer (int layer)
 Assign this renderable to a camera-culling layer in [0,31].
 
int getLayer ()
 Return this renderable's camera-culling layer.
 
void setReflectionCaptureMask (int mask)
 Set the bit mask used to include this object in reflection-probe captures.
 
int getReflectionCaptureMask ()
 Return the reflection-probe capture bit mask.
 
void setReceiveLight (bool receive)
 
Result< void > setCustomLightProbe (float r, float g, float b)
 Supply baked diffuse irradiance for LOD levels using CustomProvided light probes.
 
Result< void > setCustomLightProbeCoefficient (int coefficient, float r, float g, float b)
 Set one L0..L2 RGB spherical-harmonic coefficient for CustomProvided mode.
 
void clearCustomLightProbe ()
 Clear the custom diffuse probe and restore the camera ambient value.
 
void setCastShadow (bool cast)
 
void setReceiveShadow (bool receive)
 
void setCastOcclusion (bool cast)
 
bool getCastOcclusion ()
 
void setCamera (Camera3D *camera)
 
void setMeshLod (int index, Mesh *mesh, float switchDistance=0.f)
 Configure geometric LOD. index 0 = highest detail. For index > 0, switchDistance is the camera distance that selects this level (stored in lodDistances[index-1]). Passing nullptr mesh clears that slot.
 
Result< void > setMeshLodRendererState (int index, int skinQuality, int shadowCastingMode, bool receiveShadows, int motionVectorMode, bool skinnedMotionVectors, int lightProbeUsage, int reflectionProbeUsage)
 Set one LOD's Pcg-compatible renderer policy using Unity enum numeric values.
 
int getMeshLodRendererState (int index, int field)
 Return one LOD renderer policy field, or -1 for an invalid level/field.
 
Result< void > setMeshLodFadeWidth (int index, float width)
 Configure per-level distance fade width.
 
Result< void > setMeshLodFadePolicy (int mode, bool animate, float duration)
 Configure Unity LODFadeMode and deterministic time-driven transitions.
 
Result< void > advanceMeshLodTransition (float distance, float dt)
 Advance an animated transition using caller-injected distance and dt.
 
int getMeshLodSecondaryLevelAtDistance (float distance)
 Return secondary LOD selected for a fade, or -1 for cull/no secondary.
 
float getMeshLodSecondaryWeightAtDistance (float distance)
 Return secondary LOD weight in [0,1].
 
void setMeshLodCullDistance (float distance)
 Set the distance that culls the whole mesh LOD chain; zero disables culling.
 
float getMeshLodCullDistance ()
 Return the mesh LOD culling distance; zero means disabled.
 
void clearMeshLod ()
 
int getMeshLodCount ()
 
int getMeshLodLevelAtDistance (float distance)
 

详细描述

EVENGINE_API_BACKENDS public API.

在文件 RenderSystem3D.h 第 204 行定义.

成员函数说明

◆ advanceMeshLodTransition()

Result< void > eve::graphics::Renderable3D::advanceMeshLodTransition ( float  distance,
float  dt 
)

Advance an animated transition using caller-injected distance and dt.

在文件 Renderable3D.cpp 第 306 行定义.

引用了 distance, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, mr, eve::Result< T >::success() , 以及 target.

◆ clearCustomLightProbe()

void eve::graphics::Renderable3D::clearCustomLightProbe ( )

Clear the custom diffuse probe and restore the camera ambient value.

在文件 Renderable3D.cpp 第 362 行定义.

◆ clearInstanceRange()

void eve::graphics::Renderable3D::clearInstanceRange ( )

Remove runtime instance metadata on the update thread; no callbacks.

在文件 RenderableInstances.cpp 第 28 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ clearMeshLod()

void eve::graphics::Renderable3D::clearMeshLod ( )

◆ clearParts()

void eve::graphics::Renderable3D::clearParts ( )

◆ clearPartSortPriority()

void eve::graphics::Renderable3D::clearPartSortPriority ( int  index)

Clear a part's per-instance sort override and use its Material priority.

在文件 Renderable3D.cpp 第 80 行定义.

引用了 index, eve::graphics::Renderable3D::MeshRenderer::kMaxParts , 以及 mr.

被这些函数引用 eve::avatar::AvatarInstance::defineEquipmentSkinnedVisual3D() , 以及 eve::graphics::detail::exposeRenderable3DBindings().

◆ getCastOcclusion()

bool eve::graphics::Renderable3D::getCastOcclusion ( )

在文件 Renderable3D.cpp 第 184 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getEntityGeneration()

uint32_t eve::graphics::Renderable3D::getEntityGeneration ( ) const
inline

Return the generation required to reject stale entity ids.

在文件 RenderSystem3D.h 第 349 行定义.

引用了 generation.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings() , 以及 eve::procgen::PcgMeshLodBackup::restore().

◆ getEntityId()

uint32_t eve::graphics::Renderable3D::getEntityId ( ) const
inline

Return the table-local entity id used with getEntityGeneration().

在文件 RenderSystem3D.h 第 347 行定义.

引用了 id.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings() , 以及 eve::procgen::PcgMeshLodBackup::restore().

◆ getHair()

bool eve::graphics::Renderable3D::getHair ( )

在文件 Renderable3D.cpp 第 125 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getLayer()

int eve::graphics::Renderable3D::getLayer ( )

Return this renderable's camera-culling layer.

在文件 Renderable3D.cpp 第 340 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getMaterial()

Material * eve::graphics::Renderable3D::getMaterial ( )

@ownership Returns a borrowed material. @lifetime Valid while its Graphics resource is live.

在文件 Renderable3D.cpp 第 50 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getMesh()

Mesh * eve::graphics::Renderable3D::getMesh ( )

Main (non-part) mesh attached via setMesh; nullptr when unset.

@ownership Returns a borrowed mesh. @lifetime Valid while its Graphics resource is live.

在文件 Renderable3D.cpp 第 36 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getMeshLodCount()

int eve::graphics::Renderable3D::getMeshLodCount ( )

在文件 Renderable3D.cpp 第 243 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getMeshLodCullDistance()

float eve::graphics::Renderable3D::getMeshLodCullDistance ( )

Return the mesh LOD culling distance; zero means disabled.

在文件 Renderable3D.cpp 第 332 行定义.

◆ getMeshLodLevelAtDistance()

int eve::graphics::Renderable3D::getMeshLodLevelAtDistance ( float  distance)

在文件 Renderable3D.cpp 第 245 行定义.

引用了 distance.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getMeshLodRendererState()

int eve::graphics::Renderable3D::getMeshLodRendererState ( int  index,
int  field 
)

Return one LOD renderer policy field, or -1 for an invalid level/field.

在文件 Renderable3D.cpp 第 290 行定义.

引用了 index, mr , 以及 state.

◆ getMeshLodSecondaryLevelAtDistance()

int eve::graphics::Renderable3D::getMeshLodSecondaryLevelAtDistance ( float  distance)

Return secondary LOD selected for a fade, or -1 for cull/no secondary.

在文件 Renderable3D.cpp 第 322 行定义.

引用了 distance, secondary , 以及 weight.

◆ getMeshLodSecondaryWeightAtDistance()

float eve::graphics::Renderable3D::getMeshLodSecondaryWeightAtDistance ( float  distance)

Return secondary LOD weight in [0,1].

在文件 Renderable3D.cpp 第 327 行定义.

引用了 distance, secondary , 以及 weight.

◆ getParallaxMaxLayers()

float eve::graphics::Renderable3D::getParallaxMaxLayers ( )

在文件 Renderable3D.cpp 第 166 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getParallaxMinLayers()

float eve::graphics::Renderable3D::getParallaxMinLayers ( )

在文件 Renderable3D.cpp 第 164 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getParallaxScale()

float eve::graphics::Renderable3D::getParallaxScale ( )

在文件 Renderable3D.cpp 第 162 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getPartCount()

int eve::graphics::Renderable3D::getPartCount ( )

在文件 Renderable3D.cpp 第 103 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getPartMaterial()

Material * eve::graphics::Renderable3D::getPartMaterial ( int  index)

在文件 Renderable3D.cpp 第 117 行定义.

引用了 index , 以及 mr.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getPartMesh()

Mesh * eve::graphics::Renderable3D::getPartMesh ( int  index)

在文件 Renderable3D.cpp 第 111 行定义.

引用了 index , 以及 mr.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getPartName()

std::string eve::graphics::Renderable3D::getPartName ( int  index)

在文件 Renderable3D.cpp 第 105 行定义.

引用了 index , 以及 mr.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getPartSortPriority()

int eve::graphics::Renderable3D::getPartSortPriority ( int  index)

Return the effective per-part or Material transparent sort priority.

在文件 Renderable3D.cpp 第 87 行定义.

引用了 index , 以及 mr.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getReflectionCaptureMask()

int eve::graphics::Renderable3D::getReflectionCaptureMask ( )

Return the reflection-probe capture bit mask.

在文件 Renderable3D.cpp 第 174 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getRoughness()

float eve::graphics::Renderable3D::getRoughness ( )
inline

Return the field-backed material roughness.

在文件 RenderSystem3D.h 第 420 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getTexCellBombRotation()

float eve::graphics::Renderable3D::getTexCellBombRotation ( )

在文件 Renderable3D.cpp 第 150 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getTexCellBombScale()

float eve::graphics::Renderable3D::getTexCellBombScale ( )

在文件 Renderable3D.cpp 第 146 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getTexCellBombStrength()

float eve::graphics::Renderable3D::getTexCellBombStrength ( )

在文件 Renderable3D.cpp 第 148 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getTintB()

float eve::graphics::Renderable3D::getTintB ( )
inline

Return the field-backed material tint blue channel.

在文件 RenderSystem3D.h 第 418 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getTintG()

float eve::graphics::Renderable3D::getTintG ( )
inline

Return the field-backed material tint green channel.

在文件 RenderSystem3D.h 第 416 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getTintR()

float eve::graphics::Renderable3D::getTintR ( )
inline

Return the field-backed material tint red channel.

在文件 RenderSystem3D.h 第 414 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getVisible()

bool eve::graphics::Renderable3D::getVisible ( )
inline

Return whether this renderable participates in scene rendering.

在文件 RenderSystem3D.h 第 441 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ getXRayHighlight()

bool eve::graphics::Renderable3D::getXRayHighlight ( )

在文件 Renderable3D.cpp 第 58 行定义.

◆ getXRayShader()

Shader * eve::graphics::Renderable3D::getXRayShader ( )

@ownership Returns a borrowed shader. @lifetime Valid while its Graphics resource is live.

在文件 Renderable3D.cpp 第 54 行定义.

◆ getYaw()

float eve::graphics::Renderable3D::getYaw ( )

在文件 Renderable3D.cpp 第 25 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ release()

void eve::graphics::Renderable3D::release ( )
inlineoverride

Entity.

Release.

在文件 RenderSystem3D.h 第 210 行定义.

◆ setCamera()

void eve::graphics::Renderable3D::setCamera ( Camera3D *  camera)

在文件 Renderable3D.cpp 第 186 行定义.

引用了 camera.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setCastOcclusion()

void eve::graphics::Renderable3D::setCastOcclusion ( bool  cast)

在文件 Renderable3D.cpp 第 182 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setCastShadow()

void eve::graphics::Renderable3D::setCastShadow ( bool  cast)

在文件 Renderable3D.cpp 第 178 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setCustomLightProbe()

Result< void > eve::graphics::Renderable3D::setCustomLightProbe ( float  r,
float  g,
float  b 
)

Supply baked diffuse irradiance for LOD levels using CustomProvided light probes.

在文件 Renderable3D.cpp 第 342 行定义.

引用了 b, eve::Diagnostic::error(), eve::Result< T >::failure(), g, eve::InvalidArgument, r , 以及 eve::Result< T >::success().

◆ setCustomLightProbeCoefficient()

Result< void > eve::graphics::Renderable3D::setCustomLightProbeCoefficient ( int  coefficient,
float  r,
float  g,
float  b 
)

Set one L0..L2 RGB spherical-harmonic coefficient for CustomProvided mode.

在文件 Renderable3D.cpp 第 353 行定义.

引用了 b, eve::Diagnostic::error(), eve::Result< T >::failure(), g, eve::InvalidArgument, r , 以及 eve::Result< T >::success().

◆ setHair()

void eve::graphics::Renderable3D::setHair ( bool  hair)

◆ setHeightTexture()

void eve::graphics::Renderable3D::setHeightTexture ( Texture *  texture)

Height map for parallax (R channel; white = raised). nullptr disables sampling.

在文件 Renderable3D.cpp 第 44 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setInstanceRange()

Result< void > eve::graphics::Renderable3D::setInstanceRange ( const MeshInstanceRange &  range)

Atomically set static instance range and bounds; render/update thread only. @ownership Metadata is copied into MeshRenderer; no caller references are retained.

Requires one custom-shader mesh without skinning, LOD, hair, shadow or occlusion casting. Mutate outside render traversal; no callbacks are invoked.

返回
Validation failure leaves the previous range unchanged. Actual GPU buffer

length is checked at submission, including after shader resource replacement.

在文件 RenderableInstances.cpp 第 19 行定义.

引用了 mr, range, eve::Result< T >::success(), valid, eve::graphics::detail::validateInstancedRenderable() , 以及 eve::graphics::validateMeshInstanceRange().

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setLayer()

void eve::graphics::Renderable3D::setLayer ( int  layer)

Assign this renderable to a camera-culling layer in [0,31].

在文件 Renderable3D.cpp 第 334 行定义.

引用了 EV_PARAM_CHECK , 以及 layer.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setMaterial()

void eve::graphics::Renderable3D::setMaterial ( Material *  material)

Attach a Material that packages shading method + surface params.

在文件 Renderable3D.cpp 第 48 行定义.

引用了 material.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings() , 以及 eve::weather::Weather::init().

◆ setMesh()

void eve::graphics::Renderable3D::setMesh ( Mesh *  mesh)

◆ setMeshLod()

void eve::graphics::Renderable3D::setMeshLod ( int  index,
Mesh *  mesh,
float  switchDistance = 0.f 
)

Configure geometric LOD. index 0 = highest detail. For index > 0, switchDistance is the camera distance that selects this level (stored in lodDistances[index-1]). Passing nullptr mesh clears that slot.

在文件 Renderable3D.cpp 第 188 行定义.

引用了 index, eve::graphics::Renderable3D::MeshRenderer::kMaxLodLevels, mesh , 以及 mr.

被这些函数引用 eve::graphics::hair::configureCardLod(), eve::procgen::Procgen::configureGtsTerrainTileLods() , 以及 eve::graphics::detail::exposeRenderable3DBindings().

◆ setMeshLodCullDistance()

void eve::graphics::Renderable3D::setMeshLodCullDistance ( float  distance)

Set the distance that culls the whole mesh LOD chain; zero disables culling.

在文件 Renderable3D.cpp 第 233 行定义.

引用了 distance.

被这些函数引用 eve::procgen::Procgen::configureGtsTerrainTileLods().

◆ setMeshLodFadePolicy()

Result< void > eve::graphics::Renderable3D::setMeshLodFadePolicy ( int  mode,
bool  animate,
float  duration 
)

Configure Unity LODFadeMode and deterministic time-driven transitions.

在文件 Renderable3D.cpp 第 280 行定义.

引用了 duration, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::InvalidArgument, mr , 以及 eve::Result< T >::success().

◆ setMeshLodFadeWidth()

Result< void > eve::graphics::Renderable3D::setMeshLodFadeWidth ( int  index,
float  width 
)

◆ setMeshLodRendererState()

Result< void > eve::graphics::Renderable3D::setMeshLodRendererState ( int  index,
int  skinQuality,
int  shadowCastingMode,
bool  receiveShadows,
int  motionVectorMode,
bool  skinnedMotionVectors,
int  lightProbeUsage,
int  reflectionProbeUsage 
)

Set one LOD's Pcg-compatible renderer policy using Unity enum numeric values.

在文件 Renderable3D.cpp 第 248 行定义.

引用了 eve::Diagnostic::error(), eve::Result< T >::failure(), index, eve::InvalidArgument, eve::graphics::Renderable3D::MeshRenderer::kMaxLodLevels, lightProbeUsage, state , 以及 eve::Result< T >::success().

◆ setMetallic()

void eve::graphics::Renderable3D::setMetallic ( float  metallic)

在文件 Renderable3D.cpp 第 135 行定义.

引用了 metallic.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setNormalTexture()

void eve::graphics::Renderable3D::setNormalTexture ( Texture *  texture)

在文件 Renderable3D.cpp 第 40 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setPackedNormalMask()

void eve::graphics::Renderable3D::setPackedNormalMask ( bool  enabled)

Enable RG normal XY, B AO and A smoothness interpretation for the normal texture.

在文件 Renderable3D.cpp 第 42 行定义.

引用了 enabled.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setParallax()

void eve::graphics::Renderable3D::setParallax ( float  scale,
float  minLayers = 8.f,
float  maxLayers = 32.f 
)

Parallax occlusion mapping. scale 0 disables (default). Typical scale 0.02..0.08. Requires a height texture via setHeightTexture.

在文件 Renderable3D.cpp 第 152 行定义.

引用了 mr , 以及 scale.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setPart()

void eve::graphics::Renderable3D::setPart ( int  index,
const std::string &  name,
Mesh *  mesh,
Material *  material 
)

Bind a named mesh+material part (e.g. Assimp submesh / body region). index 0..kMaxParts-1. Passing nullptr mesh clears that slot and trims partCount.

在文件 Renderable3D.cpp 第 60 行定义.

引用了 index, eve::graphics::Renderable3D::MeshRenderer::kMaxParts, material, mesh, mr , 以及 name.

被这些函数引用 eve::avatar::AvatarInstance::bindSkinnedPart(), eve::avatar::AvatarInstance::defineEquipmentSkinnedVisual3D(), eve::graphics::detail::exposeRenderable3DBindings(), eve::avatar::AvatarInstance::syncEquipmentAppearance() , 以及 eve::avatar::AvatarInstance::unbindSkinnedPart().

◆ setPartSortPriority()

void eve::graphics::Renderable3D::setPartSortPriority ( int  index,
int  priority 
)

Override transparent sorting for one part without mutating its shared Material.

在文件 Renderable3D.cpp 第 73 行定义.

引用了 index, eve::graphics::Renderable3D::MeshRenderer::kMaxParts, mr , 以及 priority.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings() , 以及 eve::avatar::AvatarInstance::syncEquipmentAppearance().

◆ setPosition()

void eve::graphics::Renderable3D::setPosition ( float  x,
float  y,
float  z 
)

◆ setReceiveLight()

void eve::graphics::Renderable3D::setReceiveLight ( bool  receive)

在文件 Renderable3D.cpp 第 176 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setReceiveShadow()

void eve::graphics::Renderable3D::setReceiveShadow ( bool  receive)

在文件 Renderable3D.cpp 第 180 行定义.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setReflectionCaptureMask()

void eve::graphics::Renderable3D::setReflectionCaptureMask ( int  mask)

Set the bit mask used to include this object in reflection-probe captures.

在文件 Renderable3D.cpp 第 170 行定义.

引用了 mask.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setRotation()

void eve::graphics::Renderable3D::setRotation ( float  yaw,
float  pitch,
float  roll 
)

在文件 Renderable3D.cpp 第 16 行定义.

引用了 pitch, roll, t , 以及 yaw.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setRoughness()

void eve::graphics::Renderable3D::setRoughness ( float  roughness)

在文件 Renderable3D.cpp 第 137 行定义.

引用了 roughness.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setScale()

void eve::graphics::Renderable3D::setScale ( float  sx,
float  sy,
float  sz 
)

在文件 Renderable3D.cpp 第 27 行定义.

引用了 sx, sy, sz , 以及 t.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings() , 以及 eve::hd2d::Sprite3D::setSize().

◆ setShader()

void eve::graphics::Renderable3D::setShader ( Shader *  shader)

在文件 Renderable3D.cpp 第 46 行定义.

引用了 shader.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setTexCellBomb()

void eve::graphics::Renderable3D::setTexCellBomb ( float  cellScale,
float  strength,
float  rotAmount = 1.f 
)

Texture cell bombing — random per-cell UV offset/rotation blended across a 2×2 neighborhood to hide tiling. strength 0 disables (default).

在文件 Renderable3D.cpp 第 139 行定义.

引用了 mr , 以及 strength.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().

◆ setTexture()

void eve::graphics::Renderable3D::setTexture ( Texture *  texture)

◆ setTint()

void eve::graphics::Renderable3D::setTint ( float  r,
float  g,
float  b,
float  a = 1.f 
)

◆ setVisible()

◆ setXRayHighlight()

void eve::graphics::Renderable3D::setXRayHighlight ( bool  on)

When true, this entity is an X-ray target: its G-buffer pixels are replaced by occluders and it is redrawn with xrayShader so the part hidden behind buildings shows as a highlight silhouette (visible parts stay normal).

在文件 Renderable3D.cpp 第 56 行定义.

◆ setXRayShader()

void eve::graphics::Renderable3D::setXRayShader ( Shader *  shader)

Attach an X-ray mesh shader (see Shader::setXray) for occluded silhouettes.

在文件 Renderable3D.cpp 第 52 行定义.

引用了 shader.

◆ setYaw()

void eve::graphics::Renderable3D::setYaw ( float  yaw)

在文件 Renderable3D.cpp 第 23 行定义.

引用了 yaw.

被这些函数引用 eve::graphics::detail::exposeRenderable3DBindings().


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