Angulos
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Angulos._3d.Components.RenderComponents.IRenderComponent Interface Reference
Inheritance diagram for Angulos._3d.Components.RenderComponents.IRenderComponent:
Angulos._3d.Components.IAngulosComponent Angulos._3d.Components.RenderComponents.RigidRenderComponent

Public Member Functions

void UpdateCommandBufferRecorder ()
 Called to update (rerecord) a command buffer for the renderer to use.
void OnRendererInitialized ()
 Called when the renderer is initialized but nothing is rendered yet. (e.g) loading textures.
void OnObjectRenderInitialized ()
 Called when this object is created and the renderer is ready to use it. This is as oppose to the constructor, which is called when the object is created but the renderer is not ready yet to use it.
Public Member Functions inherited from Angulos._3d.Components.IAngulosComponent
void Start ()
 Start the work.
void Disable ()
 Pause the work.
void TickCall ()
 Called every frame.
void UpdateCall ()
 Called every [UpdateTiming] frames.
void ParentMeshUpdate ()
 Called when a the parent mesh changes.
void Destroy ()
 Permanently remove the component/clean up.
void FrameIndependentUpdate ()
 Called every [FrameIndependentUpdateTiming] units of time. Will be constant, even if a the renderer is frozen. This should not be overused.

Additional Inherited Members

Properties inherited from Angulos._3d.Components.IAngulosComponent
ushort calls [get, set]
 You shouldn't change this. You can, but it will affect the timing of the UpdateCall call. Just remove the throw new NotImplementedException() in the getter.
bool Working [get, set]
 If the component is currently working.
ushort UpdateTiming [get, set]
 The number of calls to do before executing Update. 2 means Tick will be called 2x more than Update.
TimeSpan FrameIndependentUpdateTiming [get, set]
 The time between each call of the FrameIndependentUpdate method. Measured in actual time, not loops.
SimulatedObject Parent [get, set]
 The parent object of the component.
bool HasBeenInitialized [get, set]
 If the component has been initialized. If false, the ECS will call Start() on the component.
bool EnableFrameIndependentUpdate [get, set]
 If frame independant updates should be performed. This should only be used for time-sensitive components like animation.

Member Function Documentation

◆ OnObjectRenderInitialized()

void Angulos._3d.Components.RenderComponents.IRenderComponent.OnObjectRenderInitialized ( )
abstract

Called when this object is created and the renderer is ready to use it. This is as oppose to the constructor, which is called when the object is created but the renderer is not ready yet to use it.

Implemented in Angulos._3d.Components.RenderComponents.RigidRenderComponent.

◆ OnRendererInitialized()

void Angulos._3d.Components.RenderComponents.IRenderComponent.OnRendererInitialized ( )

Called when the renderer is initialized but nothing is rendered yet. (e.g) loading textures.

Implemented in Angulos._3d.Components.RenderComponents.RigidRenderComponent.

◆ UpdateCommandBufferRecorder()

void Angulos._3d.Components.RenderComponents.IRenderComponent.UpdateCommandBufferRecorder ( )
abstract

Called to update (rerecord) a command buffer for the renderer to use.

Implemented in Angulos._3d.Components.RenderComponents.RigidRenderComponent.


The documentation for this interface was generated from the following file:
  • Sharp/_3d/Components/RenderComponents/IRenderingComponent.cs