主题
EngineInterface.Urho3DInterface
IUrho3DInterfaceCaller 双端
命名空间 EngineInterface.Urho3DInterface
csharp
public interface IUrho3DInterfaceCaller属性
Api 双端
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static IUrho3DInterfaceCaller Api { get; }Instance 双端
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static IUrho3DInterfaceCaller? Instance { get; set; }方法
TypeOfObject 双端
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NativePtr TypeOfObject(string type)CreateObject 双端
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NativePtr CreateObject(string type)ObjectAddRef 双端
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void ObjectAddRef(NativePtr objectPtr)ObjectReleaseRef 双端
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void ObjectReleaseRef(NativePtr objectPtr)CreateNode 双端
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ulong CreateNode()DestoryNode 双端
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void DestoryNode(ulong node)NodePtrToHandle 双端
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ulong NodePtrToHandle(NativePtr node)ActorGetNode 仅客户端
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ulong ActorGetNode(int actorId)NodeGetId 双端
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uint NodeGetId(ulong node)NodeIsReplicated 双端
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bool NodeIsReplicated(ulong node)NodeGetEnabled 双端
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bool NodeGetEnabled(ulong node)NodeSetEnabled 双端
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void NodeSetEnabled(ulong node, bool enabled)NodeSetPosition 双端
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void NodeSetPosition(ulong node, Vector3 position)NodeGetPosition 双端
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Vector3 NodeGetPosition(ulong node)NodeSetWorldPosition 双端
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void NodeSetWorldPosition(ulong node, Vector3 position)NodeGetWorldPosition 双端
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Vector3 NodeGetWorldPosition(ulong node)NodeSetRotation 双端
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void NodeSetRotation(ulong node, Quaternion rotation)NodeGetRotation 双端
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Quaternion NodeGetRotation(ulong node)NodeSetWorldRotation 双端
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void NodeSetWorldRotation(ulong node, Quaternion rotation)NodeGetWorldRotation 双端
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Quaternion NodeGetWorldRotation(ulong node)NodeGetScale 双端
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Vector3 NodeGetScale(ulong node)NodeSetScale 双端
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void NodeSetScale(ulong node, Vector3 scale)NodeCreateComponent 双端
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NativePtr NodeCreateComponent(ulong node, UTF8String type, int replication)NodeAddComponent 双端
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void NodeAddComponent(ulong node, NativePtr component, int replication)NodeAddChild 双端
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void NodeAddChild(ulong node, ulong child, int replication)NodeCreateChild 双端
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ulong NodeCreateChild(ulong node, int replication)NodeGetComponent 双端
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NativePtr NodeGetComponent(ulong node, UTF8String type)NodeRemoveComponent 双端
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void NodeRemoveComponent(ulong node, NativePtr component)NodeGetScene 双端
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NativePtr NodeGetScene(ulong node)SceneAddNode 双端
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void SceneAddNode(NativePtr scene, ulong node, int syncMode)SceneIsReplicated 双端
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bool SceneIsReplicated(NativePtr scene)SceneGraphPublish 双端
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bool SceneGraphPublish(NativePtr scene, int sceneGraphId, int playerId)SetLightUnitBoundScene 双端
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void SetLightUnitBoundScene(NativePtr scene, int unitId)把一个 LightUnit(PropertyObject 底层 light unit)绑定到一个场景;scene 传 default 表示解绑。
SceneGraphUnpublish 双端
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bool SceneGraphUnpublish(int sceneGraphId, int playerId)SceneGraphUnpublishAll 双端
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void SceneGraphUnpublishAll(int sceneGraphId)ComponentGetNode 双端
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ulong ComponentGetNode(NativePtr component)ComponentGetId 双端
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uint ComponentGetId(NativePtr component)ComponentIsReplicated 双端
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bool ComponentIsReplicated(NativePtr component)ComponentSetEnabled 双端
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void ComponentSetEnabled(NativePtr component, bool enabled)ComponentGetEnabled 双端
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bool ComponentGetEnabled(NativePtr component)ScriptComponentRegisterFuncStart 双端
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void ScriptComponentRegisterFuncStart(NativePtr scriptSomponent, NativePtr callback)ScriptComponentRegisterFuncDelayedStart 双端
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void ScriptComponentRegisterFuncDelayedStart(NativePtr scriptSomponent, NativePtr callback)ScriptComponentRegisterFuncStop 双端
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void ScriptComponentRegisterFuncStop(NativePtr scriptSomponent, NativePtr callback)ScriptComponentRegisterFuncUpdate 双端
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void ScriptComponentRegisterFuncUpdate(NativePtr scriptSomponent, NativePtr callback)ScriptComponentRegisterFuncPostUpdate 双端
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void ScriptComponentRegisterFuncPostUpdate(NativePtr scriptSomponent, NativePtr callback)ScriptComponentRegisterFuncFixedUpdate 双端
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void ScriptComponentRegisterFuncFixedUpdate(NativePtr scriptSomponent, NativePtr callback)ScriptComponentRegisterFuncFixedPostUpdate 双端
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void ScriptComponentRegisterFuncFixedPostUpdate(NativePtr scriptSomponent, NativePtr callback)ScriptComponentRegisterFuncTriggerEnter 双端
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void ScriptComponentRegisterFuncTriggerEnter(NativePtr scriptSomponent, NativePtr callback)ScriptComponentRegisterFuncTriggerStay 双端
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void ScriptComponentRegisterFuncTriggerStay(NativePtr scriptSomponent, NativePtr callback)ScriptComponentRegisterFuncTriggerExit 双端
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void ScriptComponentRegisterFuncTriggerExit(NativePtr scriptSomponent, NativePtr callback)RigidBodyApplyForce 双端
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void RigidBodyApplyForce(NativePtr rigidBody, Vector3 force)RigidBodyApplyForceAtPosition 双端
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void RigidBodyApplyForceAtPosition(NativePtr rigidBody, Vector3 force, Vector3 position)RigidBodyApplyTorque 双端
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void RigidBodyApplyTorque(NativePtr rigidBody, Vector3 torque)RigidBodyApplyImpulse 双端
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void RigidBodyApplyImpulse(NativePtr rigidBody, Vector3 impulse)RigidBodyApplyImpulseAtPosition 双端
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void RigidBodyApplyImpulseAtPosition(NativePtr rigidBody, Vector3 impulse, Vector3 position)RigidBodyApplyTorqueImpulse 双端
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void RigidBodyApplyTorqueImpulse(NativePtr rigidBody, Vector3 torque)RigidBodySetLinearVelocity 双端
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void RigidBodySetLinearVelocity(NativePtr rigidBody, Vector3 linearVelocity)RigidBodyGetLinearVelocity 双端
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Vector3 RigidBodyGetLinearVelocity(NativePtr rigidBody)RigidBodySetAngularVelocity 双端
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void RigidBodySetAngularVelocity(NativePtr rigidBody, Vector3 angularVelocity)RigidBodyGetAngularVelocity 双端
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Vector3 RigidBodyGetAngularVelocity(NativePtr rigidBody)RigidBodySetMass 双端
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void RigidBodySetMass(NativePtr rigidBody, float mass)RigidBodyGetMass 双端
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float RigidBodyGetMass(NativePtr rigidBody)RigidBodySetLinearDamping 双端
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void RigidBodySetLinearDamping(NativePtr rigidBody, float linearDamping)RigidBodyGetLinearDamping 双端
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float RigidBodyGetLinearDamping(NativePtr rigidBody)RigidBodySetAngularDamping 双端
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void RigidBodySetAngularDamping(NativePtr rigidBody, float angularDamping)RigidBodyGetAngularDamping 双端
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float RigidBodyGetAngularDamping(NativePtr rigidBody)RigidBodySetFriction 双端
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void RigidBodySetFriction(NativePtr rigidBody, float friction)RigidBodyGetFriction 双端
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float RigidBodyGetFriction(NativePtr rigidBody)RigidBodySetRollingFriction 双端
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void RigidBodySetRollingFriction(NativePtr rigidBody, float friction)RigidBodyGetRollingFriction 双端
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float RigidBodyGetRollingFriction(NativePtr rigidBody)RigidBodySetRestitution 双端
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void RigidBodySetRestitution(NativePtr rigidBody, float restitution)RigidBodyGetRestitution 双端
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float RigidBodyGetRestitution(NativePtr rigidBody)RigidBodySetUseGravity 双端
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void RigidBodySetUseGravity(NativePtr rigidBody, bool useGravity)RigidBodyGetUseGravity 双端
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bool RigidBodyGetUseGravity(NativePtr rigidBody)RigidBodySetKinematic 双端
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void RigidBodySetKinematic(NativePtr rigidBody, bool kinematic)RigidBodySetTrigger 双端
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void RigidBodySetTrigger(NativePtr rigidBody, bool enable)RigidBodySetCollisionLayer 双端
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void RigidBodySetCollisionLayer(NativePtr rigidBody, uint collisionLayer)RigidBodyGetCollisionLayer 双端
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uint RigidBodyGetCollisionLayer(NativePtr rigidBody)RigidBodySetCollisionMask 双端
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void RigidBodySetCollisionMask(NativePtr rigidBody, uint collisionMask)RigidBodyGetCollisionMask 双端
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uint RigidBodyGetCollisionMask(NativePtr rigidBody)WakeUp 双端
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void WakeUp(NativePtr rigidBody)Sleep 双端
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void Sleep(NativePtr rigidBody)IsSleep 双端
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bool IsSleep(NativePtr rigidBody)RigidBodyGetAngularFactor 双端
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Vector3 RigidBodyGetAngularFactor(NativePtr rigidBody)RigidBodySetAngularFactor 双端
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void RigidBodySetAngularFactor(NativePtr rigidBody, Vector3 factor)RigidBodyGetLinearFactor 双端
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Vector3 RigidBodyGetLinearFactor(NativePtr rigidBody)RigidBodySetLinearFactor 双端
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void RigidBodySetLinearFactor(NativePtr rigidBody, Vector3 factor)RigidBodyGetAngularRestThreshold 双端
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float RigidBodyGetAngularRestThreshold(NativePtr rigidBody)RigidBodySetAngularRestThreshold 双端
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void RigidBodySetAngularRestThreshold(NativePtr rigidBody, float threshold)RigidBodyGetLinearRestThreshold 双端
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float RigidBodyGetLinearRestThreshold(NativePtr rigidBody)RigidBodySetLinearRestThreshold 双端
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void RigidBodySetLinearRestThreshold(NativePtr rigidBody, float threshold)RigidBodyGetAnisotropicFriction 双端
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Vector3 RigidBodyGetAnisotropicFriction(NativePtr rigidBody)RigidBodySetAnisotropicFriction 双端
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void RigidBodySetAnisotropicFriction(NativePtr rigidBody, Vector3 friction)RigidBodyGetCcdMotionThreshold 双端
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float RigidBodyGetCcdMotionThreshold(NativePtr rigidBody)RigidBodySetCcdMotionThreshold 双端
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void RigidBodySetCcdMotionThreshold(NativePtr rigidBody, float threshold)RigidBodyGetCcdRadius 双端
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float RigidBodyGetCcdRadius(NativePtr rigidBody)RigidBodySetCcdRadius 双端
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void RigidBodySetCcdRadius(NativePtr rigidBody, float radius)RigidBodyGetCenterOfMass 双端
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Vector3 RigidBodyGetCenterOfMass(NativePtr rigidBody)RigidBodyGetCollisionEventMode 双端
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int RigidBodyGetCollisionEventMode(NativePtr rigidBody)RigidBodySetCollisionEventMode 双端
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void RigidBodySetCollisionEventMode(NativePtr rigidBody, int mode)RigidBodyGetContactProcessingThreshold 双端
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float RigidBodyGetContactProcessingThreshold(NativePtr rigidBody)RigidBodySetContactProcessingThreshold 双端
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void RigidBodySetContactProcessingThreshold(NativePtr rigidBody, float threshold)RigidBodyGetGravityOverride 双端
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Vector3 RigidBodyGetGravityOverride(NativePtr rigidBody)RigidBodySetGravityOverride 双端
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void RigidBodySetGravityOverride(NativePtr rigidBody, Vector3 gravity)RigidBodyGetPosition 双端
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Vector3 RigidBodyGetPosition(NativePtr rigidBody)RigidBodySetPosition 双端
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void RigidBodySetPosition(NativePtr rigidBody, Vector3 position)RigidBodyGetRotation 双端
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Quaternion RigidBodyGetRotation(NativePtr rigidBody)RigidBodySetRotation 双端
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void RigidBodySetRotation(NativePtr rigidBody, Quaternion rotation)RigidBodyIsActive 双端
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bool RigidBodyIsActive(NativePtr rigidBody)RigidBodyIsKinematic 双端
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bool RigidBodyIsKinematic(NativePtr rigidBody)RigidBodyIsTrigger 双端
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bool RigidBodyIsTrigger(NativePtr rigidBody)RigidBodyGetVelocityAtPoint 双端
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Vector3 RigidBodyGetVelocityAtPoint(NativePtr rigidBody, Vector3 position)RigidBodySetTransform 双端
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void RigidBodySetTransform(NativePtr rigidBody, Vector3 position, Quaternion rotation)RigidBodySetCollisionLayerAndMask 双端
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void RigidBodySetCollisionLayerAndMask(NativePtr rigidBody, uint layer, uint mask)RigidBodyResetForces 双端
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void RigidBodyResetForces(NativePtr rigidBody)RigidBodyDisableMassUpdate 双端
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void RigidBodyDisableMassUpdate(NativePtr rigidBody)RigidBodyEnableMassUpdate 双端
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void RigidBodyEnableMassUpdate(NativePtr rigidBody)RigidBodyReAddBodyToWorld 双端
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void RigidBodyReAddBodyToWorld(NativePtr rigidBody)RigidBodyGetPhysicsWorld 双端
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NativePtr RigidBodyGetPhysicsWorld(NativePtr rigidBody)CollisionShapeGetShapeType 双端
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int CollisionShapeGetShapeType(NativePtr collisionShape)CollisionShapeSetShapeType 双端
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void CollisionShapeSetShapeType(NativePtr collisionShape, int shapeType)CollisionShapeGetSize 双端
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Vector3 CollisionShapeGetSize(NativePtr collisionShape)CollisionShapeSetSize 双端
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void CollisionShapeSetSize(NativePtr collisionShape, Vector3 size)CollisionShapeGetPosition 双端
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Vector3 CollisionShapeGetPosition(NativePtr collisionShape)CollisionShapeSetPosition 双端
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void CollisionShapeSetPosition(NativePtr collisionShape, Vector3 position)CollisionShapeGetRotation 双端
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Quaternion CollisionShapeGetRotation(NativePtr collisionShape)CollisionShapeSetRotation 双端
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void CollisionShapeSetRotation(NativePtr collisionShape, Quaternion rotation)CollisionShapeGetLodLevel 双端
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uint CollisionShapeGetLodLevel(NativePtr collisionShape)CollisionShapeSetLodLevel 双端
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void CollisionShapeSetLodLevel(NativePtr collisionShape, uint lodLevel)CollisionShapeGetMargin 双端
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float CollisionShapeGetMargin(NativePtr collisionShape)CollisionShapeSetMargin 双端
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void CollisionShapeSetMargin(NativePtr collisionShape, float margin)CollisionShapeGetModel 双端
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NativePtr CollisionShapeGetModel(NativePtr collisionShape)CollisionShapeSetModel 双端
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void CollisionShapeSetModel(NativePtr collisionShape, NativePtr model)CollisionShapeSetTransform 双端
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void CollisionShapeSetTransform(NativePtr collisionShape, Vector3 position, Quaternion rotation)CollisionShapeSetBox 双端
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void CollisionShapeSetBox(NativePtr collisionShape, Vector3 size, Vector3 position, Quaternion rotation)CollisionShapeSetSphere 双端
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void CollisionShapeSetSphere(NativePtr collisionShape, float diameter, Vector3 position, Quaternion rotation)CollisionShapeSetCapsule 双端
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void CollisionShapeSetCapsule(NativePtr collisionShape, float diameter, float height, Vector3 position, Quaternion rotation)CollisionShapeSetCylinder 双端
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void CollisionShapeSetCylinder(NativePtr collisionShape, float diameter, float height, Vector3 position, Quaternion rotation)CollisionShapeSetCone 双端
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void CollisionShapeSetCone(NativePtr collisionShape, float diameter, float height, Vector3 position, Quaternion rotation)CollisionShapeSetStaticPlane 双端
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void CollisionShapeSetStaticPlane(NativePtr collisionShape, Vector3 position, Quaternion rotation)CollisionShapeSetTerrain 双端
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void CollisionShapeSetTerrain(NativePtr collisionShape, uint lodLevel)CollisionShapeSetTriangleMesh 双端
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void CollisionShapeSetTriangleMesh(NativePtr collisionShape, NativePtr model, uint lodLevel, Vector3 scale, Vector3 position, Quaternion rotation)CollisionShapeSetConvexHull 双端
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void CollisionShapeSetConvexHull(NativePtr collisionShape, NativePtr model, uint lodLevel, Vector3 scale, Vector3 position, Quaternion rotation)PhysicsWorldRaycast 双端
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PhysicsRaycastResult[] PhysicsWorldRaycast(NativePtr physicsWorld, Vector3 position, Vector3 direction, float maxDistance, uint collisionMask)PhysicsWorldRaycastSingle 双端
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PhysicsRaycastResult? PhysicsWorldRaycastSingle(NativePtr physicsWorld, Vector3 position, Vector3 direction, float maxDistance, uint collisionMask = uint.MaxValue)PhysicsWorldSphereCast 双端
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PhysicsRaycastResult? PhysicsWorldSphereCast(NativePtr physicsWorld, Vector3 origin, float radius, Vector3 direction, float maxDistance, uint collisionMask = uint.MaxValue)PhysicsWorldGetRigidBodies 双端
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NativePtr[] PhysicsWorldGetRigidBodies(NativePtr physicsWorld, Vector3 origion, float radius, uint collisionMask)PhysicsWorldGetRigidBodies 双端
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NativePtr[] PhysicsWorldGetRigidBodies(NativePtr physicsWorld, Vector3 aabbMin, Vector3 aabbMax, uint collisionMask)PhysicsWorldGetGravity 双端
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Vector3 PhysicsWorldGetGravity(NativePtr physicsWorld)PhysicsWorldSetGravity 双端
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void PhysicsWorldSetGravity(NativePtr physicsWorld, Vector3 gravity)PhysicsWorldGetFps 双端
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int PhysicsWorldGetFps(NativePtr physicsWorld)PhysicsWorldSetFps 双端
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void PhysicsWorldSetFps(NativePtr physicsWorld, int fps)PhysicsWorldIsUpdateEnabled 双端
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bool PhysicsWorldIsUpdateEnabled(NativePtr physicsWorld)PhysicsWorldSetUpdateEnabled 双端
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void PhysicsWorldSetUpdateEnabled(NativePtr physicsWorld, bool enabled)PhysicsWorldGetInterpolation 双端
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bool PhysicsWorldGetInterpolation(NativePtr physicsWorld)PhysicsWorldSetInterpolation 双端
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void PhysicsWorldSetInterpolation(NativePtr physicsWorld, bool enabled)PhysicsWorldGetMaxSubSteps 双端
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int PhysicsWorldGetMaxSubSteps(NativePtr physicsWorld)PhysicsWorldSetMaxSubSteps 双端
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void PhysicsWorldSetMaxSubSteps(NativePtr physicsWorld, int num)PhysicsWorldGetNumIterations 双端
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int PhysicsWorldGetNumIterations(NativePtr physicsWorld)PhysicsWorldSetNumIterations 双端
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void PhysicsWorldSetNumIterations(NativePtr physicsWorld, int num)PhysicsWorldGetSplitImpulse 双端
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bool PhysicsWorldGetSplitImpulse(NativePtr physicsWorld)PhysicsWorldSetSplitImpulse 双端
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void PhysicsWorldSetSplitImpulse(NativePtr physicsWorld, bool enabled)PhysicsWorldGetInternalEdge 双端
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bool PhysicsWorldGetInternalEdge(NativePtr physicsWorld)PhysicsWorldSetInternalEdge 双端
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void PhysicsWorldSetInternalEdge(NativePtr physicsWorld, bool enabled)PhysicsWorldGetMaxNetworkAngularVelocity 双端
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float PhysicsWorldGetMaxNetworkAngularVelocity(NativePtr physicsWorld)PhysicsWorldSetMaxNetworkAngularVelocity 双端
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void PhysicsWorldSetMaxNetworkAngularVelocity(NativePtr physicsWorld, float velocity)PhysicsWorldDrawDebugGeometry 双端
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void PhysicsWorldDrawDebugGeometry(NativePtr physicsWorld, bool depthTest)PhysicsWorldUpdate 双端
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void PhysicsWorldUpdate(NativePtr physicsWorld, float timeStep)PhysicsWorldUpdateCollisions 双端
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void PhysicsWorldUpdateCollisions(NativePtr physicsWorld)PhysicsWorldRaycastSegmented 双端
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PhysicsRaycastResult? PhysicsWorldRaycastSegmented(NativePtr physicsWorld, Vector3 position, Vector3 direction, float maxDistance, float segmentDistance, uint collisionMask, float overlapDistance)PhysicsWorldConvexCast 双端
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PhysicsRaycastResult? PhysicsWorldConvexCast(NativePtr physicsWorld, NativePtr shape, Vector3 startPos, Quaternion startRot, Vector3 endPos, Quaternion endRot, uint collisionMask)PhysicsWorldGetCollidingBodies 双端
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NativePtr[] PhysicsWorldGetCollidingBodies(NativePtr physicsWorld, NativePtr body)ShaderPropertyToID 双端
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uint ShaderPropertyToID(string propertyName)ShaderFind 双端
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NativePtr ShaderFind(UTF8String shaderPath)ShaderGetPath 双端
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UTF8String ShaderGetPath(NativePtr shader)MaterialSetShader 双端
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void MaterialSetShader(NativePtr material, NativePtr shader)MaterialGetShader 双端
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NativePtr MaterialGetShader(NativePtr material)MaterialSetFloat 双端
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void MaterialSetFloat(NativePtr material, uint propertyId, float value)MaterialGetFloat 双端
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float MaterialGetFloat(NativePtr material, uint propertyId)MaterialSetVector 双端
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void MaterialSetVector(NativePtr material, uint propertyId, Vector4 value)MaterialGetVector 双端
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Vector4 MaterialGetVector(NativePtr material, uint propertyId)MaterialSetColor 双端
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void MaterialSetColor(NativePtr material, uint propertyId, short R, short G, short B, short A)MaterialGetColor 双端
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(short R, short G, short B, short A) MaterialGetColor(NativePtr material, uint propertyId)MaterialSetStencilState 双端
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void MaterialSetStencilState(NativePtr material, StencilState stencilState)MaterialGetStencilState 双端
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StencilState MaterialGetStencilState(NativePtr material)MaterialSetCullMode 双端
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void MaterialSetCullMode(NativePtr material, CullMode cullMode)MaterialGetCullMode 双端
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CullMode MaterialGetCullMode(NativePtr material)MaterialSetFillMode 双端
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void MaterialSetFillMode(NativePtr material, FillMode fillMode)MaterialGetFillMode 双端
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FillMode MaterialGetFillMode(NativePtr material)MaterialSetRenderOrder 双端
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void MaterialSetRenderOrder(NativePtr material, uint renderOrder)MaterialGetRenderOrder 双端
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uint MaterialGetRenderOrder(NativePtr material)MaterialSetShaderPassEnabled 双端
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void MaterialSetShaderPassEnabled(NativePtr material, UTF8String passName, bool enabled)MaterialSetShaderPassDepthWrite 双端
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void MaterialSetShaderPassDepthWrite(NativePtr material, string passName, bool depthWrite)MaterialSetShaderPassColorWrite 双端
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void MaterialSetShaderPassColorWrite(NativePtr material, string passName, bool colorWrite)StaticMeshComponentSetMesh 双端
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void StaticMeshComponentSetMesh(NativePtr component, NativePtr mesh)StaticMeshComponentRenderDebugNormals 双端
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NativePtr StaticMeshComponentRenderDebugNormals(NativePtr component, float length, NativePtr render)DebugRenderAddStaticMesh 双端
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void DebugRenderAddStaticMesh(NativePtr debug, NativePtr component, float length)DebugRenderRemoveStaticMesh 双端
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void DebugRenderRemoveStaticMesh(NativePtr debug, NativePtr component)StaticMeshComponentGetMesh 双端
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NativePtr StaticMeshComponentGetMesh(NativePtr component)StaticMeshComponentSetMaterial 双端
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void StaticMeshComponentSetMaterial(NativePtr component, NativePtr material)StaticMeshComponentGetMaterial 双端
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NativePtr StaticMeshComponentGetMaterial(NativePtr component)StaticMeshComponentSetMaterials 双端
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void StaticMeshComponentSetMaterials(NativePtr component, NativePtr[] materials)StaticMeshComponentGetMaterials 双端
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NativePtr[] StaticMeshComponentGetMaterials(NativePtr component)PlaneClippingShapeSetCircle 双端
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void PlaneClippingShapeSetCircle(NativePtr component, Vector3 center, float radius)PlaneClippingShapeSetRect 双端
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void PlaneClippingShapeSetRect(NativePtr component, Vector3 min, Vector3 max)TerrainGetMaterials 双端
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NativePtr[] TerrainGetMaterials()ResourceCacheGetResource 双端
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NativePtr ResourceCacheGetResource(string type, string path)PrefabGet 双端
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NativePtr PrefabGet(string path)PrefabCreateInstance 双端
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ulong PrefabCreateInstance(NativePtr prefab, ulong parent)Create a prefab instance as a child of . The instance is AddChild'd to in native code before returning, so the parent's children_ container holds a SharedPtr that keeps the Node alive. Without a parent, the prefab's local SharedPtr would destruct and free the Node before the caller could use it.
PrefabCreatePhysicsInstance 双端
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ulong PrefabCreatePhysicsInstance(NativePtr prefab, ulong parent)Create a prefab physics instance as a child of . Same lifecycle contract as UInt64).
NodeCreateChild 双端
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ulong NodeCreateChild(ulong node, UTF8String name, int replication)NodeGetName 双端
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UTF8String NodeGetName(ulong node)NodeRemoveChild 仅客户端
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void NodeRemoveChild(ulong node, ulong child)NodeSetName 仅客户端
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void NodeSetName(ulong node, UTF8String name)NodeGetParent 仅客户端
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ulong NodeGetParent(ulong node)NodeGetChild 仅客户端
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ulong NodeGetChild(ulong node, UTF8String name, bool recursive)NodeGetChildAtIndex 仅客户端
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ulong NodeGetChildAtIndex(ulong node, int index)NodeGetNumChildren 仅客户端
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int NodeGetNumChildren(ulong node)BlendMode 双端
命名空间 EngineInterface.Urho3DInterface.Graphics
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public enum BlendModeBlending mode.
枚举值
ReplaceAddMultiplyAlphaAddAlphaPremulAlphaInvdestAlphaSubtractSubtractAlpha
CompareMode 双端
命名空间 EngineInterface.Urho3DInterface.Graphics
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public enum CompareModeDepth or stencil compare mode.
枚举值
AlwaysEqualNotEqualLessLessEqualGreaterGreaterEqual
CullMode 双端
命名空间 EngineInterface.Urho3DInterface.Graphics
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public enum CullModeCulling mode.
枚举值
NoneCCWCW
FillMode 双端
命名空间 EngineInterface.Urho3DInterface.Graphics
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public enum FillModeFill mode.
枚举值
SolidWireframePoint
PrimitiveType 双端
命名空间 EngineInterface.Urho3DInterface.Graphics
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public enum PrimitiveTypePrimitive type.
枚举值
TriangleListLineListPointListTriangleStripLineStripTriangleFan
StencilOp 双端
命名空间 EngineInterface.Urho3DInterface.Graphics
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public enum StencilOpStencil operation.
枚举值
KeepZeroRefIncrDecr
StencilState 双端
命名空间 EngineInterface.Urho3DInterface.Graphics
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public struct StencilStateStencil state
构造函数
StencilState 双端
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public StencilState()属性
StencilTest 双端
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public bool StencilTest { get; set; }StencilCompare 双端
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public CompareMode StencilCompare { get; set; }StencilRef 双端
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public int StencilRef { get; set; }PassOp 双端
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public StencilOp PassOp { get; set; }StencilReadMask 双端
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public uint StencilReadMask { get; set; }StencilWriteMask 双端
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public uint StencilWriteMask { get; set; }字段
Default 双端
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public static readonly StencilState DefaultTextureUnit 双端
命名空间 EngineInterface.Urho3DInterface.Graphics
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public enum TextureUnitTexture units.
枚举值
Diffuse = 0PBRAlbedo = 0— For PBR Albedo mapNormal = 1— Shared by both traditional and PBR materialsSpecular = 2PBRMetalnessR_RoughnessG = 2— For PBR Metalness in R channel and Roughness in G channelEmissive = 3— Shared by both traditional and PBR materialsEnvironment = 4PBRIrradianceMap = 4— For PBR Irradiance mapEnvironmentSpecular = 5PBRRadianceMap = 5— For PBR Radiance mapPBRAmbientOcclusionMap = 14— For PBR Ambient Occlusion mapLightMap = 16
WrapMode 双端
命名空间 EngineInterface.Urho3DInterface.Graphics
csharp
public enum WrapModeAnimation wrap mode.
枚举值
LoopOnceClamp