M&B: Bannerlord 1.0.0
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TaleWorlds.Engine.Scene Class Reference

Inherits NativeObject.

Public Member Functions

bool IsMultiplayerScene ()
 
string TakePhotoModePicture (bool saveAmbientOcclusionPass, bool savingObjectIdPass, bool saveShadowPass)
 
string GetAllColorGradeNames ()
 
string GetAllFilterNames ()
 
float GetPhotoModeRoll ()
 
bool GetPhotoModeOrbit ()
 
bool GetPhotoModeOn ()
 
void GetPhotoModeFocus (ref float focus, ref float focusStart, ref float focusEnd, ref float exposure, ref bool vignetteOn)
 
int GetSceneColorGradeIndex ()
 
int GetSceneFilterIndex ()
 
string GetLoadingStateName ()
 
void SetPhotoModeRoll (float roll)
 
void SetPhotoModeOrbit (bool orbit)
 
void SetPhotoModeOn (bool on)
 
void SetPhotoModeFocus (float focusStart, float focusEnd, float focus, float exposure)
 
void SetPhotoModeFov (float verticalFov)
 
float GetPhotoModeFov ()
 
void SetPhotoModeVignette (bool vignetteOn)
 
void SetSceneColorGradeIndex (int index)
 
int SetSceneFilterIndex (int index)
 
void SetSceneColorGrade (string textureName)
 
void SetUpgradeLevel (int level)
 
void CreateBurstParticle (int particleId, MatrixFrame frame)
 
float[] GetTerrainHeightData (int nodeXIndex, int nodeYIndex)
 
short[] GetTerrainPhysicsMaterialIndexData (int nodeXIndex, int nodeYIndex)
 
void GetTerrainData (out Vec2i nodeDimension, out float nodeSize, out int layerCount, out int layerVersion)
 
void GetTerrainNodeData (int xIndex, int yIndex, out int vertexCountAlongAxis, out float quadLength, out float minHeight, out float maxHeight)
 
PhysicsMaterial GetTerrainPhysicsMaterialAtLayer (int layerIndex)
 
void SetSceneColorGrade (Scene scene, string textureName)
 
float GetWaterLevel ()
 
bool GetPathBetweenAIFaces (UIntPtr startingFace, UIntPtr endingFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, NavigationPath path)
 
bool GetPathBetweenAIFaces (int startingFace, int endingFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, NavigationPath path)
 
bool GetPathDistanceBetweenAIFaces (int startingAiFace, int endingAiFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, float distanceLimit, out float distance)
 
void GetNavMeshFaceIndex (ref PathFaceRecord record, Vec2 position, bool checkIfDisabled, bool ignoreHeight=false)
 
void GetNavMeshFaceIndex (ref PathFaceRecord record, Vec3 position, bool checkIfDisabled)
 
MetaMesh CreatePathMesh (string baseEntityName, bool isWaterPath)
 
void SetActiveVisibilityLevels (List< String > levelsToActivate)
 
void SetDoNotWaitForLoadingStatesToRender (bool value)
 
MetaMesh CreatePathMesh (IList< GameEntity > pathNodes, bool isWaterPath=false)
 
GameEntity GetEntityWithGuid (string guid)
 
bool IsEntityFrameChanged (string containsName)
 This function checks all the game entities whose names contain the given string, and returns if any of their frames has changed or not. More...
 
void GetTerrainHeightAndNormal (Vec2 position, out float height, out Vec3 normal)
 
int GetFloraInstanceCount ()
 
int GetFloraRendererTextureUsage ()
 
int GetTerrainMemoryUsage ()
 
void StallLoadingRenderingsUntilFurtherNotice ()
 
int GetNavMeshFaceCount ()
 
void ResumeLoadingRenderings ()
 
uint GetUpgradeLevelMask ()
 
void SetUpgradeLevelVisibility (uint mask)
 
void SetUpgradeLevelVisibility (List< string > levels)
 
int GetIdOfNavMeshFace (int faceIndex)
 
void SetClothSimulationState (bool state)
 
void GetNavMeshCenterPosition (int faceIndex, ref Vec3 centerPosition)
 
GameEntity GetFirstEntityWithName (string name)
 
GameEntity GetCampaignEntityWithName (string name)
 
void GetAllEntitiesWithScriptComponent< T > (ref List< GameEntity > entities)
 
GameEntity GetFirstEntityWithScriptComponent< T > ()
 
uint GetUpgradeLevelMaskOfLevelName (string levelName)
 
string GetUpgradeLevelNameOfIndex (int index)
 
int GetUpgradeLevelCount ()
 
float GetWinterTimeFactor ()
 
float GetNavMeshFaceFirstVertexZ (int faceIndex)
 
void SetWinterTimeFactor (float winterTimeFactor)
 
void SetDrynessFactor (float drynessFactor)
 
float GetFog ()
 
void SetFog (float fogDensity, ref Vec3 fogColor, float fogFalloff)
 
void SetFogAdvanced (float fogFalloffOffset, float fogFalloffMinFog, float fogFalloffStartDist)
 
void SetFogAmbientColor (ref Vec3 fogAmbientColor)
 
void SetTemperature (float temperature)
 
void SetHumidity (float humidity)
 
void SetDynamicShadowmapCascadesRadiusMultiplier (float multiplier)
 
void SetEnvironmentMultiplier (bool useMultiplier, float multiplier)
 
void SetSkyRotation (float rotation)
 
void SetSkyBrightness (float brightness)
 
void SetForcedSnow (bool value)
 
void SetSunLight (ref Vec3 color, ref Vec3 direction)
 
void SetSunDirection (ref Vec3 direction)
 
void SetSun (ref Vec3 color, float altitude, float angle, float intensity)
 
void SetSunAngleAltitude (float angle, float altitude)
 
void SetSunSize (float size)
 
void SetSunShaftStrength (float strength)
 
float GetRainDensity ()
 
void SetRainDensity (float density)
 
float GetSnowDensity ()
 
void SetSnowDensity (float density)
 
void AddDecalInstance (Decal decal, string decalSetID, bool deletable)
 
void SetShadow (bool shadowEnabled)
 
int AddPointLight (ref Vec3 position, float radius)
 
int AddDirectionalLight (ref Vec3 position, ref Vec3 direction, float radius)
 
void SetLightPosition (int lightIndex, ref Vec3 position)
 
void SetLightDiffuseColor (int lightIndex, ref Vec3 diffuseColor)
 
void SetLightDirection (int lightIndex, ref Vec3 direction)
 
void SetMieScatterFocus (float strength)
 
void SetMieScatterStrength (float strength)
 
void SetBrightpassThreshold (float threshold)
 
void SetLensDistortion (float amount)
 
void SetHexagonVignetteAlpha (float amount)
 
void SetMinExposure (float minExposure)
 
void SetMaxExposure (float maxExposure)
 
void SetTargetExposure (float targetExposure)
 
void SetMiddleGray (float middleGray)
 
void SetBloomStrength (float bloomStrength)
 
void SetBloomAmount (float bloomAmount)
 
void SetGrainAmount (float grainAmount)
 
GameEntity AddItemEntity (ref MatrixFrame placementFrame, MetaMesh metaMesh)
 
void RemoveEntity (GameEntity entity, int removeReason)
 
bool AttachEntity (GameEntity entity, bool showWarnings=false)
 
void AddEntityWithMesh (Mesh mesh, ref MatrixFrame frame)
 
void AddEntityWithMultiMesh (MetaMesh mesh, ref MatrixFrame frame)
 
void Tick (float dt)
 
void ClearAll ()
 
void SetDefaultLighting ()
 
bool CalculateEffectiveLighting ()
 
bool GetPathDistanceBetweenPositions (ref WorldPosition point0, ref WorldPosition point1, float agentRadius, out float pathDistance)
 
bool IsLineToPointClear (ref WorldPosition position, ref WorldPosition destination, float agentRadius)
 
bool IsLineToPointClear (int startingFace, Vec2 position, Vec2 destination, float agentRadius)
 
Vec2 GetLastPointWithinNavigationMeshForLineToPoint (int startingFace, Vec2 position, Vec2 destination)
 
bool DoesPathExistBetweenFaces (int firstNavMeshFace, int secondNavMeshFace, bool ignoreDisabled)
 
bool GetHeightAtPoint (Vec2 point, BodyFlags excludeBodyFlags, ref float height)
 
Vec3 GetNormalAt (Vec2 position)
 
void GetEntities (ref List< GameEntity > entities)
 
void GetRootEntities (NativeObjectArray entities)
 
int SelectEntitiesInBoxWithScriptComponent< T > (ref Vec3 boundingBoxMin, ref Vec3 boundingBoxMax, GameEntity[] entitiesOutput, UIntPtr[] entityIds)
 
int SelectEntitiesCollidedWith (ref Ray ray, GameEntity[] entitiesOutput, Intersection[] intersectionsOutput, UIntPtr[] entityIds)
 
int GenerateContactsWithCapsule (ref CapsuleData capsule, BodyFlags exclude_flags, Intersection[] intersectionsOutput)
 
void InvalidateTerrainPhysicsMaterials ()
 
void Read (string sceneName)
 
void Read (string sceneName, ref SceneInitializationData initData, string forcedAtmoName="")
 
MatrixFrame ReadAndCalculateInitialCamera ()
 
void OptimizeScene (bool optimizeFlora=true, bool optimizeOro=false)
 
float GetTerrainHeight (Vec2 position, bool checkHoles=true)
 
void CheckResources ()
 
void ForceLoadResources ()
 
void SetDepthOfFieldParameters (float depthOfFieldFocusStart, float depthOfFieldFocusEnd, bool isVignetteOn)
 
void SetDepthOfFieldFocus (float depthOfFieldFocus)
 
void ResetDepthOfFieldParams ()
 
void PreloadForRendering ()
 
void SetColorGradeBlend (string texture1, string texture2, float alpha)
 
float GetGroundHeightAtPosition (Vec3 position, BodyFlags excludeFlags=BodyFlags.CommonCollisionExcludeFlags)
 
float GetGroundHeightAtPositionMT (Vec3 position, BodyFlags excludeFlags=BodyFlags.CommonCollisionExcludeFlags)
 
float GetGroundHeightAtPosition (Vec3 position, out Vec3 normal, BodyFlags excludeFlags=BodyFlags.CommonCollisionExcludeFlags)
 
float GetGroundHeightAtPositionMT (Vec3 position, out Vec3 normal, BodyFlags excludeFlags=BodyFlags.CommonCollisionExcludeFlags)
 
void PauseSceneSounds ()
 
void ResumeSceneSounds ()
 
void FinishSceneSounds ()
 
bool BoxCastOnlyForCamera (Vec3[] boxPoints, Vec3 centerPoint, bool castSupportRay, Vec3 supportRaycastPoint, Vec3 dir, float distance, out float collisionDistance, out Vec3 closestPoint, out GameEntity collidedEntity, bool preFilter=true, bool postFilter=true)
 
bool RayCastForClosestEntityOrTerrain (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out Vec3 closestPoint, out GameEntity collidedEntity, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrainMT (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out Vec3 closestPoint, out GameEntity collidedEntity, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrain (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out GameEntity collidedEntity, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrainMT (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out GameEntity collidedEntity, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrain (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out Vec3 closestPoint, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrainMT (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out Vec3 closestPoint, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrain (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrainMT (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
void ImportNavigationMeshPrefab (string navMeshPrefabName, int navMeshGroupShift)
 
void MarkFacesWithIdAsLadder (int faceGroupId, bool isLadder)
 
void SetAbilityOfFacesWithId (int faceGroupId, bool isEnabled)
 
void SwapFaceConnectionsWithID (int hubFaceGroupID, int toBeSeparatedFaceGroupId, int toBeMergedFaceGroupId)
 
void MergeFacesWithId (int faceGroupId0, int faceGroupId1, int newFaceGroupId)
 
void SeparateFacesWithId (int faceGroupId0, int faceGroupId1)
 
bool IsAnyFaceWithId (int faceGroupId)
 
bool GetNavigationMeshForPosition (ref Vec3 position)
 
bool GetNavigationMeshForPosition (ref Vec3 position, out int faceGroupId, float heightDifferenceLimit=NavMeshHeightLimit)
 
bool DoesPathExistBetweenPositions (WorldPosition position, WorldPosition destination)
 
void EnsurePostfxSystem ()
 
void SetBloom (bool mode)
 
void SetDofMode (bool mode)
 
void SetOcclusionMode (bool mode)
 
void SetExternalInjectionTexture (Texture texture)
 
void SetSunshaftMode (bool mode)
 
Vec3 GetSunDirection ()
 
float GetNorthAngle ()
 
float GetNorthRotation ()
 Returns north angle as a counter-clock wise rotation in radians. More...
 
bool GetTerrainMinMaxHeight (out float minHeight, out float maxHeight)
 
void GetPhysicsMinMax (ref Vec3 min_max)
 
bool IsEditorScene ()
 
void SetMotionBlurMode (bool mode)
 
void SetAntialiasingMode (bool mode)
 
void SetDLSSMode (bool mode)
 
IEnumerable< GameEntityFindEntitiesWithTag (string tag)
 
GameEntity FindEntityWithTag (string tag)
 
GameEntity FindEntityWithName (string name)
 
IEnumerable< GameEntityFindEntitiesWithTagExpression (string expression)
 
int GetSoftBoundaryVertexCount ()
 
int GetHardBoundaryVertexCount ()
 
Vec2 GetSoftBoundaryVertex (int index)
 
Vec2 GetHardBoundaryVertex (int index)
 
Path GetPathWithName (string name)
 
void DeletePathWithName (string name)
 
void AddPath (string name)
 
void AddPathPoint (string name, MatrixFrame frame)
 
void GetBoundingBox (out Vec3 min, out Vec3 max)
 
void SetName (string name)
 
string GetName ()
 
void SetOwnerThread ()
 
Path[] GetPathsWithNamePrefix (string prefix)
 
void SetUseConstantTime (bool value)
 
bool CheckPointCanSeePoint (Vec3 source, Vec3 target, float? distanceToCheck=null)
 
void SetPlaySoundEventsAfterReadyToRender (bool value)
 
void DisableStaticShadows (bool value)
 
Mesh GetSkyboxMesh ()
 
void SetAtmosphereWithName (string name)
 
void FillEntityWithHardBorderPhysicsBarrier (GameEntity entity)
 
void ClearDecals ()
 

Static Public Member Functions

static Scene CreateNewScene (bool initialize_physics=true, bool enable_decals=true, DecalAtlasGroup atlasGroup=0, string sceneName="mono_renderscene")
 

Static Public Attributes

const float AutoClimbHeight = 1.5f
 
const float NavMeshHeightLimit = 1.5f
 
static readonly TWSharedMutex PhysicsAndRayCastLock = new TWSharedMutex()
 

Properties

int RootEntityCount [get]
 
bool HasTerrainHeightmap [get]
 
bool ContainsTerrain [get]
 
float TimeOfDay [get, set]
 
bool IsAtmosphereIndoor [get]
 
Vec3 LastFinalRenderCameraPosition [get]
 
MatrixFrame LastFinalRenderCameraFrame [get]
 
float TimeSpeed [get, set]
 

Member Function Documentation

◆ IsMultiplayerScene()

bool TaleWorlds.Engine.Scene.IsMultiplayerScene ( )

◆ TakePhotoModePicture()

string TaleWorlds.Engine.Scene.TakePhotoModePicture ( bool  saveAmbientOcclusionPass,
bool  savingObjectIdPass,
bool  saveShadowPass 
)

◆ GetAllColorGradeNames()

string TaleWorlds.Engine.Scene.GetAllColorGradeNames ( )

◆ GetAllFilterNames()

string TaleWorlds.Engine.Scene.GetAllFilterNames ( )

◆ GetPhotoModeRoll()

float TaleWorlds.Engine.Scene.GetPhotoModeRoll ( )

◆ GetPhotoModeOrbit()

bool TaleWorlds.Engine.Scene.GetPhotoModeOrbit ( )

◆ GetPhotoModeOn()

bool TaleWorlds.Engine.Scene.GetPhotoModeOn ( )

◆ GetPhotoModeFocus()

void TaleWorlds.Engine.Scene.GetPhotoModeFocus ( ref float  focus,
ref float  focusStart,
ref float  focusEnd,
ref float  exposure,
ref bool  vignetteOn 
)

◆ GetSceneColorGradeIndex()

int TaleWorlds.Engine.Scene.GetSceneColorGradeIndex ( )

◆ GetSceneFilterIndex()

int TaleWorlds.Engine.Scene.GetSceneFilterIndex ( )

◆ GetLoadingStateName()

string TaleWorlds.Engine.Scene.GetLoadingStateName ( )

◆ SetPhotoModeRoll()

void TaleWorlds.Engine.Scene.SetPhotoModeRoll ( float  roll)

◆ SetPhotoModeOrbit()

void TaleWorlds.Engine.Scene.SetPhotoModeOrbit ( bool  orbit)

◆ SetPhotoModeOn()

void TaleWorlds.Engine.Scene.SetPhotoModeOn ( bool  on)

◆ SetPhotoModeFocus()

void TaleWorlds.Engine.Scene.SetPhotoModeFocus ( float  focusStart,
float  focusEnd,
float  focus,
float  exposure 
)

◆ SetPhotoModeFov()

void TaleWorlds.Engine.Scene.SetPhotoModeFov ( float  verticalFov)

◆ GetPhotoModeFov()

float TaleWorlds.Engine.Scene.GetPhotoModeFov ( )

◆ SetPhotoModeVignette()

void TaleWorlds.Engine.Scene.SetPhotoModeVignette ( bool  vignetteOn)

◆ SetSceneColorGradeIndex()

void TaleWorlds.Engine.Scene.SetSceneColorGradeIndex ( int  index)

◆ SetSceneFilterIndex()

int TaleWorlds.Engine.Scene.SetSceneFilterIndex ( int  index)

◆ SetSceneColorGrade() [1/2]

void TaleWorlds.Engine.Scene.SetSceneColorGrade ( string  textureName)

◆ SetUpgradeLevel()

void TaleWorlds.Engine.Scene.SetUpgradeLevel ( int  level)

◆ CreateBurstParticle()

void TaleWorlds.Engine.Scene.CreateBurstParticle ( int  particleId,
MatrixFrame  frame 
)

◆ GetTerrainHeightData()

float[] TaleWorlds.Engine.Scene.GetTerrainHeightData ( int  nodeXIndex,
int  nodeYIndex 
)

◆ GetTerrainPhysicsMaterialIndexData()

short[] TaleWorlds.Engine.Scene.GetTerrainPhysicsMaterialIndexData ( int  nodeXIndex,
int  nodeYIndex 
)

◆ GetTerrainData()

void TaleWorlds.Engine.Scene.GetTerrainData ( out Vec2i  nodeDimension,
out float  nodeSize,
out int  layerCount,
out int  layerVersion 
)

◆ GetTerrainNodeData()

void TaleWorlds.Engine.Scene.GetTerrainNodeData ( int  xIndex,
int  yIndex,
out int  vertexCountAlongAxis,
out float  quadLength,
out float  minHeight,
out float  maxHeight 
)

◆ GetTerrainPhysicsMaterialAtLayer()

PhysicsMaterial TaleWorlds.Engine.Scene.GetTerrainPhysicsMaterialAtLayer ( int  layerIndex)

◆ SetSceneColorGrade() [2/2]

void TaleWorlds.Engine.Scene.SetSceneColorGrade ( Scene  scene,
string  textureName 
)

◆ GetWaterLevel()

float TaleWorlds.Engine.Scene.GetWaterLevel ( )

◆ GetPathBetweenAIFaces() [1/2]

bool TaleWorlds.Engine.Scene.GetPathBetweenAIFaces ( UIntPtr  startingFace,
UIntPtr  endingFace,
Vec2  startingPosition,
Vec2  endingPosition,
float  agentRadius,
NavigationPath  path 
)

◆ GetPathBetweenAIFaces() [2/2]

bool TaleWorlds.Engine.Scene.GetPathBetweenAIFaces ( int  startingFace,
int  endingFace,
Vec2  startingPosition,
Vec2  endingPosition,
float  agentRadius,
NavigationPath  path 
)

◆ GetPathDistanceBetweenAIFaces()

bool TaleWorlds.Engine.Scene.GetPathDistanceBetweenAIFaces ( int  startingAiFace,
int  endingAiFace,
Vec2  startingPosition,
Vec2  endingPosition,
float  agentRadius,
float  distanceLimit,
out float  distance 
)

◆ GetNavMeshFaceIndex() [1/2]

void TaleWorlds.Engine.Scene.GetNavMeshFaceIndex ( ref PathFaceRecord  record,
Vec2  position,
bool  checkIfDisabled,
bool  ignoreHeight = false 
)

◆ GetNavMeshFaceIndex() [2/2]

void TaleWorlds.Engine.Scene.GetNavMeshFaceIndex ( ref PathFaceRecord  record,
Vec3  position,
bool  checkIfDisabled 
)

◆ CreateNewScene()

static Scene TaleWorlds.Engine.Scene.CreateNewScene ( bool  initialize_physics = true,
bool  enable_decals = true,
DecalAtlasGroup  atlasGroup = 0,
string  sceneName = "mono_renderscene" 
)
static

◆ CreatePathMesh() [1/2]

MetaMesh TaleWorlds.Engine.Scene.CreatePathMesh ( string  baseEntityName,
bool  isWaterPath 
)

◆ SetActiveVisibilityLevels()

void TaleWorlds.Engine.Scene.SetActiveVisibilityLevels ( List< String >  levelsToActivate)

◆ SetDoNotWaitForLoadingStatesToRender()

void TaleWorlds.Engine.Scene.SetDoNotWaitForLoadingStatesToRender ( bool  value)

◆ CreatePathMesh() [2/2]

MetaMesh TaleWorlds.Engine.Scene.CreatePathMesh ( IList< GameEntity pathNodes,
bool  isWaterPath = false 
)

◆ GetEntityWithGuid()

GameEntity TaleWorlds.Engine.Scene.GetEntityWithGuid ( string  guid)

◆ IsEntityFrameChanged()

bool TaleWorlds.Engine.Scene.IsEntityFrameChanged ( string  containsName)
Parameters
containsNameOnly entities whose name contains this string will be checked
Returns
true if any of the entities' frame has changed; otherwise, false.

◆ GetTerrainHeightAndNormal()

void TaleWorlds.Engine.Scene.GetTerrainHeightAndNormal ( Vec2  position,
out float  height,
out Vec3  normal 
)

◆ GetFloraInstanceCount()

int TaleWorlds.Engine.Scene.GetFloraInstanceCount ( )

◆ GetFloraRendererTextureUsage()

int TaleWorlds.Engine.Scene.GetFloraRendererTextureUsage ( )

◆ GetTerrainMemoryUsage()

int TaleWorlds.Engine.Scene.GetTerrainMemoryUsage ( )

◆ StallLoadingRenderingsUntilFurtherNotice()

void TaleWorlds.Engine.Scene.StallLoadingRenderingsUntilFurtherNotice ( )

◆ GetNavMeshFaceCount()

int TaleWorlds.Engine.Scene.GetNavMeshFaceCount ( )

◆ ResumeLoadingRenderings()

void TaleWorlds.Engine.Scene.ResumeLoadingRenderings ( )

◆ GetUpgradeLevelMask()

uint TaleWorlds.Engine.Scene.GetUpgradeLevelMask ( )

◆ SetUpgradeLevelVisibility() [1/2]

void TaleWorlds.Engine.Scene.SetUpgradeLevelVisibility ( uint  mask)

◆ SetUpgradeLevelVisibility() [2/2]

void TaleWorlds.Engine.Scene.SetUpgradeLevelVisibility ( List< string >  levels)

◆ GetIdOfNavMeshFace()

int TaleWorlds.Engine.Scene.GetIdOfNavMeshFace ( int  faceIndex)

◆ SetClothSimulationState()

void TaleWorlds.Engine.Scene.SetClothSimulationState ( bool  state)

◆ GetNavMeshCenterPosition()

void TaleWorlds.Engine.Scene.GetNavMeshCenterPosition ( int  faceIndex,
ref Vec3  centerPosition 
)

◆ GetFirstEntityWithName()

GameEntity TaleWorlds.Engine.Scene.GetFirstEntityWithName ( string  name)

◆ GetCampaignEntityWithName()

GameEntity TaleWorlds.Engine.Scene.GetCampaignEntityWithName ( string  name)

◆ GetAllEntitiesWithScriptComponent< T >()

void TaleWorlds.Engine.Scene.GetAllEntitiesWithScriptComponent< T > ( ref List< GameEntity entities)
Type Constraints
T :ScriptComponentBehavior 

◆ GetFirstEntityWithScriptComponent< T >()

GameEntity TaleWorlds.Engine.Scene.GetFirstEntityWithScriptComponent< T > ( )
Type Constraints
T :ScriptComponentBehavior 

◆ GetUpgradeLevelMaskOfLevelName()

uint TaleWorlds.Engine.Scene.GetUpgradeLevelMaskOfLevelName ( string  levelName)

◆ GetUpgradeLevelNameOfIndex()

string TaleWorlds.Engine.Scene.GetUpgradeLevelNameOfIndex ( int  index)

◆ GetUpgradeLevelCount()

int TaleWorlds.Engine.Scene.GetUpgradeLevelCount ( )

◆ GetWinterTimeFactor()

float TaleWorlds.Engine.Scene.GetWinterTimeFactor ( )

◆ GetNavMeshFaceFirstVertexZ()

float TaleWorlds.Engine.Scene.GetNavMeshFaceFirstVertexZ ( int  faceIndex)

◆ SetWinterTimeFactor()

void TaleWorlds.Engine.Scene.SetWinterTimeFactor ( float  winterTimeFactor)

◆ SetDrynessFactor()

void TaleWorlds.Engine.Scene.SetDrynessFactor ( float  drynessFactor)

◆ GetFog()

float TaleWorlds.Engine.Scene.GetFog ( )

◆ SetFog()

void TaleWorlds.Engine.Scene.SetFog ( float  fogDensity,
ref Vec3  fogColor,
float  fogFalloff 
)

◆ SetFogAdvanced()

void TaleWorlds.Engine.Scene.SetFogAdvanced ( float  fogFalloffOffset,
float  fogFalloffMinFog,
float  fogFalloffStartDist 
)

◆ SetFogAmbientColor()

void TaleWorlds.Engine.Scene.SetFogAmbientColor ( ref Vec3  fogAmbientColor)

◆ SetTemperature()

void TaleWorlds.Engine.Scene.SetTemperature ( float  temperature)

◆ SetHumidity()

void TaleWorlds.Engine.Scene.SetHumidity ( float  humidity)

◆ SetDynamicShadowmapCascadesRadiusMultiplier()

void TaleWorlds.Engine.Scene.SetDynamicShadowmapCascadesRadiusMultiplier ( float  multiplier)

◆ SetEnvironmentMultiplier()

void TaleWorlds.Engine.Scene.SetEnvironmentMultiplier ( bool  useMultiplier,
float  multiplier 
)

◆ SetSkyRotation()

void TaleWorlds.Engine.Scene.SetSkyRotation ( float  rotation)

◆ SetSkyBrightness()

void TaleWorlds.Engine.Scene.SetSkyBrightness ( float  brightness)

◆ SetForcedSnow()

void TaleWorlds.Engine.Scene.SetForcedSnow ( bool  value)

◆ SetSunLight()

void TaleWorlds.Engine.Scene.SetSunLight ( ref Vec3  color,
ref Vec3  direction 
)

◆ SetSunDirection()

void TaleWorlds.Engine.Scene.SetSunDirection ( ref Vec3  direction)

◆ SetSun()

void TaleWorlds.Engine.Scene.SetSun ( ref Vec3  color,
float  altitude,
float  angle,
float  intensity 
)

◆ SetSunAngleAltitude()

void TaleWorlds.Engine.Scene.SetSunAngleAltitude ( float  angle,
float  altitude 
)

◆ SetSunSize()

void TaleWorlds.Engine.Scene.SetSunSize ( float  size)

◆ SetSunShaftStrength()

void TaleWorlds.Engine.Scene.SetSunShaftStrength ( float  strength)

◆ GetRainDensity()

float TaleWorlds.Engine.Scene.GetRainDensity ( )

◆ SetRainDensity()

void TaleWorlds.Engine.Scene.SetRainDensity ( float  density)

◆ GetSnowDensity()

float TaleWorlds.Engine.Scene.GetSnowDensity ( )

◆ SetSnowDensity()

void TaleWorlds.Engine.Scene.SetSnowDensity ( float  density)

◆ AddDecalInstance()

void TaleWorlds.Engine.Scene.AddDecalInstance ( Decal  decal,
string  decalSetID,
bool  deletable 
)

◆ SetShadow()

void TaleWorlds.Engine.Scene.SetShadow ( bool  shadowEnabled)

◆ AddPointLight()

int TaleWorlds.Engine.Scene.AddPointLight ( ref Vec3  position,
float  radius 
)

◆ AddDirectionalLight()

int TaleWorlds.Engine.Scene.AddDirectionalLight ( ref Vec3  position,
ref Vec3  direction,
float  radius 
)

◆ SetLightPosition()

void TaleWorlds.Engine.Scene.SetLightPosition ( int  lightIndex,
ref Vec3  position 
)

◆ SetLightDiffuseColor()

void TaleWorlds.Engine.Scene.SetLightDiffuseColor ( int  lightIndex,
ref Vec3  diffuseColor 
)

◆ SetLightDirection()

void TaleWorlds.Engine.Scene.SetLightDirection ( int  lightIndex,
ref Vec3  direction 
)

◆ SetMieScatterFocus()

void TaleWorlds.Engine.Scene.SetMieScatterFocus ( float  strength)

◆ SetMieScatterStrength()

void TaleWorlds.Engine.Scene.SetMieScatterStrength ( float  strength)

◆ SetBrightpassThreshold()

void TaleWorlds.Engine.Scene.SetBrightpassThreshold ( float  threshold)

◆ SetLensDistortion()

void TaleWorlds.Engine.Scene.SetLensDistortion ( float  amount)

◆ SetHexagonVignetteAlpha()

void TaleWorlds.Engine.Scene.SetHexagonVignetteAlpha ( float  amount)

◆ SetMinExposure()

void TaleWorlds.Engine.Scene.SetMinExposure ( float  minExposure)

◆ SetMaxExposure()

void TaleWorlds.Engine.Scene.SetMaxExposure ( float  maxExposure)

◆ SetTargetExposure()

void TaleWorlds.Engine.Scene.SetTargetExposure ( float  targetExposure)

◆ SetMiddleGray()

void TaleWorlds.Engine.Scene.SetMiddleGray ( float  middleGray)

◆ SetBloomStrength()

void TaleWorlds.Engine.Scene.SetBloomStrength ( float  bloomStrength)

◆ SetBloomAmount()

void TaleWorlds.Engine.Scene.SetBloomAmount ( float  bloomAmount)

◆ SetGrainAmount()

void TaleWorlds.Engine.Scene.SetGrainAmount ( float  grainAmount)

◆ AddItemEntity()

GameEntity TaleWorlds.Engine.Scene.AddItemEntity ( ref MatrixFrame  placementFrame,
MetaMesh  metaMesh 
)

◆ RemoveEntity()

void TaleWorlds.Engine.Scene.RemoveEntity ( GameEntity  entity,
int  removeReason 
)

◆ AttachEntity()

bool TaleWorlds.Engine.Scene.AttachEntity ( GameEntity  entity,
bool  showWarnings = false 
)

◆ AddEntityWithMesh()

void TaleWorlds.Engine.Scene.AddEntityWithMesh ( Mesh  mesh,
ref MatrixFrame  frame 
)

◆ AddEntityWithMultiMesh()

void TaleWorlds.Engine.Scene.AddEntityWithMultiMesh ( MetaMesh  mesh,
ref MatrixFrame  frame 
)

◆ Tick()

void TaleWorlds.Engine.Scene.Tick ( float  dt)

◆ ClearAll()

void TaleWorlds.Engine.Scene.ClearAll ( )

◆ SetDefaultLighting()

void TaleWorlds.Engine.Scene.SetDefaultLighting ( )

◆ CalculateEffectiveLighting()

bool TaleWorlds.Engine.Scene.CalculateEffectiveLighting ( )

◆ GetPathDistanceBetweenPositions()

bool TaleWorlds.Engine.Scene.GetPathDistanceBetweenPositions ( ref WorldPosition  point0,
ref WorldPosition  point1,
float  agentRadius,
out float  pathDistance 
)

◆ IsLineToPointClear() [1/2]

bool TaleWorlds.Engine.Scene.IsLineToPointClear ( ref WorldPosition  position,
ref WorldPosition  destination,
float  agentRadius 
)

◆ IsLineToPointClear() [2/2]

bool TaleWorlds.Engine.Scene.IsLineToPointClear ( int  startingFace,
Vec2  position,
Vec2  destination,
float  agentRadius 
)

◆ GetLastPointWithinNavigationMeshForLineToPoint()

Vec2 TaleWorlds.Engine.Scene.GetLastPointWithinNavigationMeshForLineToPoint ( int  startingFace,
Vec2  position,
Vec2  destination 
)

◆ DoesPathExistBetweenFaces()

bool TaleWorlds.Engine.Scene.DoesPathExistBetweenFaces ( int  firstNavMeshFace,
int  secondNavMeshFace,
bool  ignoreDisabled 
)

◆ GetHeightAtPoint()

bool TaleWorlds.Engine.Scene.GetHeightAtPoint ( Vec2  point,
BodyFlags  excludeBodyFlags,
ref float  height 
)

◆ GetNormalAt()

Vec3 TaleWorlds.Engine.Scene.GetNormalAt ( Vec2  position)

◆ GetEntities()

void TaleWorlds.Engine.Scene.GetEntities ( ref List< GameEntity entities)

◆ GetRootEntities()

void TaleWorlds.Engine.Scene.GetRootEntities ( NativeObjectArray  entities)

◆ SelectEntitiesInBoxWithScriptComponent< T >()

int TaleWorlds.Engine.Scene.SelectEntitiesInBoxWithScriptComponent< T > ( ref Vec3  boundingBoxMin,
ref Vec3  boundingBoxMax,
GameEntity[]  entitiesOutput,
UIntPtr[]  entityIds 
)
Type Constraints
T :ScriptComponentBehavior 

◆ SelectEntitiesCollidedWith()

int TaleWorlds.Engine.Scene.SelectEntitiesCollidedWith ( ref Ray  ray,
GameEntity[]  entitiesOutput,
Intersection[]  intersectionsOutput,
UIntPtr[]  entityIds 
)

◆ GenerateContactsWithCapsule()

int TaleWorlds.Engine.Scene.GenerateContactsWithCapsule ( ref CapsuleData  capsule,
BodyFlags  exclude_flags,
Intersection[]  intersectionsOutput 
)

◆ InvalidateTerrainPhysicsMaterials()

void TaleWorlds.Engine.Scene.InvalidateTerrainPhysicsMaterials ( )

◆ Read() [1/2]

void TaleWorlds.Engine.Scene.Read ( string  sceneName)

◆ Read() [2/2]

void TaleWorlds.Engine.Scene.Read ( string  sceneName,
ref SceneInitializationData  initData,
string  forcedAtmoName = "" 
)

◆ ReadAndCalculateInitialCamera()

MatrixFrame TaleWorlds.Engine.Scene.ReadAndCalculateInitialCamera ( )

◆ OptimizeScene()

void TaleWorlds.Engine.Scene.OptimizeScene ( bool  optimizeFlora = true,
bool  optimizeOro = false 
)

◆ GetTerrainHeight()

float TaleWorlds.Engine.Scene.GetTerrainHeight ( Vec2  position,
bool  checkHoles = true 
)

◆ CheckResources()

void TaleWorlds.Engine.Scene.CheckResources ( )

◆ ForceLoadResources()

void TaleWorlds.Engine.Scene.ForceLoadResources ( )

◆ SetDepthOfFieldParameters()

void TaleWorlds.Engine.Scene.SetDepthOfFieldParameters ( float  depthOfFieldFocusStart,
float  depthOfFieldFocusEnd,
bool  isVignetteOn 
)

◆ SetDepthOfFieldFocus()

void TaleWorlds.Engine.Scene.SetDepthOfFieldFocus ( float  depthOfFieldFocus)

◆ ResetDepthOfFieldParams()

void TaleWorlds.Engine.Scene.ResetDepthOfFieldParams ( )

◆ PreloadForRendering()

void TaleWorlds.Engine.Scene.PreloadForRendering ( )

◆ SetColorGradeBlend()

void TaleWorlds.Engine.Scene.SetColorGradeBlend ( string  texture1,
string  texture2,
float  alpha 
)

◆ GetGroundHeightAtPosition() [1/2]

float TaleWorlds.Engine.Scene.GetGroundHeightAtPosition ( Vec3  position,
BodyFlags  excludeFlags = BodyFlags.CommonCollisionExcludeFlags 
)

◆ GetGroundHeightAtPositionMT() [1/2]

float TaleWorlds.Engine.Scene.GetGroundHeightAtPositionMT ( Vec3  position,
BodyFlags  excludeFlags = BodyFlags.CommonCollisionExcludeFlags 
)

◆ GetGroundHeightAtPosition() [2/2]

float TaleWorlds.Engine.Scene.GetGroundHeightAtPosition ( Vec3  position,
out Vec3  normal,
BodyFlags  excludeFlags = BodyFlags.CommonCollisionExcludeFlags 
)

◆ GetGroundHeightAtPositionMT() [2/2]

float TaleWorlds.Engine.Scene.GetGroundHeightAtPositionMT ( Vec3  position,
out Vec3  normal,
BodyFlags  excludeFlags = BodyFlags.CommonCollisionExcludeFlags 
)

◆ PauseSceneSounds()

void TaleWorlds.Engine.Scene.PauseSceneSounds ( )

◆ ResumeSceneSounds()

void TaleWorlds.Engine.Scene.ResumeSceneSounds ( )

◆ FinishSceneSounds()

void TaleWorlds.Engine.Scene.FinishSceneSounds ( )

◆ BoxCastOnlyForCamera()

bool TaleWorlds.Engine.Scene.BoxCastOnlyForCamera ( Vec3[]  boxPoints,
Vec3  centerPoint,
bool  castSupportRay,
Vec3  supportRaycastPoint,
Vec3  dir,
float  distance,
out float  collisionDistance,
out Vec3  closestPoint,
out GameEntity  collidedEntity,
bool  preFilter = true,
bool  postFilter = true 
)

◆ RayCastForClosestEntityOrTerrain() [1/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrain ( Vec3  sourcePoint,
Vec3  targetPoint,
out float  collisionDistance,
out Vec3  closestPoint,
out GameEntity  collidedEntity,
float  rayThickness = 0.01f,
BodyFlags  excludeBodyFlags = BodyFlags.CommonFocusRayCastExcludeFlags 
)

◆ RayCastForClosestEntityOrTerrainMT() [1/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrainMT ( Vec3  sourcePoint,
Vec3  targetPoint,
out float  collisionDistance,
out Vec3  closestPoint,
out GameEntity  collidedEntity,
float  rayThickness = 0.01f,
BodyFlags  excludeBodyFlags = BodyFlags.CommonFocusRayCastExcludeFlags 
)

◆ RayCastForClosestEntityOrTerrain() [2/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrain ( Vec3  sourcePoint,
Vec3  targetPoint,
out float  collisionDistance,
out GameEntity  collidedEntity,
float  rayThickness = 0.01f,
BodyFlags  excludeBodyFlags = BodyFlags.CommonFocusRayCastExcludeFlags 
)

◆ RayCastForClosestEntityOrTerrainMT() [2/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrainMT ( Vec3  sourcePoint,
Vec3  targetPoint,
out float  collisionDistance,
out GameEntity  collidedEntity,
float  rayThickness = 0.01f,
BodyFlags  excludeBodyFlags = BodyFlags.CommonFocusRayCastExcludeFlags 
)

◆ RayCastForClosestEntityOrTerrain() [3/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrain ( Vec3  sourcePoint,
Vec3  targetPoint,
out float  collisionDistance,
out Vec3  closestPoint,
float  rayThickness = 0.01f,
BodyFlags  excludeBodyFlags = BodyFlags.CommonFocusRayCastExcludeFlags 
)

◆ RayCastForClosestEntityOrTerrainMT() [3/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrainMT ( Vec3  sourcePoint,
Vec3  targetPoint,
out float  collisionDistance,
out Vec3  closestPoint,
float  rayThickness = 0.01f,
BodyFlags  excludeBodyFlags = BodyFlags.CommonFocusRayCastExcludeFlags 
)

◆ RayCastForClosestEntityOrTerrain() [4/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrain ( Vec3  sourcePoint,
Vec3  targetPoint,
out float  collisionDistance,
float  rayThickness = 0.01f,
BodyFlags  excludeBodyFlags = BodyFlags.CommonFocusRayCastExcludeFlags 
)

◆ RayCastForClosestEntityOrTerrainMT() [4/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrainMT ( Vec3  sourcePoint,
Vec3  targetPoint,
out float  collisionDistance,
float  rayThickness = 0.01f,
BodyFlags  excludeBodyFlags = BodyFlags.CommonFocusRayCastExcludeFlags 
)

◆ ImportNavigationMeshPrefab()

void TaleWorlds.Engine.Scene.ImportNavigationMeshPrefab ( string  navMeshPrefabName,
int  navMeshGroupShift 
)

◆ MarkFacesWithIdAsLadder()

void TaleWorlds.Engine.Scene.MarkFacesWithIdAsLadder ( int  faceGroupId,
bool  isLadder 
)

◆ SetAbilityOfFacesWithId()

void TaleWorlds.Engine.Scene.SetAbilityOfFacesWithId ( int  faceGroupId,
bool  isEnabled 
)

◆ SwapFaceConnectionsWithID()

void TaleWorlds.Engine.Scene.SwapFaceConnectionsWithID ( int  hubFaceGroupID,
int  toBeSeparatedFaceGroupId,
int  toBeMergedFaceGroupId 
)

◆ MergeFacesWithId()

void TaleWorlds.Engine.Scene.MergeFacesWithId ( int  faceGroupId0,
int  faceGroupId1,
int  newFaceGroupId 
)

◆ SeparateFacesWithId()

void TaleWorlds.Engine.Scene.SeparateFacesWithId ( int  faceGroupId0,
int  faceGroupId1 
)

◆ IsAnyFaceWithId()

bool TaleWorlds.Engine.Scene.IsAnyFaceWithId ( int  faceGroupId)

◆ GetNavigationMeshForPosition() [1/2]

bool TaleWorlds.Engine.Scene.GetNavigationMeshForPosition ( ref Vec3  position)

◆ GetNavigationMeshForPosition() [2/2]

bool TaleWorlds.Engine.Scene.GetNavigationMeshForPosition ( ref Vec3  position,
out int  faceGroupId,
float  heightDifferenceLimit = NavMeshHeightLimit 
)

◆ DoesPathExistBetweenPositions()

bool TaleWorlds.Engine.Scene.DoesPathExistBetweenPositions ( WorldPosition  position,
WorldPosition  destination 
)

◆ EnsurePostfxSystem()

void TaleWorlds.Engine.Scene.EnsurePostfxSystem ( )

◆ SetBloom()

void TaleWorlds.Engine.Scene.SetBloom ( bool  mode)

◆ SetDofMode()

void TaleWorlds.Engine.Scene.SetDofMode ( bool  mode)

◆ SetOcclusionMode()

void TaleWorlds.Engine.Scene.SetOcclusionMode ( bool  mode)

◆ SetExternalInjectionTexture()

void TaleWorlds.Engine.Scene.SetExternalInjectionTexture ( Texture  texture)

◆ SetSunshaftMode()

void TaleWorlds.Engine.Scene.SetSunshaftMode ( bool  mode)

◆ GetSunDirection()

Vec3 TaleWorlds.Engine.Scene.GetSunDirection ( )

◆ GetNorthAngle()

float TaleWorlds.Engine.Scene.GetNorthAngle ( )

◆ GetNorthRotation()

float TaleWorlds.Engine.Scene.GetNorthRotation ( )

◆ GetTerrainMinMaxHeight()

bool TaleWorlds.Engine.Scene.GetTerrainMinMaxHeight ( out float  minHeight,
out float  maxHeight 
)

◆ GetPhysicsMinMax()

void TaleWorlds.Engine.Scene.GetPhysicsMinMax ( ref Vec3  min_max)

◆ IsEditorScene()

bool TaleWorlds.Engine.Scene.IsEditorScene ( )

◆ SetMotionBlurMode()

void TaleWorlds.Engine.Scene.SetMotionBlurMode ( bool  mode)

◆ SetAntialiasingMode()

void TaleWorlds.Engine.Scene.SetAntialiasingMode ( bool  mode)

◆ SetDLSSMode()

void TaleWorlds.Engine.Scene.SetDLSSMode ( bool  mode)

◆ FindEntitiesWithTag()

IEnumerable< GameEntity > TaleWorlds.Engine.Scene.FindEntitiesWithTag ( string  tag)

◆ FindEntityWithTag()

GameEntity TaleWorlds.Engine.Scene.FindEntityWithTag ( string  tag)

◆ FindEntityWithName()

GameEntity TaleWorlds.Engine.Scene.FindEntityWithName ( string  name)

◆ FindEntitiesWithTagExpression()

IEnumerable< GameEntity > TaleWorlds.Engine.Scene.FindEntitiesWithTagExpression ( string  expression)

◆ GetSoftBoundaryVertexCount()

int TaleWorlds.Engine.Scene.GetSoftBoundaryVertexCount ( )

◆ GetHardBoundaryVertexCount()

int TaleWorlds.Engine.Scene.GetHardBoundaryVertexCount ( )

◆ GetSoftBoundaryVertex()

Vec2 TaleWorlds.Engine.Scene.GetSoftBoundaryVertex ( int  index)

◆ GetHardBoundaryVertex()

Vec2 TaleWorlds.Engine.Scene.GetHardBoundaryVertex ( int  index)

◆ GetPathWithName()

Path TaleWorlds.Engine.Scene.GetPathWithName ( string  name)

◆ DeletePathWithName()

void TaleWorlds.Engine.Scene.DeletePathWithName ( string  name)

◆ AddPath()

void TaleWorlds.Engine.Scene.AddPath ( string  name)

◆ AddPathPoint()

void TaleWorlds.Engine.Scene.AddPathPoint ( string  name,
MatrixFrame  frame 
)

◆ GetBoundingBox()

void TaleWorlds.Engine.Scene.GetBoundingBox ( out Vec3  min,
out Vec3  max 
)

◆ SetName()

void TaleWorlds.Engine.Scene.SetName ( string  name)

◆ GetName()

string TaleWorlds.Engine.Scene.GetName ( )

◆ SetOwnerThread()

void TaleWorlds.Engine.Scene.SetOwnerThread ( )

◆ GetPathsWithNamePrefix()

Path[] TaleWorlds.Engine.Scene.GetPathsWithNamePrefix ( string  prefix)

◆ SetUseConstantTime()

void TaleWorlds.Engine.Scene.SetUseConstantTime ( bool  value)

◆ CheckPointCanSeePoint()

bool TaleWorlds.Engine.Scene.CheckPointCanSeePoint ( Vec3  source,
Vec3  target,
float?  distanceToCheck = null 
)

◆ SetPlaySoundEventsAfterReadyToRender()

void TaleWorlds.Engine.Scene.SetPlaySoundEventsAfterReadyToRender ( bool  value)

◆ DisableStaticShadows()

void TaleWorlds.Engine.Scene.DisableStaticShadows ( bool  value)

◆ GetSkyboxMesh()

Mesh TaleWorlds.Engine.Scene.GetSkyboxMesh ( )

◆ SetAtmosphereWithName()

void TaleWorlds.Engine.Scene.SetAtmosphereWithName ( string  name)

◆ FillEntityWithHardBorderPhysicsBarrier()

void TaleWorlds.Engine.Scene.FillEntityWithHardBorderPhysicsBarrier ( GameEntity  entity)

◆ ClearDecals()

void TaleWorlds.Engine.Scene.ClearDecals ( )

Member Data Documentation

◆ AutoClimbHeight

const float TaleWorlds.Engine.Scene.AutoClimbHeight = 1.5f
static

◆ NavMeshHeightLimit

const float TaleWorlds.Engine.Scene.NavMeshHeightLimit = 1.5f
static

◆ PhysicsAndRayCastLock

readonly TWSharedMutex TaleWorlds.Engine.Scene.PhysicsAndRayCastLock = new TWSharedMutex()
static

Property Documentation

◆ RootEntityCount

int TaleWorlds.Engine.Scene.RootEntityCount
get

◆ HasTerrainHeightmap

bool TaleWorlds.Engine.Scene.HasTerrainHeightmap
get

◆ ContainsTerrain

bool TaleWorlds.Engine.Scene.ContainsTerrain
get

◆ TimeOfDay

float TaleWorlds.Engine.Scene.TimeOfDay
getset

◆ IsAtmosphereIndoor

bool TaleWorlds.Engine.Scene.IsAtmosphereIndoor
get

◆ LastFinalRenderCameraPosition

Vec3 TaleWorlds.Engine.Scene.LastFinalRenderCameraPosition
get

◆ LastFinalRenderCameraFrame

MatrixFrame TaleWorlds.Engine.Scene.LastFinalRenderCameraFrame
get

◆ TimeSpeed

float TaleWorlds.Engine.Scene.TimeSpeed
getset