M&B: Bannerlord 1.3.4
The horns sound, the ravens gather.
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TaleWorlds.Engine.Scene Class Referencesealed

Inherits NativeObject.

Public Member Functions

bool IsDefaultEditorScene ()
 
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 ()
 
void EnableFixedTick ()
 
string GetLoadingStateName ()
 
bool IsLoadingFinished ()
 
void SetPhotoModeRoll (float roll)
 
void SetPhotoModeOrbit (bool orbit)
 
float GetFallDensity ()
 
void SetPhotoModeOn (bool on)
 
void SetPhotoModeFocus (float focusStart, float focusEnd, float focus, float exposure)
 
void SetPhotoModeFov (float verticalFov)
 
float GetPhotoModeFov ()
 
bool HasDecalRenderer ()
 
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 ()
 
float GetWaterLevelAtPosition (Vec2 position, bool useWaterRenderer, bool checkWaterBodyEntities)
 
Vec3 GetWaterSpeedAtPosition (Vec2 position, bool doChoppinessCorrection)
 
void GetBulkWaterLevelAtPositions (Vec2[] waterHeightQueryArray, ref float[] waterHeightsAtVolumes, ref Vec3[] waterSurfaceNormals)
 
void GetInterpolationFactorForBodyWorldTransformSmoothing (out float interpolationFactor, out float fixedDt)
 
void GetBulkWaterLevelAtVolumes (UIntPtr waterHeightQueryArray, int waterHeightQueryArrayCount, in MatrixFrame globalFrame)
 
float GetWaterStrength ()
 
void DeRegisterShipVisual (UIntPtr visualPointer)
 
UIntPtr RegisterShipVisualToWaterRenderer (WeakGameEntity entity, in Vec3 waterEffectBB)
 
void SetWaterStrength (float newWaterStrength)
 
void AddWaterWakeWithSphere (Vec3 position, float radius, float wakeVisibility, float foamVisibility)
 
void AddWaterWakeWithCapsule (Vec3 positionA, float radiusA, Vec3 positionB, float radiusB, float wakeVisibility, float foamVisibility)
 
bool GetPathBetweenAIFaces (UIntPtr startingFace, UIntPtr endingFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, NavigationPath path, int[] excludedFaceIds)
 
bool HasNavmeshFaceUnsharedEdges (in PathFaceRecord faceRecord)
 
int GetNavmeshFaceCountBetweenTwoIds (int firstId, int secondId)
 
void GetNavmeshFaceRecordsBetweenTwoIds (int firstId, int secondId, PathFaceRecord[] faceRecords)
 
void SetFixedTickCallbackActive (bool isActive)
 
void SetOnCollisionFilterCallbackActive (bool isActive)
 
bool GetPathBetweenAIFaces (UIntPtr startingFace, UIntPtr endingFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, NavigationPath path, int[] excludedFaceIds, int regionSwitchCostTo0, int regionSwitchCostTo1)
 
bool GetPathBetweenAIFaces (int startingFace, int endingFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, NavigationPath path, int[] excludedFaceIds, float extraCostMultiplier)
 
bool GetPathBetweenAIFaces (int startingFace, int endingFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, NavigationPath path, int[] excludedFaceIds, float extraCostMultiplier, int regionSwitchCostTo0, int regionSwitchCostTo1)
 
bool GetPathDistanceBetweenAIFaces (int startingAiFace, int endingAiFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, float distanceLimit, out float distance, int[] excludedFaceIds, int regionSwitchCostTo0, int regionSwitchCostTo1)
 Distance between pointA to pointB and pointB to pointA may differ but distance between pointA to pointB will always return same.
 
void GetNavMeshFaceIndex (ref PathFaceRecord record, Vec2 position, bool isRegion1, bool checkIfDisabled, bool ignoreHeight=false)
 
void GetNavMeshFaceIndex (ref PathFaceRecord record, Vec3 position, bool checkIfDisabled)
 
void AddAlwaysRenderedSkeleton (Skeleton skeleton)
 
void RemoveAlwaysRenderedSkeleton (Skeleton skeleton)
 
MetaMesh CreatePathMesh (string baseEntityName, bool isWaterPath)
 
void SetActiveVisibilityLevels (List< String > levelsToActivate)
 
void SetDoNotWaitForLoadingStatesToRender (bool value)
 
void SetDynamicSnowTexture (Texture texture)
 
void GetWindFlowMapData (float[] flowMapData)
 
void CreateDynamicRainTexture (int w, int h)
 
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.
 
void GetTerrainHeightAndNormal (Vec2 position, out float height, out Vec3 normal)
 
int GetFloraInstanceCount ()
 
int GetFloraRendererTextureUsage ()
 
int GetTerrainMemoryUsage ()
 
void SetFetchCrcInfoOfScene (bool value)
 
uint GetSceneXMLCRC ()
 
uint GetNavigationMeshCRC ()
 
void SetGlobalWindStrengthVector (in Vec2 windVector)
 
Vec2 GetGlobalWindStrengthVector ()
 
Vec2 GetGlobalWindVelocity ()
 
void SetGlobalWindVelocity (in Vec2 windVector)
 
bool GetEnginePhysicsEnabled ()
 
void ClearNavMesh ()
 
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)
 
PathFaceRecord GetNavMeshPathFaceRecord (int faceIndex)
 
PathFaceRecord GetPathFaceRecordFromNavMeshFacePointer (UIntPtr navMeshFacePointer)
 
void GetAllNavmeshFaceRecords (PathFaceRecord[] faceRecords)
 
GameEntity GetFirstEntityWithName (string name)
 
GameEntity GetCampaignEntityWithName (string name)
 
void GetAllEntitiesWithScriptComponent< T > (ref List< GameEntity > entities)
 
GameEntity GetFirstEntityWithScriptComponent< T > ()
 
GameEntity GetFirstEntityWithScriptComponent (string scriptName)
 
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 RemoveDecalInstance (Decal decal, string decalSetID)
 
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)
 
void RemoveEntity (WeakGameEntity entity, int removeReason)
 
bool AttachEntity (GameEntity entity, bool showWarnings=false)
 
bool AttachEntity (WeakGameEntity 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 (UIntPtr startingFace, Vec2 position, Vec2 destination, float agentRadius)
 
bool IsLineToPointClear (int startingFace, Vec2 position, Vec2 destination, float agentRadius)
 
Vec2 GetLastPointOnNavigationMeshFromPositionToDestination (int startingFace, Vec2 position, Vec2 destination, int[] excludedFaceIds)
 
Vec2 GetLastPositionOnNavMeshFaceForPointAndDirection (PathFaceRecord record, Vec2 position, Vec2 destination)
 
Vec3 GetLastPointOnNavigationMeshFromWorldPositionToDestination (ref WorldPosition 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, WeakGameEntity[] entitiesOutput, UIntPtr[] entityIds)
 
int SelectEntitiesCollidedWith (ref Ray ray, Intersection[] intersectionsOutput, UIntPtr[] entityIds)
 
bool RayCastExcludingTwoEntities (BodyFlags flags, in Ray ray, WeakGameEntity entity1, WeakGameEntity entity2)
 
int GenerateContactsWithCapsule (ref CapsuleData capsule, BodyFlags exclude_flags, bool isFixedTick, Intersection[] intersectionsOutput, WeakGameEntity[] gameEntities, UIntPtr[] entityPointers)
 
int GenerateContactsWithCapsuleAgainstEntity (ref CapsuleData capsule, BodyFlags excludeFlags, WeakGameEntity entity, Intersection[] intersectionsOutput)
 
void InvalidateTerrainPhysicsMaterials ()
 
void Read (string sceneName)
 
void Read (string sceneName, string moduleId, ref SceneInitializationData initData, string forcedAtmoName="")
 
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 (bool checkInvisibleEntities)
 
void ForceLoadResources (bool checkInvisibleEntities)
 
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 GetGroundHeightAndBodyFlagsAtPosition (Vec3 position, out BodyFlags contactPointFlags, BodyFlags excludeFlags=BodyFlags.CommonCollisionExcludeFlags)
 
float GetGroundHeightAtPosition (Vec3 position, out Vec3 normal, BodyFlags excludeFlags=BodyFlags.CommonCollisionExcludeFlags)
 
void PauseSceneSounds ()
 
void ResumeSceneSounds ()
 
void FinishSceneSounds ()
 
bool BoxCastOnlyForCamera (Vec3[] boxPoints, in Vec3 centerPoint, bool castSupportRay, in Vec3 supportRaycastPoint, in Vec3 dir, float distance, WeakGameEntity ignoredEntity, out float collisionDistance, out Vec3 closestPoint, out WeakGameEntity collidedEntity, BodyFlags excludedBodyFlags=BodyFlags.CameraCollisionRayCastExludeFlags|BodyFlags.DontCollideWithCamera)
 
bool BoxCast (Vec3 boxMin, Vec3 boxMax, bool castSupportRay, Vec3 supportRaycastPoint, Vec3 dir, float distance, out float collisionDistance, out Vec3 closestPoint, out WeakGameEntity collidedEntity, BodyFlags excludedBodyFlags=BodyFlags.CameraCollisionRayCastExludeFlags)
 
bool RayCastForClosestEntityOrTerrain (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out Vec3 closestPoint, out WeakGameEntity collidedEntity, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrainFixedPhysics (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out Vec3 closestPoint, out WeakGameEntity collidedEntity, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool FocusRayCastForFixedPhysics (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out Vec3 closestPoint, out WeakGameEntity collidedEntity, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrain (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out WeakGameEntity collidedEntity, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrainFixedPhysics (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out WeakGameEntity collidedEntity, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForRamming (in Vec3 sourcePoint, in Vec3 targetPoint, WeakGameEntity ignoredEntity, float rayThickness, out float collisionDistance, out Vec3 intersectionPoint, out WeakGameEntity collidedEntity, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags, BodyFlags includeBodyFlags=BodyFlags.None)
 
bool RayCastForClosestEntityOrTerrainIgnoreEntity (in Vec3 sourcePoint, in Vec3 targetPoint, WeakGameEntity ignoredEntity, 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 RayCastForClosestEntityOrTerrainFixedPhysics (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out Vec3 closestPoint, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrainFixedPhysics (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, 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)
 
void ImportNavigationMeshPrefab (string navMeshPrefabName, int navMeshGroupShift)
 
void ImportNavigationMeshPrefabWithFrame (string navMeshPrefabName, MatrixFrame frame)
 
void SaveNavMeshPrefabWithFrame (string navMeshPrefabName, MatrixFrame frame)
 
void SetNavMeshRegionMap (bool[] regionMap)
 
void MarkFacesWithIdAsLadder (int faceGroupId, bool isLadder)
 
int SetAbilityOfFacesWithId (int faceGroupId, bool isEnabled)
 
bool SwapFaceConnectionsWithID (int hubFaceGroupID, int toBeSeparatedFaceGroupId, int toBeMergedFaceGroupId, bool canFail)
 
void MergeFacesWithId (int faceGroupId0, int faceGroupId1, int newFaceGroupId)
 
void SeparateFacesWithId (int faceGroupId0, int faceGroupId1)
 
bool IsAnyFaceWithId (int faceGroupId)
 
UIntPtr GetNavigationMeshForPosition (in Vec3 position)
 
UIntPtr GetNearestNavigationMeshForPosition (in Vec3 position, float heightDifferenceLimit, bool excludeDynamicNavigationMeshes)
 
UIntPtr GetNavigationMeshForPosition (in Vec3 position, out int faceGroupId, float heightDifferenceLimit, bool excludeDynamicNavigationMeshes)
 
bool DoesPathExistBetweenPositions (WorldPosition position, WorldPosition destination)
 
void SetLandscapeRainMaskData (byte[] data)
 
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.
 
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< WeakGameEntityFindWeakEntitiesWithTag (string tag)
 
WeakGameEntity FindWeakEntityWithTag (string tag)
 
IEnumerable< GameEntityFindEntitiesWithTag (string tag)
 
GameEntity FindEntityWithTag (string tag)
 
GameEntity FindEntityWithName (string name)
 
IEnumerable< WeakGameEntityFindWeakEntitiesWithTagExpression (string expression)
 
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 GetSceneLimits (out Vec3 min, out Vec3 max)
 
void SetName (string name)
 
string GetName ()
 
string GetModulePath ()
 
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 ()
 
void SetPhotoAtmosphereViaTod (float tod, bool withStorm)
 
bool IsPositionOnADynamicNavMesh (Vec3 position)
 
void WaitWaterRendererCPUSimulation ()
 
void EnableInclusiveAsyncPhysx ()
 
void EnsureWaterWakeRenderer ()
 
void DeleteWaterWakeRenderer ()
 
bool SceneHadWaterWakeRenderer ()
 
void SetWaterWakeWorldSize (float worldSize, float eraseFactor)
 
void SetWaterWakeCameraOffset (float cameraOffset)
 
void TickWake (float dt)
 
void SetDoNotAddEntitiesToTickList (bool value)
 
void SetDontLoadInvisibleEntities (bool value)
 
void SetUsesDeleteLaterSystem (bool value)
 
Vec2 FindClosestExitPositionForPositionOnABoundaryFace (Vec3 position, UIntPtr boundaryFacePointer)
 

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

static float MaximumWindSpeed = 30.0f
 
const float AutoClimbHeight = 1.5f
 
const float NavMeshHeightLimit = 1.5f
 
const int SunRise = 2
 
const int SunSet = 22
 
static readonly TWSharedMutex PhysicsAndRayCastLock = new TWSharedMutex()
 

Properties

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

Member Function Documentation

◆ IsDefaultEditorScene()

bool TaleWorlds.Engine.Scene.IsDefaultEditorScene ( )

◆ 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 ( )

◆ EnableFixedTick()

void TaleWorlds.Engine.Scene.EnableFixedTick ( )

◆ GetLoadingStateName()

string TaleWorlds.Engine.Scene.GetLoadingStateName ( )

◆ IsLoadingFinished()

bool TaleWorlds.Engine.Scene.IsLoadingFinished ( )

◆ SetPhotoModeRoll()

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

◆ SetPhotoModeOrbit()

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

◆ GetFallDensity()

float TaleWorlds.Engine.Scene.GetFallDensity ( )

◆ 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 ( )

◆ HasDecalRenderer()

bool TaleWorlds.Engine.Scene.HasDecalRenderer ( )

◆ 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 ( )

◆ GetWaterLevelAtPosition()

float TaleWorlds.Engine.Scene.GetWaterLevelAtPosition ( Vec2 position,
bool useWaterRenderer,
bool checkWaterBodyEntities )

◆ GetWaterSpeedAtPosition()

Vec3 TaleWorlds.Engine.Scene.GetWaterSpeedAtPosition ( Vec2 position,
bool doChoppinessCorrection )

◆ GetBulkWaterLevelAtPositions()

void TaleWorlds.Engine.Scene.GetBulkWaterLevelAtPositions ( Vec2[] waterHeightQueryArray,
ref float[] waterHeightsAtVolumes,
ref Vec3[] waterSurfaceNormals )

◆ GetInterpolationFactorForBodyWorldTransformSmoothing()

void TaleWorlds.Engine.Scene.GetInterpolationFactorForBodyWorldTransformSmoothing ( out float interpolationFactor,
out float fixedDt )

◆ GetBulkWaterLevelAtVolumes()

void TaleWorlds.Engine.Scene.GetBulkWaterLevelAtVolumes ( UIntPtr waterHeightQueryArray,
int waterHeightQueryArrayCount,
in MatrixFrame globalFrame )

◆ GetWaterStrength()

float TaleWorlds.Engine.Scene.GetWaterStrength ( )

◆ DeRegisterShipVisual()

void TaleWorlds.Engine.Scene.DeRegisterShipVisual ( UIntPtr visualPointer)

◆ RegisterShipVisualToWaterRenderer()

UIntPtr TaleWorlds.Engine.Scene.RegisterShipVisualToWaterRenderer ( WeakGameEntity entity,
in Vec3 waterEffectBB )

◆ SetWaterStrength()

void TaleWorlds.Engine.Scene.SetWaterStrength ( float newWaterStrength)

◆ AddWaterWakeWithSphere()

void TaleWorlds.Engine.Scene.AddWaterWakeWithSphere ( Vec3 position,
float radius,
float wakeVisibility,
float foamVisibility )

◆ AddWaterWakeWithCapsule()

void TaleWorlds.Engine.Scene.AddWaterWakeWithCapsule ( Vec3 positionA,
float radiusA,
Vec3 positionB,
float radiusB,
float wakeVisibility,
float foamVisibility )

◆ GetPathBetweenAIFaces() [1/4]

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

◆ HasNavmeshFaceUnsharedEdges()

bool TaleWorlds.Engine.Scene.HasNavmeshFaceUnsharedEdges ( in PathFaceRecord faceRecord)

◆ GetNavmeshFaceCountBetweenTwoIds()

int TaleWorlds.Engine.Scene.GetNavmeshFaceCountBetweenTwoIds ( int firstId,
int secondId )

◆ GetNavmeshFaceRecordsBetweenTwoIds()

void TaleWorlds.Engine.Scene.GetNavmeshFaceRecordsBetweenTwoIds ( int firstId,
int secondId,
PathFaceRecord[] faceRecords )

◆ SetFixedTickCallbackActive()

void TaleWorlds.Engine.Scene.SetFixedTickCallbackActive ( bool isActive)

◆ SetOnCollisionFilterCallbackActive()

void TaleWorlds.Engine.Scene.SetOnCollisionFilterCallbackActive ( bool isActive)

◆ GetPathBetweenAIFaces() [2/4]

bool TaleWorlds.Engine.Scene.GetPathBetweenAIFaces ( UIntPtr startingFace,
UIntPtr endingFace,
Vec2 startingPosition,
Vec2 endingPosition,
float agentRadius,
NavigationPath path,
int[] excludedFaceIds,
int regionSwitchCostTo0,
int regionSwitchCostTo1 )

◆ GetPathBetweenAIFaces() [3/4]

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

◆ GetPathBetweenAIFaces() [4/4]

bool TaleWorlds.Engine.Scene.GetPathBetweenAIFaces ( int startingFace,
int endingFace,
Vec2 startingPosition,
Vec2 endingPosition,
float agentRadius,
NavigationPath path,
int[] excludedFaceIds,
float extraCostMultiplier,
int regionSwitchCostTo0,
int regionSwitchCostTo1 )

◆ GetPathDistanceBetweenAIFaces()

bool TaleWorlds.Engine.Scene.GetPathDistanceBetweenAIFaces ( int startingAiFace,
int endingAiFace,
Vec2 startingPosition,
Vec2 endingPosition,
float agentRadius,
float distanceLimit,
out float distance,
int[] excludedFaceIds,
int regionSwitchCostTo0,
int regionSwitchCostTo1 )

◆ GetNavMeshFaceIndex() [1/2]

void TaleWorlds.Engine.Scene.GetNavMeshFaceIndex ( ref PathFaceRecord record,
Vec2 position,
bool isRegion1,
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

◆ AddAlwaysRenderedSkeleton()

void TaleWorlds.Engine.Scene.AddAlwaysRenderedSkeleton ( Skeleton skeleton)

◆ RemoveAlwaysRenderedSkeleton()

void TaleWorlds.Engine.Scene.RemoveAlwaysRenderedSkeleton ( Skeleton skeleton)

◆ 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)

◆ SetDynamicSnowTexture()

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

◆ GetWindFlowMapData()

void TaleWorlds.Engine.Scene.GetWindFlowMapData ( float[] flowMapData)

◆ CreateDynamicRainTexture()

void TaleWorlds.Engine.Scene.CreateDynamicRainTexture ( int w,
int h )

◆ 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 ( )

◆ SetFetchCrcInfoOfScene()

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

◆ GetSceneXMLCRC()

uint TaleWorlds.Engine.Scene.GetSceneXMLCRC ( )

◆ GetNavigationMeshCRC()

uint TaleWorlds.Engine.Scene.GetNavigationMeshCRC ( )

◆ SetGlobalWindStrengthVector()

void TaleWorlds.Engine.Scene.SetGlobalWindStrengthVector ( in Vec2 windVector)

◆ GetGlobalWindStrengthVector()

Vec2 TaleWorlds.Engine.Scene.GetGlobalWindStrengthVector ( )

◆ GetGlobalWindVelocity()

Vec2 TaleWorlds.Engine.Scene.GetGlobalWindVelocity ( )

◆ SetGlobalWindVelocity()

void TaleWorlds.Engine.Scene.SetGlobalWindVelocity ( in Vec2 windVector)

◆ GetEnginePhysicsEnabled()

bool TaleWorlds.Engine.Scene.GetEnginePhysicsEnabled ( )

◆ ClearNavMesh()

void TaleWorlds.Engine.Scene.ClearNavMesh ( )

◆ 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 )

◆ GetNavMeshPathFaceRecord()

PathFaceRecord TaleWorlds.Engine.Scene.GetNavMeshPathFaceRecord ( int faceIndex)

◆ GetPathFaceRecordFromNavMeshFacePointer()

PathFaceRecord TaleWorlds.Engine.Scene.GetPathFaceRecordFromNavMeshFacePointer ( UIntPtr navMeshFacePointer)

◆ GetAllNavmeshFaceRecords()

void TaleWorlds.Engine.Scene.GetAllNavmeshFaceRecords ( PathFaceRecord[] faceRecords)

◆ 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 >()

Type Constraints
T :ScriptComponentBehavior 

◆ GetFirstEntityWithScriptComponent()

GameEntity TaleWorlds.Engine.Scene.GetFirstEntityWithScriptComponent ( string scriptName)

◆ 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 )

◆ RemoveDecalInstance()

void TaleWorlds.Engine.Scene.RemoveDecalInstance ( Decal decal,
string decalSetID )

◆ 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() [1/2]

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

◆ RemoveEntity() [2/2]

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

◆ AttachEntity() [1/2]

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

◆ AttachEntity() [2/2]

bool TaleWorlds.Engine.Scene.AttachEntity ( WeakGameEntity 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() [1/3]

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

◆ IsLineToPointClear() [2/3]

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

◆ IsLineToPointClear() [3/3]

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

◆ GetLastPointOnNavigationMeshFromPositionToDestination()

Vec2 TaleWorlds.Engine.Scene.GetLastPointOnNavigationMeshFromPositionToDestination ( int startingFace,
Vec2 position,
Vec2 destination,
int[] excludedFaceIds )

◆ GetLastPositionOnNavMeshFaceForPointAndDirection()

Vec2 TaleWorlds.Engine.Scene.GetLastPositionOnNavMeshFaceForPointAndDirection ( PathFaceRecord record,
Vec2 position,
Vec2 destination )

◆ GetLastPointOnNavigationMeshFromWorldPositionToDestination()

Vec3 TaleWorlds.Engine.Scene.GetLastPointOnNavigationMeshFromWorldPositionToDestination ( ref WorldPosition 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,
WeakGameEntity[] entitiesOutput,
UIntPtr[] entityIds )
Type Constraints
T :ScriptComponentBehavior 

◆ SelectEntitiesCollidedWith()

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

◆ RayCastExcludingTwoEntities()

bool TaleWorlds.Engine.Scene.RayCastExcludingTwoEntities ( BodyFlags flags,
in Ray ray,
WeakGameEntity entity1,
WeakGameEntity entity2 )

◆ GenerateContactsWithCapsule()

int TaleWorlds.Engine.Scene.GenerateContactsWithCapsule ( ref CapsuleData capsule,
BodyFlags exclude_flags,
bool isFixedTick,
Intersection[] intersectionsOutput,
WeakGameEntity[] gameEntities,
UIntPtr[] entityPointers )

◆ GenerateContactsWithCapsuleAgainstEntity()

int TaleWorlds.Engine.Scene.GenerateContactsWithCapsuleAgainstEntity ( ref CapsuleData capsule,
BodyFlags excludeFlags,
WeakGameEntity entity,
Intersection[] intersectionsOutput )

◆ InvalidateTerrainPhysicsMaterials()

void TaleWorlds.Engine.Scene.InvalidateTerrainPhysicsMaterials ( )

◆ Read() [1/3]

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

◆ Read() [2/3]

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

◆ Read() [3/3]

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 ( bool checkInvisibleEntities)

◆ ForceLoadResources()

void TaleWorlds.Engine.Scene.ForceLoadResources ( bool checkInvisibleEntities)

◆ 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 )

◆ GetGroundHeightAndBodyFlagsAtPosition()

float TaleWorlds.Engine.Scene.GetGroundHeightAndBodyFlagsAtPosition ( Vec3 position,
out BodyFlags contactPointFlags,
BodyFlags excludeFlags = BodyFlags::CommonCollisionExcludeFlags )

◆ GetGroundHeightAtPosition() [2/2]

float TaleWorlds.Engine.Scene.GetGroundHeightAtPosition ( 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,
in Vec3 centerPoint,
bool castSupportRay,
in Vec3 supportRaycastPoint,
in Vec3 dir,
float distance,
WeakGameEntity ignoredEntity,
out float collisionDistance,
out Vec3 closestPoint,
out WeakGameEntity collidedEntity,
BodyFlags excludedBodyFlags = BodyFlags::CameraCollisionRayCastExludeFlags | BodyFlags::DontCollideWithCamera )

◆ BoxCast()

bool TaleWorlds.Engine.Scene.BoxCast ( Vec3 boxMin,
Vec3 boxMax,
bool castSupportRay,
Vec3 supportRaycastPoint,
Vec3 dir,
float distance,
out float collisionDistance,
out Vec3 closestPoint,
out WeakGameEntity collidedEntity,
BodyFlags excludedBodyFlags = BodyFlags::CameraCollisionRayCastExludeFlags )

◆ RayCastForClosestEntityOrTerrain() [1/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrain ( Vec3 sourcePoint,
Vec3 targetPoint,
out float collisionDistance,
out Vec3 closestPoint,
out WeakGameEntity collidedEntity,
float rayThickness = 0::01f,
BodyFlags excludeBodyFlags = BodyFlags::CommonFocusRayCastExcludeFlags )

◆ RayCastForClosestEntityOrTerrainFixedPhysics() [1/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrainFixedPhysics ( Vec3 sourcePoint,
Vec3 targetPoint,
out float collisionDistance,
out Vec3 closestPoint,
out WeakGameEntity collidedEntity,
float rayThickness = 0::01f,
BodyFlags excludeBodyFlags = BodyFlags::CommonFocusRayCastExcludeFlags )

◆ FocusRayCastForFixedPhysics()

bool TaleWorlds.Engine.Scene.FocusRayCastForFixedPhysics ( Vec3 sourcePoint,
Vec3 targetPoint,
out float collisionDistance,
out Vec3 closestPoint,
out WeakGameEntity 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 WeakGameEntity collidedEntity,
float rayThickness = 0::01f,
BodyFlags excludeBodyFlags = BodyFlags::CommonFocusRayCastExcludeFlags )

◆ RayCastForClosestEntityOrTerrainFixedPhysics() [2/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrainFixedPhysics ( Vec3 sourcePoint,
Vec3 targetPoint,
out float collisionDistance,
out WeakGameEntity collidedEntity,
float rayThickness = 0::01f,
BodyFlags excludeBodyFlags = BodyFlags::CommonFocusRayCastExcludeFlags )

◆ RayCastForRamming()

bool TaleWorlds.Engine.Scene.RayCastForRamming ( in Vec3 sourcePoint,
in Vec3 targetPoint,
WeakGameEntity ignoredEntity,
float rayThickness,
out float collisionDistance,
out Vec3 intersectionPoint,
out WeakGameEntity collidedEntity,
BodyFlags excludeBodyFlags = BodyFlags::CommonFocusRayCastExcludeFlags,
BodyFlags includeBodyFlags = BodyFlags::None )

◆ RayCastForClosestEntityOrTerrainIgnoreEntity()

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrainIgnoreEntity ( in Vec3 sourcePoint,
in Vec3 targetPoint,
WeakGameEntity ignoredEntity,
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 )

◆ RayCastForClosestEntityOrTerrainFixedPhysics() [3/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrainFixedPhysics ( Vec3 sourcePoint,
Vec3 targetPoint,
out float collisionDistance,
out Vec3 closestPoint,
float rayThickness = 0::01f,
BodyFlags excludeBodyFlags = BodyFlags::CommonFocusRayCastExcludeFlags )

◆ RayCastForClosestEntityOrTerrainFixedPhysics() [4/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrainFixedPhysics ( Vec3 sourcePoint,
Vec3 targetPoint,
out float collisionDistance,
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 )

◆ ImportNavigationMeshPrefab()

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

◆ ImportNavigationMeshPrefabWithFrame()

void TaleWorlds.Engine.Scene.ImportNavigationMeshPrefabWithFrame ( string navMeshPrefabName,
MatrixFrame frame )

◆ SaveNavMeshPrefabWithFrame()

void TaleWorlds.Engine.Scene.SaveNavMeshPrefabWithFrame ( string navMeshPrefabName,
MatrixFrame frame )

◆ SetNavMeshRegionMap()

void TaleWorlds.Engine.Scene.SetNavMeshRegionMap ( bool[] regionMap)

◆ MarkFacesWithIdAsLadder()

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

◆ SetAbilityOfFacesWithId()

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

◆ SwapFaceConnectionsWithID()

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

◆ 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]

UIntPtr TaleWorlds.Engine.Scene.GetNavigationMeshForPosition ( in Vec3 position)

◆ GetNearestNavigationMeshForPosition()

UIntPtr TaleWorlds.Engine.Scene.GetNearestNavigationMeshForPosition ( in Vec3 position,
float heightDifferenceLimit,
bool excludeDynamicNavigationMeshes )

◆ GetNavigationMeshForPosition() [2/2]

UIntPtr TaleWorlds.Engine.Scene.GetNavigationMeshForPosition ( in Vec3 position,
out int faceGroupId,
float heightDifferenceLimit,
bool excludeDynamicNavigationMeshes )

◆ DoesPathExistBetweenPositions()

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

◆ SetLandscapeRainMaskData()

void TaleWorlds.Engine.Scene.SetLandscapeRainMaskData ( byte[] data)

◆ 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)

◆ FindWeakEntitiesWithTag()

IEnumerable< WeakGameEntity > TaleWorlds.Engine.Scene.FindWeakEntitiesWithTag ( string tag)

◆ FindWeakEntityWithTag()

WeakGameEntity TaleWorlds.Engine.Scene.FindWeakEntityWithTag ( string tag)

◆ 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)

◆ FindWeakEntitiesWithTagExpression()

IEnumerable< WeakGameEntity > TaleWorlds.Engine.Scene.FindWeakEntitiesWithTagExpression ( string expression)

◆ 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 )

◆ GetSceneLimits()

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

◆ SetName()

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

◆ GetName()

string TaleWorlds.Engine.Scene.GetName ( )

◆ GetModulePath()

string TaleWorlds.Engine.Scene.GetModulePath ( )

◆ 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 ( )

◆ SetPhotoAtmosphereViaTod()

void TaleWorlds.Engine.Scene.SetPhotoAtmosphereViaTod ( float tod,
bool withStorm )

◆ IsPositionOnADynamicNavMesh()

bool TaleWorlds.Engine.Scene.IsPositionOnADynamicNavMesh ( Vec3 position)

◆ WaitWaterRendererCPUSimulation()

void TaleWorlds.Engine.Scene.WaitWaterRendererCPUSimulation ( )

◆ EnableInclusiveAsyncPhysx()

void TaleWorlds.Engine.Scene.EnableInclusiveAsyncPhysx ( )

◆ EnsureWaterWakeRenderer()

void TaleWorlds.Engine.Scene.EnsureWaterWakeRenderer ( )

◆ DeleteWaterWakeRenderer()

void TaleWorlds.Engine.Scene.DeleteWaterWakeRenderer ( )

◆ SceneHadWaterWakeRenderer()

bool TaleWorlds.Engine.Scene.SceneHadWaterWakeRenderer ( )

◆ SetWaterWakeWorldSize()

void TaleWorlds.Engine.Scene.SetWaterWakeWorldSize ( float worldSize,
float eraseFactor )

◆ SetWaterWakeCameraOffset()

void TaleWorlds.Engine.Scene.SetWaterWakeCameraOffset ( float cameraOffset)

◆ TickWake()

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

◆ SetDoNotAddEntitiesToTickList()

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

◆ SetDontLoadInvisibleEntities()

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

◆ SetUsesDeleteLaterSystem()

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

◆ FindClosestExitPositionForPositionOnABoundaryFace()

Vec2 TaleWorlds.Engine.Scene.FindClosestExitPositionForPositionOnABoundaryFace ( Vec3 position,
UIntPtr boundaryFacePointer )

Member Data Documentation

◆ MaximumWindSpeed

float TaleWorlds.Engine.Scene.MaximumWindSpeed = 30.0f
static

◆ AutoClimbHeight

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

◆ NavMeshHeightLimit

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

◆ SunRise

const int TaleWorlds.Engine.Scene.SunRise = 2
static

◆ SunSet

const int TaleWorlds.Engine.Scene.SunSet = 22
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

◆ IsDayTime

bool TaleWorlds.Engine.Scene.IsDayTime
get

◆ 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