away3d.core.partition
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| CameraNode | CameraNode is a space partitioning leaf node that contains a Camera3D object. |
| DirectionalLightNode | LightNode is a space partitioning leaf node that contains a LightBase object. |
| DynamicGrid | DynamicGrid is used by certain partitioning systems that require vislists for regions of dynamic data. |
| EntityNode | The EntityNode class provides an abstract base class for leaf nodes in a partition tree, containing entities to be fed to the EntityCollector traverser. The concrete subtype of Entity is responsible for creating a matching subtype of EntityNode. |
| InvertedOctreeNode | InvertedOctreeNode is an octree data structure not used hierarchically for culling, but for fast dynamic insertion. The data structure is essentially a grid, but "overarching" parent container nodes for entities striding across nodes. If this is visible, so is the parent. Traversal happens invertedly too. |
| LightNode | LightNode is a space partitioning leaf node that contains a LightBase object. Used for lights that are not of default supported type. |
| LightProbeNode | LightNode is a space partitioning leaf node that contains a LightBase object. |
| MeshNode | MeshNode is a space partitioning leaf node that contains a Mesh object. |
| NodeBase | The NodeBase class is an abstract base class for any type of space partition tree node. The concrete subtype will control the creation of its child nodes, which are necessarily of the same type. The exception is the creation of leaf entity nodes, which is handled by the Partition3D class. |
| NullNode | NullNode is a node that performs no space partitioning, but simply stores all objects in a list of leaf nodes. This partitioning system is most useful for simple content, or content that is always in the screen, such as a 3d user interface. |
| Octree | |
| OctreeNode | |
| Partition3D | Partition3D is the core of a space partition system. The space partition system typically subdivides the 3D scene hierarchically into a number of non-overlapping subspaces, forming a tree data structure. This is used to more efficiently perform frustum culling, potential visibility determination and collision detection. |
| PointLightNode | LightNode is a space partitioning leaf node that contains a LightBase object. |
| QuadTree | |
| QuadTreeNode | |
| RenderableNode | RenderableNode is a space partitioning leaf node that contains any Entity that is itself a IRenderable object. This excludes Mesh (since the renderable objects are its SubMesh children). |
| SkyBoxNode | SkyBoxNode is a space partitioning leaf node that contains a SkyBox object. |
| ViewCell | |
| ViewVolume | |
| ViewVolumePartition | |
| ViewVolumeRootNode |