Logo
クラス | 公開メンバ関数 | 静的公開メンバ関数 | 公開変数類 | 全メンバ一覧
SharpKmyGfx.GameView クラス
SharpKmyGfx.GameView の継承関係図

公開メンバ関数

 GameView ()
 
 GameView (IntPtr p)
 
void Dispose ()
 
void draw (bool swapbuffer, float timeScale)
 
void preDraw (float timeScale, Action< float > startFixedUpdate, Action< float > afterAnimate, Action< float > afterSimulate)
 
void postDraw (bool swapbuffer)
 
void debugPause (bool flg)
 
bool isDebugPause ()
 
void setCamera (SharpKmyMath.Matrix4 proj, SharpKmyMath.Matrix4 view)
 
void setDirectionalLightPosture (SharpKmyMath.Matrix4 posture)
 
void setDirectionalLightColor (SharpKmyGfx.Color color)
 
void setDirectionalLightShadowColor (SharpKmyGfx.Color color)
 
void setDirectionalLightShadowVolumeMargin (float margin)
 
void setDirectionalLightShadowBias (float bias)
 
void setDirectionalLightShadowDistance (float distance)
 
void setCascadeStep (float s1, float s2, float s3)
 
void setCascadeCount (int num)
 
void enableCascadeVisualize (bool flg)
 
void setAmbientLight (SharpKmyGfx.Color color)
 
void setBuildingLightBrightness (float value)
 
void setViewport (int x, int y, int width, int height)
 
void setViewportSize (int width, int height)
 
SharpKmyMath.Vector2 getViewportSize ()
 
UInt32 getDisplayID ()
 
void setDisplayID (UInt32 id)
 
void setBackGroundColor (SharpKmyGfx.Color color)
 
void addPickupFrame (int size)
 
void addCaptureFrame (int width, int height)
 
void removeCaptureFrame ()
 
void enableBloom (bool flg)
 
void setBloomParam (float apply, float hilightThreshold)
 
void enableAutoExposure (bool flg)
 
void setAutoExposureParam (float targetBrightness, float minScale, float maxScale)
 
void enableChromaticAbberation (bool flg)
 
void setChromaticAbberationParam (float size)
 
void enableDof (bool flg)
 
void enableFxaa (bool flg)
 
void setDofParam (float focalDistance, float focalRange, float radius)
 
void enableSharpen (bool flg)
 
void setShapenParam (float strength, float distance)
 
void getImage (int x, int y, int w, int h, UInt32[] buffer)
 
void getDepth (int x, int y, int w, int h, float[] buffer)
 
void getNormal (int x, int y, int w, int h, UInt32[] buffer)
 
void getCaptureFrame (UInt32[] color, UInt32[] depth)
 
void createScreenShot (string path)
 
void setSpriteBatch (SpriteBatch s)
 
void setFogColor (SharpKmyGfx.Color color)
 
void setFogParam (float start, float depthDensity, float heightFallOff)
 
void setSSAOParam (float radius, float minLimit, float maxLimit, float shadowScale, int sampleCount, float contrast, SharpKmyGfx.Color color, SSAOALGORITHM algorithm, SSAOBLURTYPE blurType, int linearThresholdLevel, float fadeDistance)
 
void enableSSSSS (bool flg)
 
void setSSSSSParam (float radius, int sampleCount, float apply)
 
void clearSettings ()
 
UInt16 pickup (float x, float y, ref SharpKmyMath.Vector3 wpos)
 
int pickupDetail (float x, float y, UInt16[] idlist, SharpKmyMath.Vector3[] wposlist, float[] depthlist)
 
void getTerrainNormal (float x, float y, ref SharpKmyMath.Vector3 nrm)
 
void pickupRect (float left, float top, float right, float bottom, List< UInt16 > idlist, bool ignoreTerrain, bool ignoreManipulator)
 
void addHilightPickupID (UInt16 id)
 
UInt16[] getHilightPicupIDs ()
 
void clearHilightPickupID ()
 
void addHoverHilightPickupID (UInt16 id)
 
void clearHoverHilightPickupID ()
 
void setReflectionMap (Texture tex)
 
void setSkyBoxMaterial (Guid mtl)
 
void setLutMap (Guid id)
 
void setReflectionMap (Texture tex, float interpolateTime)
 
void setLutMap (Guid id, float interpolateTime)
 
void use2DGizmo ()
 
void enableVignette (bool flg)
 
void setVignette (float value)
 
void setIBLIntensity (float value)
 
void setReflectionIntensity (float value)
 
void setBillboardLightModulation (float value)
 
void setDistanceFadeEnable (bool flg)
 
void setDistanceFadeStart (float v)
 
bool XZPlaneHitTest (float u, float v, float yoffset, out SharpKmyMath.Vector3 hitpos)
 
void addPhysics ()
 
SharpKmyPhysics.PhysicsBase getPhysics ()
 
void addManipulator ()
 
Manipulator getManipulator ()
 
void resetQualityAdjust ()
 
void set3DGizmoDrawEnabled (bool flg)
 
void setModelBoundSphereDrawType (ModelBoundSphereDrawType flg)
 
void setSelectionDrawEnabled (bool flg)
 
void setPhysicsDebugDrawEnabled (int flag)
 
void setPhysicsDebugDrawContactPoints (bool flg)
 
void setPhysicsDebugDrawConstraints (bool flg)
 
void setPhysicsProcessEnabled (bool flag)
 
bool viewVolumeCheck (float x, float y, float z, float radius)
 
void addSubGameView (GameView sub)
 
void addSubGameView (GameView sub, SubGameViewDrawTrigger type)
 
void enableAsSubGameView (bool flg)
 
void removeSubGameView (GameView sub, bool removeForce)
 
void removeSubGameView (GameView sub)
 
Texture getCaptureColorTexture ()
 
Texture getCaptureDepthTexture ()
 
void copyBaseRenderingEnviroment (GameView src)
 
void baseImageCapture (bool flg)
 
void enableDynamicResolution (bool flg)
 
void setShadowMapScale (float s)
 
void addDrawHook (GameViewDrawHook d)
 
void removeDrawHook (GameViewDrawHook d)
 
void clearDrawHook ()
 
void usetDeferredLighting (bool flg)
 
void ignoreSuspendChecker ()
 
void setHiddenStencilColor (float r, float g, float b, float a)
 
void addDrawCommand (DrawEvent ev, InternalCommandBufferHandle icb)
 
float getBlockElapsed (SharpKmyBase.PerformancePeriodType type)
 
int getFixedUpdateStepCount ()
 
void save ()
 
void restore ()
 
void enableIconDrawer (bool enable)
 
void showMiniMeter (bool flg)
 
void showDevelopHint (bool flg)
 
SharpKmyMath.Matrix4 getCameraProj ()
 
SharpKmyMath.Matrix4 getCameraView ()
 

静的公開メンバ関数

static void setMainGameView (GameView gv)
 
static GameView getMainGameView ()
 
static GameView getTaskGameView ()
 
static void setSpriteBatchToTaskGameView (SpriteBatch s)
 
static void setMaximumResolution (int w, int h)
 
static void useAsyncCommandExec ()
 
static void globalEnablePostFX (bool flg)
 
static Texture getPickupIDTexture ()
 
static Texture getBaseDepthTexture ()
 
static void setPerformanceMeterDrawMode (int mode)
 
static void setDrawSuspendChecker (GameViewDrawSuspendChecker body)
 
static bool isDrawSuspending ()
 
static void bootProgressMessage (string text)
 
static void windowsMessageEvent (IntPtr hWnd, UInt32 message, ulong wparam, long lparam)
 
static int getCurrentGameView3DScreenWidth ()
 
static int getCurrentGameView3DScreenHeight ()
 
static void waitPreviousDrawingFinished ()
 
static void enableDraw (bool flg)
 
static void enableLimitFPS (bool flg)
 
static void setMaximumFPS (int fps)
 
static void setMaximumPhysicsUpdateCount (int count)
 

公開変数類

bool m_ignoreSuspendChecker = false
 
bool owning = false
 
IntPtr _native = IntPtr.Zero
 

構築子と解体子

◆ GameView() [1/2]

SharpKmyGfx.GameView.GameView ( )

◆ GameView() [2/2]

SharpKmyGfx.GameView.GameView ( IntPtr  p)

メソッド詳解

◆ addCaptureFrame()

void SharpKmyGfx.GameView.addCaptureFrame ( int  width,
int  height 
)

◆ addDrawCommand()

void SharpKmyGfx.GameView.addDrawCommand ( DrawEvent  ev,
InternalCommandBufferHandle  icb 
)

◆ addDrawHook()

void SharpKmyGfx.GameView.addDrawHook ( GameViewDrawHook  d)

◆ addHilightPickupID()

void SharpKmyGfx.GameView.addHilightPickupID ( UInt16  id)

◆ addHoverHilightPickupID()

void SharpKmyGfx.GameView.addHoverHilightPickupID ( UInt16  id)

◆ addManipulator()

void SharpKmyGfx.GameView.addManipulator ( )

◆ addPhysics()

void SharpKmyGfx.GameView.addPhysics ( )

◆ addPickupFrame()

void SharpKmyGfx.GameView.addPickupFrame ( int  size)

◆ addSubGameView() [1/2]

void SharpKmyGfx.GameView.addSubGameView ( GameView  sub)

◆ addSubGameView() [2/2]

void SharpKmyGfx.GameView.addSubGameView ( GameView  sub,
SubGameViewDrawTrigger  type 
)

◆ baseImageCapture()

void SharpKmyGfx.GameView.baseImageCapture ( bool  flg)

◆ bootProgressMessage()

static void SharpKmyGfx.GameView.bootProgressMessage ( string  text)
static

◆ clearDrawHook()

void SharpKmyGfx.GameView.clearDrawHook ( )

◆ clearHilightPickupID()

void SharpKmyGfx.GameView.clearHilightPickupID ( )

◆ clearHoverHilightPickupID()

void SharpKmyGfx.GameView.clearHoverHilightPickupID ( )

◆ clearSettings()

void SharpKmyGfx.GameView.clearSettings ( )

◆ copyBaseRenderingEnviroment()

void SharpKmyGfx.GameView.copyBaseRenderingEnviroment ( GameView  src)

◆ createScreenShot()

void SharpKmyGfx.GameView.createScreenShot ( string  path)

◆ debugPause()

void SharpKmyGfx.GameView.debugPause ( bool  flg)

◆ Dispose()

void SharpKmyGfx.GameView.Dispose ( )

◆ draw()

void SharpKmyGfx.GameView.draw ( bool  swapbuffer,
float  timeScale 
)

◆ enableAsSubGameView()

void SharpKmyGfx.GameView.enableAsSubGameView ( bool  flg)

◆ enableAutoExposure()

void SharpKmyGfx.GameView.enableAutoExposure ( bool  flg)

◆ enableBloom()

void SharpKmyGfx.GameView.enableBloom ( bool  flg)

◆ enableCascadeVisualize()

void SharpKmyGfx.GameView.enableCascadeVisualize ( bool  flg)

◆ enableChromaticAbberation()

void SharpKmyGfx.GameView.enableChromaticAbberation ( bool  flg)

◆ enableDof()

void SharpKmyGfx.GameView.enableDof ( bool  flg)

◆ enableDraw()

static void SharpKmyGfx.GameView.enableDraw ( bool  flg)
static

◆ enableDynamicResolution()

void SharpKmyGfx.GameView.enableDynamicResolution ( bool  flg)

◆ enableFxaa()

void SharpKmyGfx.GameView.enableFxaa ( bool  flg)

◆ enableIconDrawer()

void SharpKmyGfx.GameView.enableIconDrawer ( bool  enable)

◆ enableLimitFPS()

static void SharpKmyGfx.GameView.enableLimitFPS ( bool  flg)
static

◆ enableSharpen()

void SharpKmyGfx.GameView.enableSharpen ( bool  flg)

◆ enableSSSSS()

void SharpKmyGfx.GameView.enableSSSSS ( bool  flg)

◆ enableVignette()

void SharpKmyGfx.GameView.enableVignette ( bool  flg)

◆ getBaseDepthTexture()

static Texture SharpKmyGfx.GameView.getBaseDepthTexture ( )
static

◆ getBlockElapsed()

float SharpKmyGfx.GameView.getBlockElapsed ( SharpKmyBase.PerformancePeriodType  type)

◆ getCameraProj()

SharpKmyMath.Matrix4 SharpKmyGfx.GameView.getCameraProj ( )

◆ getCameraView()

SharpKmyMath.Matrix4 SharpKmyGfx.GameView.getCameraView ( )

◆ getCaptureColorTexture()

Texture SharpKmyGfx.GameView.getCaptureColorTexture ( )

◆ getCaptureDepthTexture()

Texture SharpKmyGfx.GameView.getCaptureDepthTexture ( )

◆ getCaptureFrame()

void SharpKmyGfx.GameView.getCaptureFrame ( UInt32[]  color,
UInt32[]  depth 
)

◆ getCurrentGameView3DScreenHeight()

static int SharpKmyGfx.GameView.getCurrentGameView3DScreenHeight ( )
static

◆ getCurrentGameView3DScreenWidth()

static int SharpKmyGfx.GameView.getCurrentGameView3DScreenWidth ( )
static

◆ getDepth()

void SharpKmyGfx.GameView.getDepth ( int  x,
int  y,
int  w,
int  h,
float[]  buffer 
)

◆ getDisplayID()

UInt32 SharpKmyGfx.GameView.getDisplayID ( )

◆ getFixedUpdateStepCount()

int SharpKmyGfx.GameView.getFixedUpdateStepCount ( )

◆ getHilightPicupIDs()

UInt16[] SharpKmyGfx.GameView.getHilightPicupIDs ( )

◆ getImage()

void SharpKmyGfx.GameView.getImage ( int  x,
int  y,
int  w,
int  h,
UInt32[]  buffer 
)

◆ getMainGameView()

static GameView SharpKmyGfx.GameView.getMainGameView ( )
static

◆ getManipulator()

Manipulator SharpKmyGfx.GameView.getManipulator ( )

◆ getNormal()

void SharpKmyGfx.GameView.getNormal ( int  x,
int  y,
int  w,
int  h,
UInt32[]  buffer 
)

◆ getPhysics()

SharpKmyPhysics.PhysicsBase SharpKmyGfx.GameView.getPhysics ( )

◆ getPickupIDTexture()

static Texture SharpKmyGfx.GameView.getPickupIDTexture ( )
static

◆ getTaskGameView()

static GameView SharpKmyGfx.GameView.getTaskGameView ( )
static

◆ getTerrainNormal()

void SharpKmyGfx.GameView.getTerrainNormal ( float  x,
float  y,
ref SharpKmyMath.Vector3  nrm 
)

◆ getViewportSize()

SharpKmyMath.Vector2 SharpKmyGfx.GameView.getViewportSize ( )

◆ globalEnablePostFX()

static void SharpKmyGfx.GameView.globalEnablePostFX ( bool  flg)
static

◆ ignoreSuspendChecker()

void SharpKmyGfx.GameView.ignoreSuspendChecker ( )

◆ isDebugPause()

bool SharpKmyGfx.GameView.isDebugPause ( )

◆ isDrawSuspending()

static bool SharpKmyGfx.GameView.isDrawSuspending ( )
static

◆ pickup()

UInt16 SharpKmyGfx.GameView.pickup ( float  x,
float  y,
ref SharpKmyMath.Vector3  wpos 
)

◆ pickupDetail()

int SharpKmyGfx.GameView.pickupDetail ( float  x,
float  y,
UInt16[]  idlist,
SharpKmyMath.Vector3[]  wposlist,
float[]  depthlist 
)

◆ pickupRect()

void SharpKmyGfx.GameView.pickupRect ( float  left,
float  top,
float  right,
float  bottom,
List< UInt16 >  idlist,
bool  ignoreTerrain,
bool  ignoreManipulator 
)

◆ postDraw()

void SharpKmyGfx.GameView.postDraw ( bool  swapbuffer)

◆ preDraw()

void SharpKmyGfx.GameView.preDraw ( float  timeScale,
Action< float >  startFixedUpdate,
Action< float >  afterAnimate,
Action< float >  afterSimulate 
)

◆ removeCaptureFrame()

void SharpKmyGfx.GameView.removeCaptureFrame ( )

◆ removeDrawHook()

void SharpKmyGfx.GameView.removeDrawHook ( GameViewDrawHook  d)

◆ removeSubGameView() [1/2]

void SharpKmyGfx.GameView.removeSubGameView ( GameView  sub)

◆ removeSubGameView() [2/2]

void SharpKmyGfx.GameView.removeSubGameView ( GameView  sub,
bool  removeForce 
)

◆ resetQualityAdjust()

void SharpKmyGfx.GameView.resetQualityAdjust ( )

◆ restore()

void SharpKmyGfx.GameView.restore ( )

◆ save()

void SharpKmyGfx.GameView.save ( )

◆ set3DGizmoDrawEnabled()

void SharpKmyGfx.GameView.set3DGizmoDrawEnabled ( bool  flg)

◆ setAmbientLight()

void SharpKmyGfx.GameView.setAmbientLight ( SharpKmyGfx.Color  color)

◆ setAutoExposureParam()

void SharpKmyGfx.GameView.setAutoExposureParam ( float  targetBrightness,
float  minScale,
float  maxScale 
)

◆ setBackGroundColor()

void SharpKmyGfx.GameView.setBackGroundColor ( SharpKmyGfx.Color  color)

◆ setBillboardLightModulation()

void SharpKmyGfx.GameView.setBillboardLightModulation ( float  value)

◆ setBloomParam()

void SharpKmyGfx.GameView.setBloomParam ( float  apply,
float  hilightThreshold 
)

◆ setBuildingLightBrightness()

void SharpKmyGfx.GameView.setBuildingLightBrightness ( float  value)

◆ setCamera()

void SharpKmyGfx.GameView.setCamera ( SharpKmyMath.Matrix4  proj,
SharpKmyMath.Matrix4  view 
)

◆ setCascadeCount()

void SharpKmyGfx.GameView.setCascadeCount ( int  num)

◆ setCascadeStep()

void SharpKmyGfx.GameView.setCascadeStep ( float  s1,
float  s2,
float  s3 
)

◆ setChromaticAbberationParam()

void SharpKmyGfx.GameView.setChromaticAbberationParam ( float  size)

◆ setDirectionalLightColor()

void SharpKmyGfx.GameView.setDirectionalLightColor ( SharpKmyGfx.Color  color)

◆ setDirectionalLightPosture()

void SharpKmyGfx.GameView.setDirectionalLightPosture ( SharpKmyMath.Matrix4  posture)

◆ setDirectionalLightShadowBias()

void SharpKmyGfx.GameView.setDirectionalLightShadowBias ( float  bias)

◆ setDirectionalLightShadowColor()

void SharpKmyGfx.GameView.setDirectionalLightShadowColor ( SharpKmyGfx.Color  color)

◆ setDirectionalLightShadowDistance()

void SharpKmyGfx.GameView.setDirectionalLightShadowDistance ( float  distance)

◆ setDirectionalLightShadowVolumeMargin()

void SharpKmyGfx.GameView.setDirectionalLightShadowVolumeMargin ( float  margin)

◆ setDisplayID()

void SharpKmyGfx.GameView.setDisplayID ( UInt32  id)

◆ setDistanceFadeEnable()

void SharpKmyGfx.GameView.setDistanceFadeEnable ( bool  flg)

◆ setDistanceFadeStart()

void SharpKmyGfx.GameView.setDistanceFadeStart ( float  v)

◆ setDofParam()

void SharpKmyGfx.GameView.setDofParam ( float  focalDistance,
float  focalRange,
float  radius 
)

◆ setDrawSuspendChecker()

static void SharpKmyGfx.GameView.setDrawSuspendChecker ( GameViewDrawSuspendChecker  body)
static

◆ setFogColor()

void SharpKmyGfx.GameView.setFogColor ( SharpKmyGfx.Color  color)

◆ setFogParam()

void SharpKmyGfx.GameView.setFogParam ( float  start,
float  depthDensity,
float  heightFallOff 
)

◆ setHiddenStencilColor()

void SharpKmyGfx.GameView.setHiddenStencilColor ( float  r,
float  g,
float  b,
float  a 
)

◆ setIBLIntensity()

void SharpKmyGfx.GameView.setIBLIntensity ( float  value)

◆ setLutMap() [1/2]

void SharpKmyGfx.GameView.setLutMap ( Guid  id)

◆ setLutMap() [2/2]

void SharpKmyGfx.GameView.setLutMap ( Guid  id,
float  interpolateTime 
)

◆ setMainGameView()

static void SharpKmyGfx.GameView.setMainGameView ( GameView  gv)
static

◆ setMaximumFPS()

static void SharpKmyGfx.GameView.setMaximumFPS ( int  fps)
static

◆ setMaximumPhysicsUpdateCount()

static void SharpKmyGfx.GameView.setMaximumPhysicsUpdateCount ( int  count)
static

◆ setMaximumResolution()

static void SharpKmyGfx.GameView.setMaximumResolution ( int  w,
int  h 
)
static

◆ setModelBoundSphereDrawType()

void SharpKmyGfx.GameView.setModelBoundSphereDrawType ( ModelBoundSphereDrawType  flg)

◆ setPerformanceMeterDrawMode()

static void SharpKmyGfx.GameView.setPerformanceMeterDrawMode ( int  mode)
static

◆ setPhysicsDebugDrawConstraints()

void SharpKmyGfx.GameView.setPhysicsDebugDrawConstraints ( bool  flg)

◆ setPhysicsDebugDrawContactPoints()

void SharpKmyGfx.GameView.setPhysicsDebugDrawContactPoints ( bool  flg)

◆ setPhysicsDebugDrawEnabled()

void SharpKmyGfx.GameView.setPhysicsDebugDrawEnabled ( int  flag)

◆ setPhysicsProcessEnabled()

void SharpKmyGfx.GameView.setPhysicsProcessEnabled ( bool  flag)

◆ setReflectionIntensity()

void SharpKmyGfx.GameView.setReflectionIntensity ( float  value)

◆ setReflectionMap() [1/2]

void SharpKmyGfx.GameView.setReflectionMap ( Texture  tex)

◆ setReflectionMap() [2/2]

void SharpKmyGfx.GameView.setReflectionMap ( Texture  tex,
float  interpolateTime 
)

◆ setSelectionDrawEnabled()

void SharpKmyGfx.GameView.setSelectionDrawEnabled ( bool  flg)

◆ setShadowMapScale()

void SharpKmyGfx.GameView.setShadowMapScale ( float  s)

◆ setShapenParam()

void SharpKmyGfx.GameView.setShapenParam ( float  strength,
float  distance 
)

◆ setSkyBoxMaterial()

void SharpKmyGfx.GameView.setSkyBoxMaterial ( Guid  mtl)

◆ setSpriteBatch()

void SharpKmyGfx.GameView.setSpriteBatch ( SpriteBatch  s)

◆ setSpriteBatchToTaskGameView()

static void SharpKmyGfx.GameView.setSpriteBatchToTaskGameView ( SpriteBatch  s)
static

◆ setSSAOParam()

void SharpKmyGfx.GameView.setSSAOParam ( float  radius,
float  minLimit,
float  maxLimit,
float  shadowScale,
int  sampleCount,
float  contrast,
SharpKmyGfx.Color  color,
SSAOALGORITHM  algorithm,
SSAOBLURTYPE  blurType,
int  linearThresholdLevel,
float  fadeDistance 
)

◆ setSSSSSParam()

void SharpKmyGfx.GameView.setSSSSSParam ( float  radius,
int  sampleCount,
float  apply 
)

◆ setViewport()

void SharpKmyGfx.GameView.setViewport ( int  x,
int  y,
int  width,
int  height 
)

◆ setViewportSize()

void SharpKmyGfx.GameView.setViewportSize ( int  width,
int  height 
)

◆ setVignette()

void SharpKmyGfx.GameView.setVignette ( float  value)

◆ showDevelopHint()

void SharpKmyGfx.GameView.showDevelopHint ( bool  flg)

◆ showMiniMeter()

void SharpKmyGfx.GameView.showMiniMeter ( bool  flg)

◆ use2DGizmo()

void SharpKmyGfx.GameView.use2DGizmo ( )

◆ useAsyncCommandExec()

static void SharpKmyGfx.GameView.useAsyncCommandExec ( )
static

◆ usetDeferredLighting()

void SharpKmyGfx.GameView.usetDeferredLighting ( bool  flg)

◆ viewVolumeCheck()

bool SharpKmyGfx.GameView.viewVolumeCheck ( float  x,
float  y,
float  z,
float  radius 
)

◆ waitPreviousDrawingFinished()

static void SharpKmyGfx.GameView.waitPreviousDrawingFinished ( )
static

◆ windowsMessageEvent()

static void SharpKmyGfx.GameView.windowsMessageEvent ( IntPtr  hWnd,
UInt32  message,
ulong  wparam,
long  lparam 
)
static

◆ XZPlaneHitTest()

bool SharpKmyGfx.GameView.XZPlaneHitTest ( float  u,
float  v,
float  yoffset,
out SharpKmyMath.Vector3  hitpos 
)

メンバ詳解

◆ _native

IntPtr SharpKmyGfx.GameView._native = IntPtr.Zero

◆ m_ignoreSuspendChecker

bool SharpKmyGfx.GameView.m_ignoreSuspendChecker = false

◆ owning

bool SharpKmyGfx.GameView.owning = false