WPF Charting Documentation - SciChart WPF Charts SDK v5.x
SciChart.Charting3D.Primitives Namespace
Inheritance Hierarchy
Classes
 ClassDescription
ClassAxisCubeDescriptor The AxisCubeDescriptpr passes information from WPF about the 3D Axis Cube to the 3D Engine
ClassAxisDescriptor A class which passes information from WPF to the 3D Engine about how to render a 3D Axis
ClassBaseSceneEntity Defines an Entity in the 3D Scene. All types inheriting from BaseSceneEntity have the abilty to be postioned and rendered using geometry and primitives defined in the 3D engine
ClassBlendStates Provides Blend State options to the 3D renderer
ClassColumnsMesh Defines a ColumnsMesh, which provides a Mesh that can be defined once, Frozen, then repeatedly drawn
ClassDefaultEntityIdProvider

An IEntityIdProvider encodes into a single System.UInt32 a unique ID to identify a mesh and a vertex.

This means there is a maximum count of 4 Billion vertices in the scene, but the UInt32 must be split into two parts System.UInt32 VertexID and System.UInt32 Entity (Mesh ID).

The EntityIdprovider accepts integer entity/vertex ID and encodes into a single VertexId struct. It can also decode from VertexId back into Mesh and Vertex ID.

The DefaultEntityIdProvider encodes with a schema of 10-bits for EntityId and 22-bits for VertexId. This means the 3D scene can have a maximum of 1024 meshes, and each mesh can have a maximum of 4 million vertices

ClassDepthStencilStates Provides Depth Stencil options to the 3D renderer
ClassFreeSurfaceMesh Draws the Surface using SciChart.Charting3D.Interop.SCRTFreeSurfaceMesh which interops with the C++ 3D Engine
ClassGridMesh Draws the Grid Grid using SciChart.Charting3D.Interop.SCRTGridMesh, TSREffect and SciChart.Charting3D.Interop.TSRTexture which interop with the C++ 3D Engine
ClassImmediateLineContext Defines a drawing context which draws dynamic lines in 3D space
ClassImmediateLitMeshContext Defines a Drawing Context which draws 3D Meshes dynamically on the fly
ClassImmediateMeshContext Defines a Drawing Context which draws 3D Meshes dynamically on the fly
ClassLinesMesh Defines a re-usable 3D model consisting of lines which may be dynamically created, frozen, and repeatedly drawn
ClassLineStyle A class which passes Line Style information from WPF to the 3D Engine
ClassPointsInstancesMesh Defines a re-usable 3D model consisting of Instance based (3D mesh) points which may be dynamically created, frozen, and repeatedly drawn
ClassPointsMesh Defines a re-usable 3D model consisting of Texture based (flat) points which may be dynamically created, frozen, and repeatedly drawn
ClassPointsPixelsMesh Defines a re-usable 3D model consisting of pixel points which may be dynamically created, frozen, and repeatedly drawn
ClassRasterizerStates Provides Blend State options to the 3D renderer
ClassRenderPassInfo3D Defines constants and parameters for the current render pass
ClassSceneDescriptor The SceneDescriptor passes information from WPF about the scene to the 3D Engine
ClassTextStyle A class which passes Text Style information from WPF to the 3D Engine
Interfaces
 InterfaceDescription
InterfaceIAxisCubeDescriptor The AxisCubeDescriptpr passes information from WPF about the 3D Axis Cube to the 3D Engine
InterfaceIAxisDescriptor Defines the interface to an AxisDescriptor, a class which passes information from WPF to the 3D Engine about how to render a 3D Axis
InterfaceIBaseSceneEntity Defines the interface to an Entity in the 3D Scene.
InterfaceIColumnsMesh Defines the interface to a ColumnsMesh, which provides a Mesh that can be defined once, Frozen, then repeatedly drawn
InterfaceIEntityIdProvider

An EntityIdProvider encodes into a single System.UInt32 a unique ID to identify a mesh and a vertex.

This means there is a maximum count of 4 Billion vertices in the scene, but the UInt32 must be split into two parts System.UInt32 VertexID and System.UInt32 Entity (Mesh ID).

The EntityIdprovider accepts integer entity/vertex ID and encodes into a single VertexId struct. It can also decode from VertexId back into Mesh and Vertex ID.

InterfaceIImmediateDrawContext Defines the interface to a Draw Context in 3D
InterfaceIImmediateLineContext Defines a drawing context which draws dynamic lines in 3D space
InterfaceIImmediateLitMeshContext Defines the interface to a Drawing Context which draws 3D Meshes dynamically on the fly
InterfaceIImmediateMeshContext Defines the interface to a Drawing Context which draws 3D Meshes dynamically on the fly
InterfaceILinesMesh Defines the interface to a LinesMesh, a re-usable 3D model consisting of lines which may be dynamically created, frozen, and repeatedly drawn
InterfaceILineStyle Defines the interface to a class which passes Line Style information from WPF to the 3D Engine
InterfaceIMeshBase Defines the interface to a Mesh, a re-usable 3D model which may be dynamically created, frozen, and repeatedly drawn
InterfaceIPointsMesh Defines the interface to a PointsMesh, a re-usable 3D model consisting of points which may be dynamically created, frozen, and repeatedly drawn
InterfaceIRenderPassInfo3D Defines constants and parameters for the current render pass
InterfaceISceneDescriptor The SceneDescriptor passes information from WPF about the scene to the 3D Engine
InterfaceITextStyle Defines the interface to a class which passes Text Style information from WPF to the 3D Engine
Structures
 StructureDescription
StructureEntityVertexId EntityVertexId is a 64-bit struct to store decoded vertex and entity IDs
StructureHeightMapIndex Structure which contains the Z,X Index of a heightmap
StructureMeshOffsets  
StructureVertexId VertexId is a single 32-bit struct to store encoded vertex and entity IDs
Enumerations
 EnumerationDescription
EnumerationTextAlignment Enumarates possible types of text alignment.
EnumerationTSRRenderMode Mapping enumeration constants for the DirectX Primitive Type
See Also

Reference

SciChart.Charting3D Assembly

 

 


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