IBaseSceneEntity Interface Members
The following tables list the members exposed by IBaseSceneEntity.
Public Properties
| Name | Description | |
|---|---|---|
![]() | Children | Gets the collection of children for this entity |
![]() | EntityId | Gets or sets a unique System.UInt32 identifier for this entity. |
![]() | EntityIdProvider | Gets or sets an IEntityIdProvider which encodes and decodes VertexIds VertexIds consist of MeshID (object ID) and vertex ID. |
![]() | IsDirty | When true, meshes need to be recreated on the next Render Pass |
![]() | IsVisible | Gets or sets whether this entity is visible or not |
![]() | Parent | Gets or sets the parent IBaseSceneEntity |
![]() | RootSceneEntity | Gets the SciChart.Charting3D.IRootSceneEntity at the root of the |
![]() | Viewport3D | Gets the SciChart.Charting3D.IViewport3D instance that hosts this root entity |
Public Methods
| Name | Description | |
|---|---|---|
![]() | Dispose | Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources. (Inherited from System.IDisposable) |
![]() | GetEntity<T> | Gets the first child entity of type T |
![]() | GetSelectionId | Overloaded. Gets the selection identifier under the mouse point. Use IEntityIdProvider to decode into mesh and vertex Ids |
![]() | OnAttached | Called immediately after an entity is attached to a parent |
![]() | OnDetached | Called immediate before an entity is detached from a parent |
![]() | OnEngineRestart | Called when the D3DEngine Restarts. Meshes and DirectX related objects should be recreated |
![]() | PerformSelection | Performs selection on this entity, setting the IsSelected flag to True or False on the specified Vertex Ids |
![]() | Render | Renders this entity with the current scene and render pass data |
![]() | SetRenderPassData | Sets the current IRenderPassInfo3D, which contains the data needed for this render pass |
![]() | Update | Updates this entity with the current scene time |
![]() | VisitEntities | Implements the Visitor Pattern, visiting all Child entities (and their children) performing the operation on each one. Use this when you want to set a property on all entities in the scene, or perform a certain function on all entities |
Extension Methods
| Name | Description | |
|---|---|---|
![]() | SafeDispose | Checks for null and if not null, calls Dispose |
See Also


