Class | Description | |
---|---|---|
![]() | AxisCubeDescriptor | The AxisCubeDescriptpr passes information from WPF about the 3D Axis Cube to the 3D Engine |
![]() | AxisDescriptor | A class which passes information from WPF to the 3D Engine about how to render a 3D Axis |
![]() | BaseSceneEntity<T> | Defines an Entity in the 3D Scene. All types inheriting from BaseSceneEntity<T> have the abilty to be postioned and rendered using geometry and primitives defined in the 3D engine |
![]() | BlendStates | Provides Blend State options to the 3D renderer |
![]() | DefaultEntityIdProvider | 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 |
![]() | DepthStencilStates | Provides Depth Stencil options to the 3D renderer |
![]() | HeightMapIndex | Structure which contains the Z,X Index of a heightmap |
![]() | ImmediateLineContext | Defines a drawing context which draws dynamic lines in 3D space |
![]() | ImmediateLitMeshContext | Defines a Drawing Context which draws 3D Meshes dynamically on the fly |
![]() | ImmediateMeshContext | Defines a Drawing Context which draws 3D Meshes dynamically on the fly |
![]() | LinesMesh | Defines a re-usable 3D model consisting of lines which may be dynamically created, frozen, and repeatedly drawn |
![]() | LineStyle | A class which passes Line Style information from WPF to the 3D Engine |
![]() | PointsInstancesMesh | Defines a re-usable 3D model consisting of Instance based (3D mesh) points which may be dynamically created, frozen, and repeatedly drawn |
![]() | PointsMesh | Defines a re-usable 3D model consisting of Texture based (flat) points which may be dynamically created, frozen, and repeatedly drawn |
![]() | PointsPixelsMesh | Defines a re-usable 3D model consisting of pixel points which may be dynamically created, frozen, and repeatedly drawn |
![]() | RasterizerStates | Provides Blend State options to the 3D renderer |
![]() | RenderPassInfo3D | Defines constants and parameters for the current render pass |
![]() | SceneDescriptor | The SceneDescriptor passes information from WPF about the scene to the 3D Engine |
![]() | SceneEntityCollection | Facade type for the SCRTObservableCollection^ IBaseSceneEntity* ^ native type. Type is designed for ease of use of the Children collection property of a XXXSceneEntity type in the WPF environment. Note, this type is thread unsafe and it doesn't collation modification during iterations ( doesn't throw InvalidOperationException: Collection Was Modified ) |
![]() | TextStyle | A class which passes Text Style information from WPF to the 3D Engine |
Interface | Description | |
---|---|---|
![]() | IAxisCubeDescriptor | The AxisCubeDescriptpr passes information from WPF about the 3D Axis Cube to the 3D Engine |
![]() | IAxisDescriptor | Defines the interface to an AxisDescriptor, a class which passes information from WPF to the 3D Engine about how to render a 3D Axis |
![]() | IBaseSceneEntity | Defines the interface to an Entity in the 3D Scene. |
![]() | IEntityIdProvider | 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. |
![]() | IImmediateDrawContext | Defines the interface to a Draw Context in 3D |
![]() | IImmediateLineContext | Defines a drawing context which draws dynamic lines in 3D space |
![]() | IImmediateLitMeshContext | Defines the interface to a Drawing Context which draws 3D Meshes dynamically on the fly |
![]() | IImmediateMeshContext | Defines the interface to a Drawing Context which draws 3D Meshes dynamically on the fly |
![]() | ILinesMesh | Defines the interface to a LinesMesh, a re-usable 3D model consisting of lines which may be dynamically created, frozen, and repeatedly drawn |
![]() | ILineStyle | Defines the interface to a class which passes Line Style information from WPF to the 3D Engine |
![]() | IMeshBase | Defines the interface to a Mesh, a re-usable 3D model which may be dynamically created, frozen, and repeatedly drawn |
![]() | IPointsMesh | Defines the interface to a PointsMesh, a re-usable 3D model consisting of points which may be dynamically created, frozen, and repeatedly drawn |
![]() | IRenderPassInfo3D | Defines constants and parameters for the current render pass |
![]() | ISceneDescriptor | The SceneDescriptor passes information from WPF about the scene to the 3D Engine |
![]() | ITextStyle | Defines the interface to a class which passes Text Style information from WPF to the 3D Engine |
Structure | Description | |
---|---|---|
![]() | EntityVertexId | EntityVertexId is a 64-bit struct to store decoded vertex and entity IDs |
![]() | VertexId | VertexId is a single 32-bit struct to store encoded vertex and entity IDs |
Enumeration | Description | |
---|---|---|
![]() | TextAlignment | Enumarates possible types of text alignment. |
![]() | TSRRenderMode | Mapping enumeration constants for the DirectX Primitive Type |