Structs§
- Cascades
Visible Entities - Cubemap
Visible Entities - Inherited
Visibility - Whether or not an entity is visible in the hierarchy.
This will not be accurate until
VisibilityPropagateruns in thePostUpdateschedule. - NoCpu
Culling - NoFrustum
Culling - Use this component to opt-out of built-in frustum culling for entities, see
Frustum. - Previous
Visible Entities - Stores all entities that were visible in the previous frame.
- Render
Layers - Defines which rendering layers an entity belongs to.
- View
Visibility - Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering.
- Visibility
Class - A bucket into which we group entities for the purposes of visibility.
- Visibility
Plugin - Visibility
Range - Specifies the range of distances that this entity must be from the camera in order to be rendered.
- Visibility
Range Plugin - A plugin that enables
VisibilityRanges, which allow entities to be hidden or shown based on distance to the camera. - Visible
Entities - Collection of entities visible from the current view.
- Visible
Entity Ranges - Stores which entities are in within the
VisibilityRanges of views. - Visible
Mesh Entities - Collection of mesh entities visible for 3D lighting.
Enums§
- Visibility
- User indication of whether an entity is visible. Propagates down the entity hierarchy.
- Visibility
Systems
Constants§
Functions§
- add_
visibility_ class - A generic component add hook that automatically adds the appropriate
VisibilityClassto an entity. - calculate_
bounds - Computes and adds an
Aabbcomponent to entities with aMesh3dcomponent and without aNoFrustumCullingcomponent. - check_
visibility - System updating the visibility of entities each frame.
- check_
visibility_ ranges - Checks all entities against all views in order to determine which entities
with
VisibilityRanges are potentially visible. - update_
frusta - Updates
Frustum.
Type Aliases§
- Layer
- An identifier for a rendering layer.