Table of Contents

Namespace HelixToolkit.SharpDX.Model.Scene

Classes

AmbientLightNode
AxisPlaneGridNode
BatchedMeshNode

Static mesh batching. Supports multiple Materials. All geometries are merged into single buffer for rendering. Indivisual material color infomations are encoded into vertex buffer.

Material is used if Materials = null. And also used for shared material texture binding.

BillboardNode
BoneGroupNode
BoneSkinMeshNode
ContinuousRenderNode

Use this node to keep update rendering in each frame.

Default behavior for render host is lazy rendering. Only property changes trigger a render inside render loop. However, sometimes user want to keep updating rendering for each frame such as doing shader animation using TimeStamp. Use this node to invalidate rendering and keep render host busy.

CoordinateSystemNode
CrossSectionMeshNode
DepthPrepassNode

Do a depth prepass before rendering.

Must customize the DefaultEffectsManager and set DepthStencilState to DefaultDepthStencilDescriptions.DSSDepthEqualNoWrite in default ShaderPass from EffectsManager to achieve best performance.

DirectionalLightNode
DynamicCodeSurface3DNode
DynamicCodeSurfaceTemplate
DynamicReflectionNode
EnvironmentMapNode
GeometryNode
GroupNode
GroupNodeBase
GroupNodeBase.OnChildNodeChangedArgs
InstancingBillboardNode
InstancingMeshNode
LightNode
LineNode
MaterialGeometryNode
MeshNode
MeshOutlineNode
NodePostEffectBloom
NodePostEffectBorderHighlight
NodePostEffectMeshOutlineBlur
NodePostEffectXRay
NodePostEffectXRayGrid
ParametricSurface3DNode
ParticleStormNode
PointLightNode
PointNode
SceneNode
SceneNodeMouseDownArgs
SceneNodeMouseMoveArgs
SceneNodeMouseUpArgs
ScreenDuplicationNode
ScreenQuadNode
ScreenSpacedNode

Screen Spaced node uses a fixed camera to render model (Mainly used for view box and coordinate system rendering) onto screen which is separated from viewport camera.

Default fix camera is perspective camera with FOV 45 degree and camera distance = 20. Look direction is always looking at (0,0,0).

User must properly scale the model to fit into the camera frustum. The usual maximum size is from (5,5,5) to (-5,-5,-5) bounding box.

User can use SizeScale to scale the size of the rendering.

ShadowMapNode
SortingGroupNode
SpotLightNode
Sprite2DNode
TopMostGroupNode

Provides a way to render child elements always on top of other elements. This is rendered at the same level of screen spaced group items. Child items do not support post effects.

ViewBoxNode
VolumeTextureNode

Enums

GroupNodeBase.Operation
InvalidateTypes
SortingMethod

Used for geometry sorting

Delegates

BatchedMeshNode.CreateRasterStateFunc
GeometryNode.CreateRasterStateFunc
SceneNode.SetRenderTechniqueFunc