Packageaway3d.core.traverse
Classpublic class EntityCollector
InheritanceEntityCollector Inheritance PartitionTraverser Inheritance Object
Subclasses ShadowCasterCollector

The EntityCollector class is a traverser for scene partitions that collects all scene graph entities that are considered potientially visible.

See also

away3d.partition.Partition3D
away3d.partition.Entity


Public Properties
 PropertyDefined By
  blendedRenderableHead : RenderableListItem
The list of IRenderable objects that require blending and are considered potentially visible.
EntityCollector
  camera : Camera3D
The camera that provides the visible frustum.
EntityCollector
  directionalLights : Vector.<DirectionalLight>
[read-only]
EntityCollector
  entityHead : EntityListItem
[read-only]
EntityCollector
 InheritedentryPoint : Vector3D
[read-only] The entry point for scene graph traversal, ie the point that will be used for traversing the graph position-dependently.
PartitionTraverser
  lightProbes : Vector.<LightProbe>
[read-only]
EntityCollector
  lights : Vector.<LightBase>
[read-only] The lights of which the affecting area intersects the camera's frustum.
EntityCollector
  numBlended : uint
[read-only]
EntityCollector
  numMouseEnableds : uint
[read-only] The amount of IRenderable objects that are mouse-enabled.
EntityCollector
  numOpaques : uint
[read-only]
EntityCollector
  numTriangles : uint
[read-only] The total number of triangles collected, and which will be pushed to the render engine.
EntityCollector
  opaqueRenderableHead : RenderableListItem
The list of opaque IRenderable objects that are considered potentially visible.
EntityCollector
  pointLights : Vector.<PointLight>
[read-only]
EntityCollector
 Inheritedscene : Scene3D
The scene being traversed.
PartitionTraverser
  skyBox : IRenderable
[read-only] The sky box object if encountered.
EntityCollector
Protected Properties
 PropertyDefined By
  _blendedRenderableHead : RenderableListItem
EntityCollector
  _camera : Camera3D
EntityCollector
  _entityListItemPool : EntityListItemPool
EntityCollector
  _lights : Vector.<LightBase>
EntityCollector
  _numBlended : uint
EntityCollector
  _numEntities : uint
EntityCollector
  _numLights : uint
EntityCollector
  _numMouseEnableds : uint
EntityCollector
  _numOpaques : uint
EntityCollector
  _numTriangles : uint
EntityCollector
  _opaqueRenderableHead : RenderableListItem
EntityCollector
  _renderableListItemPool : RenderableListItemPool
EntityCollector
  _skyBox : IRenderable
EntityCollector
Public Methods
 MethodDefined By
  
Creates a new EntityCollector object.
EntityCollector
  
[override]
EntityCollector
  
applyEntity(entity:Entity):void
[override] Registers an entity for use.
EntityCollector
  
[override]
EntityCollector
  
[override]
EntityCollector
  
applyRenderable(renderable:IRenderable):void
[override] Adds an IRenderable object to the potentially visible objects.
EntityCollector
  
applySkyBox(renderable:IRenderable):void
[override] Adds a skybox to the potentially visible objects.
EntityCollector
  
[override] Adds a light to the potentially visible objects.
EntityCollector
  
cleanUp():void
Cleans up any data at the end of a frame.
EntityCollector
  
clear():void
Clears all objects in the entity collector.
EntityCollector
  
enterNode(node:NodeBase):Boolean
[override] Returns true if the current node is at least partly in the frustum.
EntityCollector
 Inherited
leaveNode(node:NodeBase):void
Called when the traverser leaves a node.
PartitionTraverser
Property Detail
_blendedRenderableHeadproperty
protected var _blendedRenderableHead:RenderableListItem

_cameraproperty 
protected var _camera:Camera3D

_entityListItemPoolproperty 
protected var _entityListItemPool:EntityListItemPool

_lightsproperty 
protected var _lights:Vector.<LightBase>

_numBlendedproperty 
protected var _numBlended:uint

_numEntitiesproperty 
protected var _numEntities:uint

_numLightsproperty 
protected var _numLights:uint

_numMouseEnabledsproperty 
protected var _numMouseEnableds:uint

_numOpaquesproperty 
protected var _numOpaques:uint

_numTrianglesproperty 
protected var _numTriangles:uint

_opaqueRenderableHeadproperty 
protected var _opaqueRenderableHead:RenderableListItem

_renderableListItemPoolproperty 
protected var _renderableListItemPool:RenderableListItemPool

_skyBoxproperty 
protected var _skyBox:IRenderable

blendedRenderableHeadproperty 
blendedRenderableHead:RenderableListItem

The list of IRenderable objects that require blending and are considered potentially visible.


Implementation
    public function get blendedRenderableHead():RenderableListItem
    public function set blendedRenderableHead(value:RenderableListItem):void
cameraproperty 
camera:Camera3D

The camera that provides the visible frustum.


Implementation
    public function get camera():Camera3D
    public function set camera(value:Camera3D):void
directionalLightsproperty 
directionalLights:Vector.<DirectionalLight>  [read-only]


Implementation
    public function get directionalLights():Vector.<DirectionalLight>
entityHeadproperty 
entityHead:EntityListItem  [read-only]


Implementation
    public function get entityHead():EntityListItem
lightProbesproperty 
lightProbes:Vector.<LightProbe>  [read-only]


Implementation
    public function get lightProbes():Vector.<LightProbe>
lightsproperty 
lights:Vector.<LightBase>  [read-only]

The lights of which the affecting area intersects the camera's frustum.


Implementation
    public function get lights():Vector.<LightBase>
numBlendedproperty 
numBlended:uint  [read-only]


Implementation
    public function get numBlended():uint
numMouseEnabledsproperty 
numMouseEnableds:uint  [read-only]

The amount of IRenderable objects that are mouse-enabled.


Implementation
    public function get numMouseEnableds():uint
numOpaquesproperty 
numOpaques:uint  [read-only]


Implementation
    public function get numOpaques():uint
numTrianglesproperty 
numTriangles:uint  [read-only]

The total number of triangles collected, and which will be pushed to the render engine.


Implementation
    public function get numTriangles():uint
opaqueRenderableHeadproperty 
opaqueRenderableHead:RenderableListItem

The list of opaque IRenderable objects that are considered potentially visible.


Implementation
    public function get opaqueRenderableHead():RenderableListItem
    public function set opaqueRenderableHead(value:RenderableListItem):void
pointLightsproperty 
pointLights:Vector.<PointLight>  [read-only]


Implementation
    public function get pointLights():Vector.<PointLight>
skyBoxproperty 
skyBox:IRenderable  [read-only]

The sky box object if encountered.


Implementation
    public function get skyBox():IRenderable
Constructor Detail
EntityCollector()Constructor
public function EntityCollector()

Creates a new EntityCollector object.

Method Detail
applyDirectionalLight()method
override public function applyDirectionalLight(light:DirectionalLight):void

Parameters

light:DirectionalLight

applyEntity()method 
override public function applyEntity(entity:Entity):void

Registers an entity for use.

Parameters

entity:Entity

applyLightProbe()method 
override public function applyLightProbe(light:LightProbe):void

Parameters

light:LightProbe

applyPointLight()method 
override public function applyPointLight(light:PointLight):void

Parameters

light:PointLight

applyRenderable()method 
override public function applyRenderable(renderable:IRenderable):void

Adds an IRenderable object to the potentially visible objects.

Parameters

renderable:IRenderable — The IRenderable object to add.

applySkyBox()method 
override public function applySkyBox(renderable:IRenderable):void

Adds a skybox to the potentially visible objects.

Parameters

renderable:IRenderable — The skybox to add.

applyUnknownLight()method 
override public function applyUnknownLight(light:LightBase):void

Adds a light to the potentially visible objects.

Parameters

light:LightBase — The light to add.

cleanUp()method 
public function cleanUp():void

Cleans up any data at the end of a frame.

clear()method 
public function clear():void

Clears all objects in the entity collector.

enterNode()method 
override public function enterNode(node:NodeBase):Boolean

Returns true if the current node is at least partly in the frustum. If so, the partition node knows to pass on the traverser to its children.

Parameters

node:NodeBase — The Partition3DNode object to frustum-test.

Returns
Boolean