CoreEnums.cs :  » Game » RealmForge » Axiom » Core » C# / CSharp Open Source

Home
C# / CSharp Open Source
1.2.6.4 mono .net core
2.2.6.4 mono core
3.Aspect Oriented Frameworks
4.Bloggers
5.Build Systems
6.Business Application
7.Charting Reporting Tools
8.Chat Servers
9.Code Coverage Tools
10.Content Management Systems CMS
11.CRM ERP
12.Database
13.Development
14.Email
15.Forum
16.Game
17.GIS
18.GUI
19.IDEs
20.Installers Generators
21.Inversion of Control Dependency Injection
22.Issue Tracking
23.Logging Tools
24.Message
25.Mobile
26.Network Clients
27.Network Servers
28.Office
29.PDF
30.Persistence Frameworks
31.Portals
32.Profilers
33.Project Management
34.RSS RDF
35.Rule Engines
36.Script
37.Search Engines
38.Sound Audio
39.Source Control
40.SQL Clients
41.Template Engines
42.Testing
43.UML
44.Web Frameworks
45.Web Service
46.Web Testing
47.Wiki Engines
48.Windows Presentation Foundation
49.Workflows
50.XML Parsers
C# / C Sharp
C# / C Sharp by API
C# / CSharp Tutorial
C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » Core » CoreEnums.cs
#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003  Axiom Project Team

The overall design, and a majority of the core engine and rendering code 
contained within this library is a derivative of the open source Object Oriented 
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.  
Many thanks to the OGRE team for maintaining such a high quality project.

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion

using System;
using Axiom.Scripting;

namespace Axiom.Core{
    /// <summary>
    ///    Covers what a billboards position means.
    /// </summary>
    public enum BillboardOrigin {
        TopLeft,
        TopCenter,
        TopRight,
        CenterLeft,
        Center,
        CenterRight,
        BottomLeft,
        BottomCenter,
        BottomRight
    }

    /// <summary>
    ///    Type of billboard to use for a BillboardSet.
    /// </summary>
    public enum BillboardType {
        /// <summary>Standard point billboard (default), always faces the camera completely and is always upright</summary>
        [ScriptEnum("point")]
        Point,
        /// <summary>Billboards are oriented around a shared direction vector (used as Y axis) and only rotate around this to face the camera</summary>
        [ScriptEnum("oriented_common")]
        OrientedCommon,
        /// <summary>Billboards are oriented around their own direction vector (their own Y axis) and only rotate around this to face the camera</summary>
        [ScriptEnum("oriented_self")]
        OrientedSelf
    }

    /// <summary>
    ///    Specifying the side of a box, used for things like skyboxes, etc.
    /// </summary>
    public enum BoxPlane {
        Front,
        Back,
        Left,
        Right,
        Up,
        Down
    }

    /// <summary>
    /// Defines the 6 planes the make up a frustum.  
    /// </summary>
    public enum FrustumPlane {
        Near = 0,
        Far,
        Left,
        Right,
        Top,
        Bottom,
        /// <summary>Used for methods that require returning a value of this type but cannot return null.</summary>
        None
    }

    /// <summary>
    ///     The level of detail in which the log will go into.
    /// </summary>
    public enum LoggingLevel {
        Low = 1,
        Normal,
        BoreMe
    }

    /// <summary>
    ///     The importance of a logged message.
    /// </summary>
    public enum LogMessageLevel {
        Trivial = 1,
        Normal,
        Critical
    }

    /// <summary>
    ///    Canned entities that can be created on demand.
    /// </summary>
    public enum PrefabEntity {
        /// <summary>A flat plane.</summary>
        Plane,
        /// <summary>The obligatory teapot.</summary>
        Teapot,
        /// <summary>Typical box.</summary>
        Box,
        /// <summary>Full cairo action.</summary>
        Pyramid
    }

    /// <summary>
    ///    Priorities that can be assigned to renderable objects for sorting.
    /// </summary>
    public enum RenderQueueGroupID {
        /// <summary>
        ///    Objects that must be rendered first (like backgrounds).
        ///  </summary>
        Background = 0,
    /// <summary>
    ///    First queue (after backgrounds), used for skyboxes if rendered first.
    /// </summary>
    SkiesEarly = 5,
        /// <summary>All purpose queue.</summary>
        One = 10,
        /// <summary>All purpose queue.</summary>
        Two = 20,
        /// <summary>All purpose queue.</summary>
        Three = 30,
        /// <summary>All purpose queue.</summary>
        Four = 40,
        /// <summary>Default queue.</summary>
        Main = 50,
        /// <summary>All purpose queue.</summary>
        Six = 60,
        /// <summary>All purpose queue.</summary>
        Seven = 70,
        /// <summary>All purpose queue.</summary>
        Eight = 80,
        /// <summary>All purpose queue.</summary>
        Nine = 90,
    /// <summary>
    ///    Last queue before overlays, used for skyboxes if rendered last.
    /// </summary>
    SkiesLate = 95,
        /// <summary>
        ///    Use this queue for objects which must be rendered last e.g. overlays.
        ///  </summary>
        Overlay = 100
    }

    /// <summary>
    ///    The different types of scenes types that can be handled by the engine.  The various types can
    ///    be altered by plugin functionality (i.e. BSP for interior, Octree for Exterior, etc).
    /// </summary>
    public enum SceneType {
        Generic,
        ExteriorClose,
        ExteriorFar,
        Interior,
        Overhead
    }

    /// <summary>
    ///     Denotes the spaces which a transform can be relative to.
    /// </summary>
    public enum TransformSpace {
        /// <summary>
        ///     Transform is relative to the local space.
        /// </summary>
        Local,
        /// <summary>
        ///     Transform is relative to the space of the parent node.
        /// </summary>
        Parent,
        /// <summary>
        ///     Transform is relative to world space.
        /// </summary>
        World
    };

    /// <summary>
    ///    This type can be used by collaborating applications & SceneManagers to 
    ///    agree on the type of world geometry to be returned from queries. Not all
    ///    these types will be supported by all SceneManagers; once the application
    ///    has decided which SceneManager specialization to use, it is expected that 
    ///    it will know which type of world geometry abstraction is available to it.
    /// </summary>
    [Flags]
    public enum WorldFragmentType {
        /// <summary>
        ///    Return no world geometry hits at all.
        /// </summary>
        None        = 0x01,
        /// <summary>
        ///    Return references to convex plane-bounded regions.
        /// </summary>
        PlaneBoundedRegion  = 0x02,
        /// <summary>
        ///    Return a single intersection point (typically RaySceneQuery only)
        /// </summary>
        SingleIntersection  = 0x04,
        /// <summary>
        ///    Custom geometry as defined by the SceneManger.
        /// </summary>
        CustomGeometry    = 0x08,
        /// <summary>
        ///    General RenderOperation structure.
        /// </summary>
        RenderOperation    = 0x10
    }
}
www.java2v.com | Contact Us
Copyright 2009 - 12 Demo Source and Support. All rights reserved.
All other trademarks are property of their respective owners.