Creates one or more batched preview overlays for the given entities.
Batch preview is disabled when copyCount is zero, the view cannot
create batch previews, or any individual overlay fails to initialize.
On partial failure, all successfully created overlays are disposed
before returning.
View that owns preview creation and scene updates
Object ids of entities to include in each overlay
Number of overlays to create (default 1)
ReadonlycopyNumber of preview overlays managed by this instance.
Zero when no previews were requested at construction time.
ReadonlyuseWhether this instance is driving batched GPU-resident previews.
When false, callers should use the legacy transient-entity preview path.
Removes every batched preview overlay and clears internal handles.
Safe to call multiple times. After disposal, update methods are no-ops.
View that owns the preview overlays
Applies a world-space transform to the single preview overlay.
No-op when batch preview was not created, has been disposed, or
copyCount is not 1.
View that owns the preview overlay
World transform to apply to the preview geometry
Updates the world-space placement of every copy overlay.
Each overlay receives a translation matrix derived from displacement,
scaled by its copy factor and optional fit mode via
scaleCopyDisplacement. No-op when useBatchPreview is false.
View that owns the preview overlays
Base displacement from the copy base point to the current cursor position
When true, scales displacements so the last copy lands
on the cursor (factor / copyCount); otherwise uses full multiples
Manages batched entity preview overlays for command jigs.
Used by MOVE, ROTATE, COPY, and similar modify jigs. When batch preview creation succeeds, the overlay reuses GPU-resident geometry and is updated each frame via AcEdBaseView.updateEntityPreview. When creation fails, callers fall back to legacy transient entity clones.
Pass
copyCountof1(default) for a single transformed preview, or a larger value for COPY array previews with independent placements.