Skylicht Engine
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CDecalData.h
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/*
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!@
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MIT License
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Copyright (c) 2022 Skylicht Technology CO., LTD
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
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(the "Software"), to deal in the Software without restriction, including without limitation the Rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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This file is part of the "Skylicht Engine".
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https://github.com/skylicht-lab/skylicht-engine
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!#
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*/
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#pragma once
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#include "Entity/IEntityData.h"
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#include "Material/CMaterial.h"
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#include "Collision/CCollisionBuilder.h"
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namespace
Skylicht
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{
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class
CDecalRenderData :
public
IEntityData
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{
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public
:
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ITexture
* Texture;
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CMaterial
* Material;
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public
:
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CDecalRenderData();
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virtual
~CDecalRenderData();
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};
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DECLARE_PRIVATE_DATA_TYPE_INDEX(
CDecalRenderData
);
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class
CDecalData :
public
IEntityData
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{
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public
:
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core::vector3df
Dimension;
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core::vector3df
Normal;
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float
TextureRotation;
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float
LifeTime;
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float
Distance;
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CDecalRenderData
* RenderData;
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bool
Change;
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IMeshBuffer
* MeshBuffer;
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public
:
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CDecalData();
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virtual
~CDecalData();
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};
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DECLARE_PRIVATE_DATA_TYPE_INDEX(
CDecalData
);
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}
Skylicht::CDecalData
Definition
CDecalData.h:48
Skylicht::CDecalRenderData
Definition
CDecalData.h:34
Skylicht::CMaterial
The object class describes material information such as which shader it's associated with,...
Definition
CMaterial.h:84
irr::scene::IMeshBuffer
Struct for holding a mesh with a single material.
Definition
IMeshBuffer.h:42
irr::video::ITexture
Interface of a Video Driver dependent Texture.
Definition
ITexture.h:119
Skylicht
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition
AudioDebugLog.h:29
irr::core::vector3df
vector3d< f32 > vector3df
Typedef for a f32 3d vector.
Definition
vector3d.h:445
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