//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _TSDECAL_H_ #define _TSDECAL_H_ #ifndef _TSMESH_H_ #include "ts/tsMesh.h" #endif /// Decals! The lovely detailing thingies, e.g. bullet hole marks. /// DEPRECATED: This class is here for compatibility with old files only. /// Performs no actual rendering. class TSDecalMesh { public: /// The mesh that we are decaling TSMesh * targetMesh; /// @name Topology /// @{ Vector primitives; Vector indices; /// @} /// @name Render Data /// indexed by decal frame... /// @{ Vector startPrimitive; Vector texgenS; Vector texgenT; /// @} /// We only allow 1 material per decal... S32 materialIndex; /// DEPRECATED // void render(S32 frame, S32 decalFrame, TSMaterialList *); void disassemble(); void assemble(bool skip); }; #endif