BsScriptRenderable.h 1.8 KB

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  1. #pragma once
  2. #include "BsScriptEnginePrerequisites.h"
  3. #include "BsScriptObject.h"
  4. namespace BansheeEngine
  5. {
  6. /**
  7. * @brief Interop class between C++ & CLR for Renderable.
  8. */
  9. class BS_SCR_BE_EXPORT ScriptRenderable : public ScriptObject < ScriptRenderable >
  10. {
  11. public:
  12. SCRIPT_OBJ(ENGINE_ASSEMBLY, "BansheeEngine", "NativeRenderable")
  13. /**
  14. * @brief Returns the native wrapped renderable handler.
  15. */
  16. SPtr<Renderable> getInternal() const { return mRenderable; }
  17. private:
  18. ScriptRenderable(MonoObject* managedInstance, const HSceneObject& parentSO);
  19. ~ScriptRenderable();
  20. /**
  21. * @brief Updates the internal transform of the renderable handled according to
  22. * the scene object it is attached to.
  23. */
  24. void updateTransform(const HSceneObject& parent);
  25. /**
  26. * @brief Destroys the internal renderable handler object.
  27. */
  28. void destroy();
  29. SPtr<Renderable> mRenderable;
  30. UINT32 mLastUpdateHash;
  31. /************************************************************************/
  32. /* CLR HOOKS */
  33. /************************************************************************/
  34. static void internal_Create(MonoObject* instance, ScriptSceneObject* parentSO);
  35. static void internal_UpdateTransform(ScriptRenderable* thisPtr, ScriptSceneObject* parentSO);
  36. static void internal_SetMesh(ScriptRenderable* thisPtr, ScriptMesh* mesh);
  37. static void internal_GetBounds(ScriptRenderable* thisPtr, ScriptSceneObject* parentSO, AABox* box, Sphere* sphere);
  38. static UINT64 internal_GetLayers(ScriptRenderable* thisPtr);
  39. static void internal_SetLayers(ScriptRenderable* thisPtr, UINT64 layers);
  40. static void internal_SetMaterial(ScriptRenderable* thisPtr, ScriptMaterial* material, int index);
  41. static void internal_OnDestroy(ScriptRenderable* thisPtr);
  42. };
  43. }