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- #pragma once
- #include "BsScriptEnginePrerequisites.h"
- #include "BsScriptObject.h"
- namespace BansheeEngine
- {
- class BS_SCR_BE_EXPORT ScriptRenderableHandler : public ScriptObject < ScriptRenderableHandler >
- {
- public:
- SCRIPT_OBJ(ENGINE_ASSEMBLY, "BansheeEngine", "RenderableHandler")
- SPtr<RenderableHandler> getInternal() const { return mRenderableHandler; }
- private:
- ScriptRenderableHandler(MonoObject* managedInstance, const HSceneObject& parentSO);
- ~ScriptRenderableHandler();
- void updateTransform(const HSceneObject& parent);
- static void internal_Create(MonoObject* instance, ScriptSceneObject* parentSO);
- static void internal_UpdateTransform(ScriptRenderableHandler* thisPtr, ScriptSceneObject* parentSO);
- static void internal_SetMesh(ScriptRenderableHandler* thisPtr, ScriptMesh* mesh);
- static void internal_GetBounds(ScriptRenderableHandler* thisPtr, ScriptSceneObject* parentSO, AABox* box, Sphere* sphere);
- static UINT64 internal_GetLayers(ScriptRenderableHandler* thisPtr);
- static void internal_SetLayers(ScriptRenderableHandler* thisPtr, UINT64 layers);
- static void internal_SetMaterial(ScriptRenderableHandler* thisPtr, ScriptMaterial* material, int index);
- static void internal_OnDestroy(ScriptRenderableHandler* thisPtr);
- void destroy();
- SPtr<RenderableHandler> mRenderableHandler;
- UINT32 mLastUpdateHash;
- };
- }
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