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- $#include "DecalSet.h"
- /// %Decal renderer component.
- class DecalSet : public Drawable
- {
- public:
- /// Set material. The material should use a small negative depth bias to avoid Z-fighting.
- void SetMaterial(Material* material);
- /// Set maximum number of decal vertices.
- void SetMaxVertices(unsigned num);
- /// Set maximum number of decal vertex indices.
- void SetMaxIndices(unsigned num);
- /// Add a decal at world coordinates, using a target drawable's geometry for reference. If the decal needs to move with the target, the decal component should be created to the target's node. Return true if successful.
- bool AddDecal(Drawable* target, const Vector3& worldPosition, const Quaternion& worldRotation, float size, float aspectRatio, float depth, const Vector2& topLeftUV, const Vector2& bottomRightUV, float timeToLive = 0.0f, float normalCutoff = 0.1f, unsigned subGeometry = M_MAX_UNSIGNED);
- /// Remove n oldest decals.
- void RemoveDecals(unsigned num);
- /// Remove all decals.
- void RemoveAllDecals();
-
- /// Return material.
- Material* GetMaterial() const;
- /// Return number of decals.
- unsigned GetNumDecals() const { return decals_.Size(); }
- /// Retur number of vertices in the decals.
- unsigned GetNumVertices() const { return numVertices_; }
- /// Retur number of vertex indices in the decals.
- unsigned GetNumIndices() const { return numIndices_; }
- /// Return maximum number of decal vertices.
- unsigned GetMaxVertices() const { return maxVertices_; }
- /// Return maximum number of decal vertex indices.
- unsigned GetMaxIndices() const { return maxIndices_; }
- };
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