mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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67 lines
2.1 KiB
C++
67 lines
2.1 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _TSDECAL_H_
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#define _TSDECAL_H_
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#ifndef _TSMESH_H_
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#include "ts/tsMesh.h"
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#endif
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/// Decals! The lovely detailing thingies, e.g. bullet hole marks.
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/// DEPRECATED: This class is here for compatibility with old files only.
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/// Performs no actual rendering.
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class TSDecalMesh
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{
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public:
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/// The mesh that we are decaling
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TSMesh * targetMesh;
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/// @name Topology
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/// @{
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Vector<TSDrawPrimitive> primitives;
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Vector<U16> indices;
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/// @}
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/// @name Render Data
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/// indexed by decal frame...
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/// @{
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Vector<S32> startPrimitive;
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Vector<Point4F> texgenS;
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Vector<Point4F> texgenT;
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/// @}
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/// We only allow 1 material per decal...
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S32 materialIndex;
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/// DEPRECATED
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// void render(S32 frame, S32 decalFrame, TSMaterialList *);
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void disassemble();
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void assemble(bool skip);
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};
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#endif
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