Add Sprite Render actor for sprites drawing
This commit is contained in:
BIN
Content/Editor/SpriteMaterial.flax
(Stored with Git LFS)
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BIN
Content/Editor/SpriteMaterial.flax
(Stored with Git LFS)
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@@ -97,6 +97,11 @@ namespace FlaxEditor
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/// </summary>
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public static string DefaultSkyCubeTexture = "Editor/SimplySky";
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/// <summary>
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/// The default sprite material.
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/// </summary>
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public static string DefaultSpriteMaterial = "Editor/SpriteMaterial";
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/// <summary>
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/// The IES Profile assets preview material.
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/// </summary>
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@@ -112,6 +117,16 @@ namespace FlaxEditor
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/// </summary>
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public static string VertexColorsPreviewMaterial = "Editor/Gizmo/VertexColorsPreviewMaterial";
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/// <summary>
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/// The Flax icon texture.
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/// </summary>
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public static string FlaxIconTexture = "Engine/Textures/FlaxIcon";
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/// <summary>
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/// The Flax icon (blue) texture.
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/// </summary>
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public static string FlaxIconBlueTexture = "Engine/Textures/FlaxIconBlue";
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/// <summary>
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/// The icon lists used by editor from the SegMDL2 font.
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/// </summary>
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63
Source/Editor/SceneGraph/Actors/SpriteRenderNode.cs
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63
Source/Editor/SceneGraph/Actors/SpriteRenderNode.cs
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@@ -0,0 +1,63 @@
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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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using FlaxEngine;
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namespace FlaxEditor.SceneGraph.Actors
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{
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/// <summary>
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/// Scene tree node for <see cref="SpriteRender"/> actor type.
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/// </summary>
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/// <seealso cref="ActorNode" />
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[HideInEditor]
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public sealed class SpriteRenderNode : ActorNode
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{
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/// <inheritdoc />
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public SpriteRenderNode(Actor actor)
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: base(actor)
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{
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}
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/// <inheritdoc />
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public override bool RayCastSelf(ref RayCastData ray, out float distance, out Vector3 normal)
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{
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SpriteRender sprite = (SpriteRender)Actor;
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Vector3 viewPosition = ray.View.Position;
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Vector3 viewDirection = ray.View.Direction;
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Matrix m1, m2, m3, world;
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var size = sprite.Size;
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Matrix.Scaling(size.X, size.Y, 1.0f, out m1);
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var transform = sprite.Transform;
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if (sprite.FaceCamera)
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{
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var up = Vector3.Up;
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Matrix.Billboard(ref transform.Translation, ref viewPosition, ref up, ref viewDirection, out m2);
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Matrix.Multiply(ref m1, ref m2, out m3);
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Matrix.Scaling(ref transform.Scale, out m1);
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Matrix.Multiply(ref m1, ref m3, out world);
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}
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else
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{
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transform.GetWorld(out m2);
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Matrix.Multiply(ref m1, ref m2, out world);
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}
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OrientedBoundingBox bounds;
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bounds.Extents = Vector3.Half;
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bounds.Transformation = world;
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normal = -ray.Ray.Direction;
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return bounds.Intersects(ref ray.Ray, out distance);
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}
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/// <inheritdoc />
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public override void PostSpawn()
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{
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base.PostSpawn();
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// Setup for default values
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var text = (SpriteRender)Actor;
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text.Material = FlaxEngine.Content.LoadAsyncInternal<MaterialBase>(EditorAssets.DefaultSpriteMaterial);
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text.Image = FlaxEngine.Content.LoadAsyncInternal<Texture>(EditorAssets.FlaxIconTexture);
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}
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}
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}
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@@ -70,6 +70,7 @@ namespace FlaxEditor.SceneGraph
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CustomNodesTypes.Add(typeof(SplineCollider), typeof(ColliderNode));
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CustomNodesTypes.Add(typeof(SplineRopeBody), typeof(ActorNode));
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CustomNodesTypes.Add(typeof(NavMesh), typeof(ActorNode));
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CustomNodesTypes.Add(typeof(SpriteRender), typeof(SpriteRenderNode));
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}
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/// <summary>
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@@ -197,12 +197,12 @@ namespace FlaxEditor.SceneGraph
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}
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/// <summary>
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/// The ray.
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/// The ray (for intersection raycasting).
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/// </summary>
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public Ray Ray;
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/// <summary>
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/// The camera view ray.
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/// The camera view ray (camera position and direction).
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/// </summary>
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public Ray View;
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@@ -110,6 +110,7 @@ namespace FlaxEditor.Windows
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new KeyValuePair<string, Type>("UI Control", typeof(UIControl)),
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new KeyValuePair<string, Type>("UI Canvas", typeof(UICanvas)),
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new KeyValuePair<string, Type>("Text Render", typeof(TextRender)),
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new KeyValuePair<string, Type>("Sprite Render", typeof(SpriteRender)),
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}
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},
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};
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@@ -1,7 +1,6 @@
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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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using System;
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using System.Collections.Generic;
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using FlaxEditor.GUI.ContextMenu;
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using FlaxEditor.SceneGraph;
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using FlaxEngine;
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@@ -173,6 +173,7 @@ namespace FlaxEditor.Windows
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groupGui.AddChild(CreateActorItem("UI Control", typeof(UIControl)));
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groupGui.AddChild(CreateActorItem("UI Canvas", typeof(UICanvas)));
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groupGui.AddChild(CreateActorItem("Text Render", typeof(TextRender)));
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groupGui.AddChild(CreateActorItem("Sprite Render", typeof(SpriteRender)));
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actorGroups.SelectedTabIndex = 1;
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}
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@@ -372,7 +372,7 @@ void Mesh::Render(GPUContext* context) const
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context->DrawIndexedInstanced(_triangles * 3, 1, 0, 0, 0);
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}
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void Mesh::Draw(const RenderContext& renderContext, MaterialBase* material, const Matrix& world, StaticFlags flags, bool receiveDecals) const
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void Mesh::Draw(const RenderContext& renderContext, MaterialBase* material, const Matrix& world, StaticFlags flags, bool receiveDecals, DrawPass drawModes, float perInstanceRandom) const
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{
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if (!material || !material->IsSurface())
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return;
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@@ -399,8 +399,8 @@ void Mesh::Draw(const RenderContext& renderContext, MaterialBase* material, cons
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drawCall.Surface.Skinning = nullptr;
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drawCall.Surface.LODDitherFactor = 0.0f;
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drawCall.WorldDeterminantSign = Math::FloatSelect(world.RotDeterminant(), 1, -1);
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drawCall.PerInstanceRandom = 0.0f;
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renderContext.List->AddDrawCall(DrawPass::Default, flags, drawCall, receiveDecals);
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drawCall.PerInstanceRandom = perInstanceRandom;
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renderContext.List->AddDrawCall(drawModes, flags, drawCall, receiveDecals);
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}
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void Mesh::Draw(const RenderContext& renderContext, const DrawInfo& info, float lodDitherFactor) const
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@@ -459,7 +459,9 @@ public:
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/// <param name="world">The world transformation of the model.</param>
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/// <param name="flags">The object static flags.</param>
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/// <param name="receiveDecals">True if rendered geometry can receive decals, otherwise false.</param>
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API_FUNCTION() void Draw(API_PARAM(Ref) const RenderContext& renderContext, MaterialBase* material, API_PARAM(Ref) const Matrix& world, StaticFlags flags = StaticFlags::None, bool receiveDecals = true) const;
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/// <param name="drawModes">The draw passes to use for rendering this object.</param>
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/// <param name="perInstanceRandom">The random per-instance value (normalized to range 0-1).</param>
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API_FUNCTION() void Draw(API_PARAM(Ref) const RenderContext& renderContext, MaterialBase* material, API_PARAM(Ref) const Matrix& world, StaticFlags flags = StaticFlags::None, bool receiveDecals = true, DrawPass drawModes = DrawPass::Default, float perInstanceRandom = 0.0f) const;
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/// <summary>
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/// Draws the mesh.
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@@ -122,11 +122,13 @@ public:
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/// <param name="world">The world transformation of the model.</param>
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/// <param name="flags">The object static flags.</param>
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/// <param name="receiveDecals">True if rendered geometry can receive decals, otherwise false.</param>
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API_FUNCTION() void Draw(API_PARAM(Ref) const RenderContext& renderContext, MaterialBase* material, API_PARAM(Ref) const Matrix& world, StaticFlags flags = StaticFlags::None, bool receiveDecals = true) const
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/// <param name="drawModes">The draw passes to use for rendering this object.</param>
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/// <param name="perInstanceRandom">The random per-instance value (normalized to range 0-1).</param>
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API_FUNCTION() void Draw(API_PARAM(Ref) const RenderContext& renderContext, MaterialBase* material, API_PARAM(Ref) const Matrix& world, StaticFlags flags = StaticFlags::None, bool receiveDecals = true, DrawPass drawModes = DrawPass::Default, float perInstanceRandom = 0.0f) const
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{
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for (int32 i = 0; i < Meshes.Count(); i++)
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{
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Meshes[i].Draw(renderContext, material, world, flags, receiveDecals);
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Meshes[i].Draw(renderContext, material, world, flags, receiveDecals, drawModes, perInstanceRandom);
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}
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}
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188
Source/Engine/UI/SpriteRender.cpp
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188
Source/Engine/UI/SpriteRender.cpp
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@@ -0,0 +1,188 @@
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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#include "SpriteRender.h"
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#include "Engine/Core/Types/Variant.h"
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#include "Engine/Core/Math/OrientedBoundingBox.h"
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#include "Engine/Level/Scene/SceneRendering.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Content/Assets/Model.h"
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#include "Engine/Content/Assets/MaterialInstance.h"
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#include "Engine/Level/Actors/Camera.h"
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#include "Engine/Serialization/Serialization.h"
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SpriteRender::SpriteRender(const SpawnParams& params)
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: Actor(params)
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, _color(Color::White)
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, _size(100.0f)
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{
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_quadModel = Content::LoadAsyncInternal<Model>(TEXT("Engine/Models/Quad"));
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Material.Loaded.Bind<SpriteRender, &SpriteRender::OnMaterialLoaded>(this);
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Image.Changed.Bind<SpriteRender, &SpriteRender::OnImageChanged>(this);
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}
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Vector2 SpriteRender::GetSize() const
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{
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return _size;
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}
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void SpriteRender::SetSize(const Vector2& value)
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{
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if (_size == value)
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return;
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_size = value;
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OnTransformChanged();
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}
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Color SpriteRender::GetColor() const
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{
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return _color;
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}
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void SpriteRender::SetColor(const Color& value)
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{
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_color = value;
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if (_paramColor)
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_paramColor->SetValue(value);
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}
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void SpriteRender::OnMaterialLoaded()
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{
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// Setup material instance
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if (!_materialInstance)
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{
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_materialInstance = Content::CreateVirtualAsset<MaterialInstance>();
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_materialInstance->AddReference();
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}
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_materialInstance->SetBaseMaterial(Material);
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// Cache parameters
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_paramImage = _materialInstance->GetParameter(TEXT("Image"));
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if (_paramImage && _paramImage->GetParameterType() != MaterialParameterType::Texture)
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_paramImage = nullptr;
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else if (_paramImage)
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_paramImage->SetValue(Image.Get());
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_paramColor = _materialInstance->GetParameter(TEXT("Color"));
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if (_paramColor && _paramColor->GetParameterType() != MaterialParameterType::Color && _paramColor->GetParameterType() != MaterialParameterType::Vector4 && _paramColor->GetParameterType() != MaterialParameterType::Vector3)
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_paramColor = nullptr;
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else if (_paramColor)
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_paramColor->SetValue(_color);
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}
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void SpriteRender::OnImageChanged()
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{
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if (_paramImage)
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_paramImage->SetValue(Image.Get());
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}
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bool SpriteRender::HasContentLoaded() const
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{
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return (Material == nullptr || Material->IsLoaded()) && (Image == nullptr || Image->IsLoaded());
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}
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void SpriteRender::Draw(RenderContext& renderContext)
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{
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if (!Material || !Material->IsLoaded() || !_quadModel || !_quadModel->IsLoaded())
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return;
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auto model = _quadModel.As<Model>();
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if (model->GetLoadedLODs() == 0)
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return;
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auto& view = renderContext.View;
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Matrix m1, m2, m3, world;
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Matrix::Scaling(_size.X, _size.Y, 1.0f, m2);
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Matrix::RotationY(PI, m3);
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Matrix::Multiply(m2, m3, m1);
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if (FaceCamera)
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{
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Matrix::Billboard(_transform.Translation, view.Position, Vector3::Up, view.Direction, m2);
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Matrix::Multiply(m1, m2, m3);
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Matrix::Scaling(_transform.Scale, m1);
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Matrix::Multiply(m1, m3, world);
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}
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else
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{
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_transform.GetWorld(m2);
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Matrix::Multiply(m1, m2, world);
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}
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model->LODs[0].Draw(renderContext, _materialInstance, world, GetStaticFlags(), false, DrawModes, GetPerInstanceRandom());
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}
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void SpriteRender::DrawGeneric(RenderContext& renderContext)
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{
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Draw(renderContext);
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}
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void SpriteRender::Serialize(SerializeStream& stream, const void* otherObj)
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{
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// Base
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Actor::Serialize(stream, otherObj);
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SERIALIZE_GET_OTHER_OBJ(SpriteRender);
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SERIALIZE_MEMBER(Size, _size);
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SERIALIZE_MEMBER(Color, _color);
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SERIALIZE(Image);
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SERIALIZE(Material);
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SERIALIZE(FaceCamera);
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SERIALIZE(DrawModes);
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}
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void SpriteRender::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
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{
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// Base
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Actor::Deserialize(stream, modifier);
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DESERIALIZE_MEMBER(Size, _size);
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DESERIALIZE_MEMBER(Color, _color);
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DESERIALIZE(Image);
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DESERIALIZE(Material);
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DESERIALIZE(FaceCamera);
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DESERIALIZE(DrawModes);
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if (_paramImage)
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_paramImage->SetValue(Image.Get());
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if (_paramColor)
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_paramColor->SetValue(_color);
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}
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void SpriteRender::OnEndPlay()
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{
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// Base
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Actor::OnEndPlay();
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// Release material instance
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if (_materialInstance)
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{
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_materialInstance->SetBaseMaterial(nullptr);
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_materialInstance->Params.Resize(0);
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_materialInstance->RemoveReference();
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_materialInstance = nullptr;
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}
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}
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void SpriteRender::OnEnable()
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{
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GetSceneRendering()->AddGeometry(this);
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// Base
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Actor::OnEnable();
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}
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void SpriteRender::OnDisable()
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{
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GetSceneRendering()->RemoveGeometry(this);
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// Base
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Actor::OnDisable();
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}
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void SpriteRender::OnTransformChanged()
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{
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// Base
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Actor::OnTransformChanged();
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const BoundingSphere localSphere(Vector3::Zero, _size.Length());
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Matrix world;
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_transform.GetWorld(world);
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BoundingSphere::Transform(localSphere, world, _sphere);
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BoundingBox::FromSphere(_sphere, _box);
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}
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93
Source/Engine/UI/SpriteRender.h
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93
Source/Engine/UI/SpriteRender.h
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@@ -0,0 +1,93 @@
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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Level/Actor.h"
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#include "Engine/Content/Assets/MaterialBase.h"
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#include "Engine/Content/Assets/Texture.h"
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/// <summary>
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/// Sprite rendering object.
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/// </summary>
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API_CLASS() class FLAXENGINE_API SpriteRender : public Actor
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{
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DECLARE_SCENE_OBJECT(SpriteRender);
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private:
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Color _color;
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Vector2 _size;
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MaterialInstance* _materialInstance = nullptr;
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MaterialParameter* _paramImage = nullptr;
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MaterialParameter* _paramColor = nullptr;
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AssetReference<Asset> _quadModel;
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public:
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/// <summary>
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/// Gets the size of the sprite.
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(0), EditorDisplay(\"Sprite\")")
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Vector2 GetSize() const;
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/// <summary>
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/// Sets the size of the sprite.
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/// </summary>
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API_PROPERTY() void SetSize(const Vector2& value);
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/// <summary>
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/// Gets the color of the sprite. Passed to the sprite material in parameter named `Color`.
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/// </summary>
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API_PROPERTY(Attributes="EditorOrder(10), DefaultValue(typeof(Color), \"1,1,1,1\"), EditorDisplay(\"Sprite\")")
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Color GetColor() const;
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/// <summary>
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/// Sets the color of the sprite. Passed to the sprite material in parameter named `Color`.
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/// </summary>
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API_PROPERTY() void SetColor(const Color& value);
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/// <summary>
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/// The sprite texture to draw.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(20), DefaultValue(null), EditorDisplay(\"Sprite\")")
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AssetReference<Texture> Image;
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/// <summary>
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/// The material used for the sprite rendering. It should contain texture parameter named Image and color parameter named Color.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(20), DefaultValue(null), EditorDisplay(\"Sprite\")")
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AssetReference<MaterialBase> Material;
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/// <summary>
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/// If checked, the sprite will automatically face the view camera, otherwise it will be oriented as an actor.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(30), EditorDisplay(\"Sprite\")")
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bool FaceCamera = true;
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/// <summary>
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/// The draw passes to use for rendering this object. Uncheck `Depth` to disable sprite casting shadows.
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/// </summary>
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API_FIELD(Attributes="EditorOrder(40), DefaultValue(DrawPass.Default), EditorDisplay(\"Sprite\")")
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DrawPass DrawModes = DrawPass::Default;
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private:
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void OnMaterialLoaded();
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void OnImageChanged();
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public:
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// [Actor]
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bool HasContentLoaded() const override;
|
||||
void Draw(RenderContext& renderContext) override;
|
||||
void DrawGeneric(RenderContext& renderContext) override;
|
||||
void Serialize(SerializeStream& stream, const void* otherObj) override;
|
||||
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
|
||||
void OnEndPlay() override;
|
||||
|
||||
protected:
|
||||
|
||||
// [Actor]
|
||||
void OnEnable() override;
|
||||
void OnDisable() override;
|
||||
void OnTransformChanged() override;
|
||||
};
|
||||
Reference in New Issue
Block a user