Files
FlaxEngine/Source/Engine/Level/Actors/Decal.h
2021-01-02 14:28:49 +01:00

86 lines
2.6 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "../Actor.h"
#include "Engine/Core/Math/OrientedBoundingBox.h"
#include "Engine/Content/Assets/MaterialBase.h"
#include "Engine/Content/AssetReference.h"
/// <summary>
/// Actor that draws the can be used to draw a custom decals on top of the other objects.
/// </summary>
API_CLASS() class FLAXENGINE_API Decal : public Actor
{
DECLARE_SCENE_OBJECT(Decal);
private:
Vector3 _size;
OrientedBoundingBox _bounds;
Matrix _world;
public:
/// <summary>
/// The decal material. Must have domain mode to Decal type.
/// </summary>
API_FIELD(Attributes="EditorOrder(10), EditorDisplay(\"Decal\")")
AssetReference<MaterialBase> Material;
/// <summary>
/// The decal rendering order. The higher values are render later (on top).
/// </summary>
API_FIELD(Attributes="EditorOrder(20), DefaultValue(0), EditorDisplay(\"Decal\")")
int32 SortOrder = 0;
/// <summary>
/// Gets the decal bounds size (in local space).
/// </summary>
API_PROPERTY(Attributes="EditorOrder(30), DefaultValue(typeof(Vector3), \"100,100,100\"), Limit(0), EditorDisplay(\"Decal\")")
FORCE_INLINE Vector3 GetSize() const
{
return _size;
}
/// <summary>
/// Sets the decal bounds size (in local space).
/// </summary>
/// <param name="value">The value.</param>
API_PROPERTY() void SetSize(const Vector3& value);
public:
/// <summary>
/// Utility to crate a new virtual Material Instance asset, set its parent to the currently applied material, and assign it to the decal. Can be used to modify the decal material parameters from code.
/// </summary>
/// <returns>The created virtual material instance.</returns>
API_FUNCTION() MaterialInstance* CreateAndSetVirtualMaterialInstance();
/// <summary>
/// Gets the decal world matrix used to transform the 1x1x1 cube from the mesh space to world space.
/// </summary>
/// <param name="result">The result value container.</param>
FORCE_INLINE void GetWorld(Matrix* result) const
{
*result = _world;
}
public:
// [Actor]
#if USE_EDITOR
void OnDebugDrawSelected() override;
#endif
void Draw(RenderContext& renderContext) override;
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
bool IntersectsItself(const Ray& ray, float& distance, Vector3& normal) override;
protected:
// [Actor]
void OnEnable() override;
void OnDisable() override;
void OnTransformChanged() override;
};