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