74 lines
2.0 KiB
C++
74 lines
2.0 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Core/Math/Transform.h"
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#include "Engine/Core/Math/BoundingSphere.h"
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#include "Engine/Renderer/DrawCall.h"
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#include "Engine/Level/Scene/Lightmap.h"
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/// <summary>
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/// Foliage instanced mesh instance. Packed data with very little of logic. Managed by the foliage chunks and foliage actor itself.
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/// </summary>
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API_STRUCT(NoPod) struct FLAXENGINE_API FoliageInstance
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{
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DECLARE_SCRIPTING_TYPE_NO_SPAWN(FoliageInstance);
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/// <summary>
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/// The local-space transformation of the mesh relative to the foliage actor.
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/// </summary>
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API_FIELD() Transform Transform;
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/// <summary>
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/// The model drawing state.
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/// </summary>
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GeometryDrawStateData DrawState;
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/// <summary>
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/// The foliage type index. Foliage types are hold in foliage actor and shared by instances using the same model.
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/// </summary>
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API_FIELD() int32 Type;
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/// <summary>
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/// The per-instance random value from range [0;1].
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/// </summary>
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API_FIELD() float Random;
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/// <summary>
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/// The cull distance for this instance.
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/// </summary>
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float CullDistance;
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/// <summary>
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/// The cached instance bounds (in world space).
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/// </summary>
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API_FIELD() BoundingSphere Bounds;
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/// <summary>
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/// The lightmap entry for the foliage instance.
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/// </summary>
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LightmapEntry Lightmap;
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public:
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bool operator==(const FoliageInstance& v) const
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{
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return Type == v.Type && Math::NearEqual(Random, v.Random) && Transform == v.Transform;
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}
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/// <summary>
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/// Determines whether this foliage instance has valid lightmap data.
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/// </summary>
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FORCE_INLINE bool HasLightmap() const
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{
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return Lightmap.TextureIndex != INVALID_INDEX;
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}
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/// <summary>
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/// Removes the lightmap data from the foliage instance.
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/// </summary>
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FORCE_INLINE void RemoveLightmap()
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{
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Lightmap.TextureIndex = INVALID_INDEX;
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}
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};
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