Files
FlaxEngine/Source/Engine/Foliage/FoliageInstance.h
2024-02-26 19:00:48 +01:00

74 lines
2.0 KiB
C++

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