The Decaling class traverses the filtered mesh (see FilterIn), generates zero or more SectorBatch values for each mesh sector that intersects with a decal, and puts an explicit mark on it (see SectorMark), if it has at least one batch.
sealed class
|
Decaling
|
implements
|
IBatchRenderer<SectorBatch, DecalFace>
|
||
IMeshBoundMinSize
|
|||||
extends
|
MeshTraversal
|
(A)---------(B) Local decal coordinates: | | -> A := ( 0, 0) | | B := ( 1, 0) | (E) | C := ( 1, 1) | | D := ( 0, 1) | | E := (0.5, 0.5) (D)---------(C)where
(A)
,
(B)
,
(C)
and
(D)
are
the
corners
of
the
decal
texture
and
(E)
refers
to
its
center.
The following vertex data semantics are used by this class:
Returns the current number of rendering batches that are buffered by this object.
public
property
|
BatchCount
{
get
}
|
||
type
|
int32
|
||
value
|
|
The number of rendering batch elements. | |
implements
|
IBatchContainerBase.BatchCount
|
See also:
IBatchContainer.GetBatchThe object that provides the current camera position.
public
property
|
CameraInfo
{
get
set
}
|
||
type
|
CameraInfo
|
||
value
|
|
The camera position provider. | |
implements
|
ICameraInfoDependent.CameraInfo
|
The list of decal textures.
public
property
|
Decals
{
get
}
|
||
type
|
IVectorConst<Decal>
|
||
value
|
|
The decal textures. |
The mesh tree input filter to use for querying sector culling and marks.
public
property
|
FilterIn
{
get
set
}
|
||
type
|
MeshTreeFilter
|
||
value
|
The
filter
or
null . |
||
inherited
|
MeshTraversal.FilterIn
|
Remarks:
The
default
value
is
null
(i.e.
all
mesh
sectors
are
visited).
See also:
MeshTree.GetRootThe mesh tree output filter to use for performing sector culling and marking.
public
property
|
FilterOut
{
get
set
}
|
||
type
|
MeshTreeFilter
|
||
value
|
The mesh tree filter object. | ||
inherited
|
MeshTraversal.FilterOut
|
Remarks:
This MeshTreeFilter is not reset automatically. The application is responsible to call Reset.
The
default
value
is
null
(i.e.
the
input
filter
is
used
in
that
case).
See also:
MeshTree.SectorCullHas this object been bound to an IMesh object?
public
property
|
HasMesh
{
get
}
|
||
type
|
bool
|
||
value
|
true
if
this
object
is
currently
bound
to
an
IMesh,
false
if
not.
|
||
inherited
|
MeshBoundBase.HasMesh
|
The CLOD mesh this object is currently bound to.
public
property
|
Mesh
{
get
}
|
||
type
|
IMesh
|
||
value
|
The
CLOD
mesh
or
null . |
||
inherited
|
MeshBoundBase.Mesh
|
The mesh sector quadtree is traversed until the projected screen-size of a mesh sector falls below this limit.
public
property
|
MinSize
{
get
set
}
|
||
type
|
float32
|
||
value
|
|
Minimum sector size, in screen-space. | |
implements
|
IMeshBoundMinSize.MinSize
|
Remarks:
This value is the square root of the approximated pixel area of the mesh sector on the screen.
The
default
value
is
256.0f
pixels.
The filtered MeshTree of this mesh traversal object.
public
property
|
Tree
{
get
}
|
||
type
|
MeshTree
|
||
value
|
|
The
filtered
MeshTree
object
or
null
if
this
object
is
not
bound.
|
|
inherited
|
MeshTraversal.Tree
|
The current viewport object.
public
property
|
Viewport
{
get
set
}
|
||
type
|
Viewport
|
||
value
|
|
The viewport object. | |
implements
|
IViewportDependent.Viewport
|
Creates a new instance of Decaling.
public
constructor
|
Decaling
()
|
Clears all batches.
public
method
|
ClearBatches
()
|
||
implements
|
IBatchRendererBase.ClearBatches
|
Computes the render batches.
public
method
|
ComputeBatches
()
|
||
implements
|
IBatchRendererBase.ComputeBatches
|
Adds the given decal texture.
public
method
|
DecalAdd
(Decal decal)
|
||
params
|
decal
|
[not-null]
|
The decal texture. |
Removes the given decal texture.
public
method
|
DecalRemove
(Decal decal)
|
||
params
|
decal
|
[not-null]
|
The decal texture. |
Removes all decal textures.
public
method
|
DecalRemoveAll
()
|
Returns the index-th rendering batch.
public
method
|
GetBatch
(int32 index)
|
||
type
|
SectorBatch
|
||
params
|
index
|
[0..BatchCount-1]
|
Index of rendering batch to return. |
returns
|
The rendering batch. | ||
implements
|
IBatchContainer.GetBatch
|
Remarks:
Usually, the sort order of batches is well-defined, in order to minimize state changes when processing batches first to last. Please refer to the documentation of the respective batch type for details.
Binds this object to the given IMesh.
public
override
method
|
MeshBind
(IMesh mesh)
|
||
params
|
mesh
|
The mesh object. | |
overrides
|
MeshTraversal.MeshBind
|
Unbinds this object from its current IMesh.
public
override
method
|
MeshUnbind
()
|
||
overrides
|
MeshBoundBase.MeshUnbind
|
Renders all batches using the given renderer.
public
method
|
RenderBatches
(Triangulation triangulation,
IPrimitiveRenderer renderer,
BatchDelegate<DecalFace> callback = null,
int32 tag = 0)
|
||
params
|
triangulation
|
[not-null]
|
The mesh triangulation object. |
renderer
|
[not-null]
|
The primitive renderer to use. | |
callback
|
Optional
render
state
callback
to
use.
Defaults
to
null .
|
||
tag
|
A
user-defined
value
that
will
be
passed
to
the
callback.
Defaults
to
0 .
|
||
implements
|
IBatchRenderer.RenderBatches
|
Visits the given mesh root sectors.
public
method
|
VisitFaces
(CubemapFace meshFace = CubemapFace.All)
|
||
params
|
meshFace
|
The mesh face to traverse. Defaults to All. | |
inherited
|
MeshTraversal.VisitFaces
|
Visits a quadrant of the given mesh sector on the current face, assuming that the corresponding child mesh sector does not exist.
public
override
method
|
VisitQuadrant
(int32 sector,
int32 childIdx)
|
||
params
|
sector
|
Index of center vertex of sector to visit. | |
childIdx
|
Index of non-existing child sector in sector. | ||
implements
|
MeshTraversal.VisitQuadrant
|
Remarks:
The quadtree data structure for visiting the given sector can be obtained by getting the Tree property of the current mesh (see MeshBind.
Visits the given mesh sector on the current face.
public
override
method
|
VisitSector
(int32 sector)
|
||
params
|
sector
|
Index of center vertex of sector to visit. | |
implements
|
MeshTraversal.VisitSector
|
Remarks:
The quadtree data structure for visiting the given sector can be obtained by getting the Tree property of the current mesh (see MeshBind.