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📄 distortionmesh.h

📁 HGE 2D游戏引擎制作的一个演示
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#pragma once
#include "baseobject.h"

#define COREDISP_NODE		0
#define COREDISP_TOPLEFT		1
#define COREDISP_CENTER		2

/*
** CORE Distortion mesh class
*/
class DistortionMesh :
	public BaseObject
{
public:
	DistortionMesh(CORE* pCORE,int cols, int rows);
	DistortionMesh(CORE* pCORE,const DistortionMesh &dm);
	~DistortionMesh();

	DistortionMesh&	operator= (const DistortionMesh &dm);

	void		Render(float x, float y);
	void		Clear(DWORD col=0xFFFFFFFF, float z=0.5f);

	void		SetTexture(HTEXTURE tex);
	void		SetTextureRect(float x, float y, float w, float h);
	void		SetBlendMode(int blend);
	void		SetZ(int col, int row, float z);
	void		SetColor(int col, int row, DWORD color);
	void		SetDisplacement(int col, int row, float dx, float dy, int ref);

	HTEXTURE	GetTexture() const;
	void		GetTextureRect(float *x, float *y, float *w, float *h) const;
	int			GetBlendMode() const;
	float		GetZ(int col, int row) const;
	DWORD		GetColor(int col, int row) const;
	void		GetDisplacement(int col, int row, float *dx, float *dy, int ref) const;

	int			GetRows();
	int			GetCols();

private:
	CORE*		m_pCORE;

	st_Vertex*	m_vertexDispArray;
	int			m_nRows, m_nCols;
	float		m_cellw,m_cellh;
	float		m_tx,m_ty,m_fWidth,m_fHeight;
	st_Quad	m_Quad;
};

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