📄 distortionmesh.h
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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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