📄 wmlportal.h
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#ifndef WMLPORTAL_H
#define WMLPORTAL_H
#include "WmlSpatial.h"
namespace Wml
{
class Camera;
class ConvexRegion;
class Renderer;
class WML_ITEM Portal : public Object
{
WmlDeclareRTTI;
WmlDeclareStream;
public:
// The portal is a unidirectional connector between two regions. The
// vertices of the portal must satisfy the following constraints:
// 1. They must form a planar convex polygon (quantity >= 3 is implied).
// 2. They must be counterclockwise ordered when looking through the
// portal to the adjacent region.
// 3. They must be in the model space coordinates for the region that
// contains the portal.
// Construction and destruction. Portal accepts responsibility for
// deleting the input array.
Portal (int iVertexQuantity, Vector3f* akModelVertex,
ConvexRegion* pkAdjacentRegion, bool bOpen);
virtual ~Portal ();
// member access
ConvexRegion*& AdjacentRegion ();
bool& Open ();
protected:
// streaming
Portal ();
// updates
friend class ConvexRegion;
void UpdateWorldData (const Matrix3f& rkRot, const Vector3f& rkTrn,
float fScale);
// drawing
void Draw (Renderer& rkRenderer);
// portal vertices
int m_iVertexQuantity;
Vector3f* m_akModelVertex;
Vector3f* m_akWorldVertex;
// region to which portal leads
ConvexRegion* m_pkAdjacentRegion;
// portals can be open or closed
bool m_bOpen;
};
WmlSmartPointer(Portal);
WmlRegisterStream(Portal);
#include "WmlPortal.inl"
}
#endif
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