📄 wmlscreenpolygon.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 WMLSCREENPOLYGON_H
#define WMLSCREENPOLYGON_H
#include "WmlTriMesh.h"
namespace Wml
{
class WML_ITEM ScreenPolygon : public Object
{
WmlDeclareRTTI;
WmlDeclareStream;
public:
// Construction and destruction. ScreenPolygon accepts responsibility
// for deleting the input arrays. The polygon must be convex and vertices
// stored in counterclockwise order.
ScreenPolygon (int iVertexQuantity, Vector3f* akVertex,
Vector3f* akNormal, ColorRGB* akColor, Vector2f* akTexture0,
Vector2f* akTexture1 = NULL, Vector2f* akTexture2 = NULL,
Vector2f* akTexture3 = NULL, Vector2f* akTextureBump = NULL);
virtual ~ScreenPolygon ();
// Triangle mesh that represents the screen polygon. Use this object
// to attach/detach render states.
TriMeshPtr Mesh ();
TriMeshPtr Mesh () const;
// support for searching by name
virtual Object* GetObjectByName (const char* acName);
virtual void GetAllObjectsByName (const char* acName,
std::vector<Object*>& rkObjects);
protected:
ScreenPolygon ();
friend class Renderer;
void OnDraw (Renderer& rkRenderer);
TriMeshPtr m_spkMesh;
};
WmlSmartPointer(ScreenPolygon);
WmlRegisterStream(ScreenPolygon);
#include "WmlScreenPolygon.inl"
}
#endif
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