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命名空间 | |
| namespace | eve |
| Build metadata (engine git commit, build time, third-party version). | |
| namespace | eve::graphics |
| 卡牌游戏 UI 工具模块:工厂 + 脚本绑定入口。 功能参考 ycarowr/UiCard:扇形手牌布局、抽牌/洗牌、悬浮放大、拖拽到落牌区、 敌方手牌(背面/偷看)、费用不足置灰,以及可实时调节的布局参数。 数据模型与渲染/交互逻辑见 CardTypes.h。 | |
| namespace | eve::graphics::grass |
| t3ssel8r-style stylized grass. | |
函数 | |
| EVENGINE_API_BACKENDS BillboardMesh | eve::graphics::grass::buildBillboards (const std::vector< Point > &points, float width=0.62f, float height=0.95f, bool alwaysDark=false) |
| Expand a unit rectangle per point. Vertex layout: pos = grass root uv = quad corner in [0,1]^2 (0.5, 0) is the root normal.x = animation id, normal.y = height scale. normal.z uses legacy 0/1 for uniform width; independent width w encodes -w for dense or 1+w for dark grass. A normalized tint encodes RGB8 as negative normal.x; legacy tint {-1,-1,-1} retains id. The shader derives animation identity from the local root for tinted points, so model transforms do not change the wind phase. Alpha remains texture-owned. | |