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SpriteStack.h 文件参考
#include "common/Module.h"
#include <cstdint>
#include <functional>
#include <string>
#include <unordered_map>
#include <vector>
#include <glm/glm.hpp>

浏览源代码.

struct  eve::spritestack::SliceInput
 CPU inputs for slicing a triangle mesh into sprite-stack layers. 更多...
 
struct  eve::spritestack::SliceOptions
 Slicer options. The mesh is cut into layerCount thin slabs along axis ("x" | "y" | "z"); each slab is orthographically projected into an RGBA image. Slab thickness defaults to AABB extent / layerCount when 0. 更多...
 
class  eve::spritestack::SpriteStack3D
 A renderable pseudo-3D sprite stack: a column of layer textures drawn as alpha-blended slices inside the 3D forward pass (call render() after gfx.render3D() / RenderSystem3D::render and before present). 更多...
 
struct  eve::spritestack::SpriteStack3D::SliceDraw
 One slice instance with its baked world transform and layer UV rect. 更多...
 
class  eve::spritestack::SpriteStackBatch
 Multi-stack batching: draws every visible slice of the registered stacks as ONE draw call per (texture, tint) group (all slice transforms and UV rects are baked into a shared mesh, uploaded in place via Graphics::updateMeshVertices). 更多...
 
class  eve::spritestack::SpriteStack
 SpriteStack module: CPU slicing + SpriteStack3D factory. 更多...
 

命名空间

namespace  eve
 
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::image
 
namespace  eve::model3d
 
namespace  eve::spritestack
 

函数

std::vector< image::ImageData * > eve::spritestack::sliceMeshToLayers (const SliceInput &input, const SliceOptions &options)
 Slice a triangle mesh into layerCount RGBA8 layer images (caller owns the returned ImageData). Classic sprite stacking: vertical "bread slices" along the chosen axis, later rendered as camera-facing billboards.
 
std::vector< image::ImageData * > eve::spritestack::sliceModelToLayers (model3d::ModelData *model, const SliceOptions &options)
 Slice every mesh of a decoded model (assimp scene) with the same options.
 
std::vector< image::ImageData * > eve::spritestack::slicePrimitiveToLayers (const std::string &kind, const SliceOptions &options)
 Build a procedural CPU mesh ("box" | "cylinder" | "sphere" | "cone") and slice it — a self-contained asset-free path for tests / demos.