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TileCollision.h
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1#pragma once
2
3#include "common/Export.h"
4
5#include <cstddef>
6
7namespace eve::map {
8
11 float x = 0.f;
12 float y = 0.f;
13 float width = 0.f;
14 float height = 0.f;
15};
16
19public:
20 static constexpr const char* capabilityName = "ITileCollisionSink";
22 virtual ~ITileCollisionSink() = default;
23
25 virtual void replaceTileCollision(const void* layer, const TileCollisionRect* rects, size_t count) = 0;
26};
27
28} // namespace eve::map
float y
Definition AnimClip.cpp:738
float x
Definition AnimClip.cpp:738
#define EVENGINE_API_WORLD_INLINE
Definition Export.h:173
std::uint32_t height
std::uint32_t width
TileLayer * layer
std::uint32_t count
Optional sink implemented by a physics or project adapter.
virtual void replaceTileCollision(const void *layer, const TileCollisionRect *rects, size_t count)=0
Atomically replace collision geometry for a stable layer identity.
virtual ~ITileCollisionSink()=default
I tile collision sink.
放置世界:格子占用(多通道)+ 地形语义 + 已放置建筑实例。 行为由 PlacementSystem 提供;本类暴露便于脚本绑定的薄封装方法。 坐标换算统一走 eve::grid(支持 rectang...
One greedily merged solid tile rectangle in world coordinates.