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WaterSystem.h 文件参考
#include "common/Result.h"
#include <cstdint>
#include <glm/glm.hpp>

浏览源代码.

类

struct  eve::graphics::WaterSceneConditions
 Immutable scene inputs used to decide whether water reflections are stale. 更多...
 
struct  eve::graphics::WaterSystemSettings
 Authored policy for Pcg-compatible water placement and reflection refresh. 更多...
 
struct  eve::graphics::WaterSystemState
 Caller-owned water-system state; contains no scene pointers or hidden clock. 更多...
 

命名空间

namespace  ssq
 EVEngine ECS 集成层:底层实现使用 sunxfancy/ECS.hpp https://github.com/sunxfancy/ECS.hpp
 
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。
 

枚举

enum class  eve::graphics::WaterAutoUpdateMode : std::uint8_t { eve::graphics::Interval = 0 , eve::graphics::SceneConditions = 1 }
 Reflection refresh policy used by the caller-owned water controller. 更多...
 

函数

Result< void > eve::graphics::initializeWaterSystem (WaterSystemState &state, const WaterSystemSettings &settings, const WaterSceneConditions &scene, int initialSceneCheckFrames)
 Initialize a water controller from an authored policy and current scene snapshot.
 
Result< bool > eve::graphics::advanceWaterSystem (WaterSystemState &state, const WaterSystemSettings &settings, const WaterSceneConditions &scene, float playerX, float playerZ, float dt, int nextSceneCheckFrames)
 Advance infinite placement and Pcg-compatible reflection refresh scheduling.
 
Result< bool > eve::graphics::updateWaterSeaLevel (WaterSystemState &state, float seaLevel, bool regenerateReflections)
 Atomically move the water surface to a new sea level.
 
void eve::graphics::exposeWaterSystemBindings (ssq::Table &table)
 Register water-system value types and checked operations with the VM owner thread.