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eve::spritestack 命名空间参考

struct  SliceInput
 CPU inputs for slicing a triangle mesh into sprite-stack layers. 更多...
 
struct  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  SpriteStack
 SpriteStack module: CPU slicing + SpriteStack3D factory. 更多...
 
class  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...
 
class  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...
 

函数

std::vector< image::ImageData * > 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 * > sliceModelToLayers (model3d::ModelData *model, const SliceOptions &options)
 Slice every mesh of a decoded model (assimp scene) with the same options.
 
std::vector< image::ImageData * > 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.
 
 Module_IMPL (SpriteStack, new SpriteStack())
 

函数说明

◆ Module_IMPL()

eve::spritestack::Module_IMPL ( SpriteStack  ,
new   SpriteStack() 
)

◆ sliceMeshToLayers()

std::vector< image::ImageData * > eve::spritestack::sliceMeshToLayers ( const SliceInput input,
const SliceOptions opt 
)

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.

在文件 SpriteStack.cpp342 行定义.

引用了 eve::spritestack::SliceInput::indexCount, eve::spritestack::SliceInput::indices, eve::spritestack::SliceInput::nrmXYZ, eve::spritestack::SliceInput::posXYZ, eve::spritestack::SliceInput::rgb , 以及 eve::spritestack::SliceInput::vertexCount.

◆ sliceModelToLayers()

std::vector< image::ImageData * > eve::spritestack::sliceModelToLayers ( model3d::ModelData model,
const SliceOptions opt 
)

Slice every mesh of a decoded model (assimp scene) with the same options.

在文件 SpriteStack.cpp347 行定义.

引用了 c, f, idx, m, model, n, p, pos, eve::spritestack::SliceInput::posXYZ , 以及 v.

被这些函数引用 eve::spritestack::SpriteStack::sliceModel().

◆ slicePrimitiveToLayers()

std::vector< image::ImageData * > eve::spritestack::slicePrimitiveToLayers ( const std::string &  kind,
const SliceOptions opt 
)

Build a procedural CPU mesh ("box" | "cylinder" | "sphere" | "cone") and slice it — a self-contained asset-free path for tests / demos.

在文件 SpriteStack.cpp386 行定义.

引用了 idx, kind, pos , 以及 eve::spritestack::SliceInput::posXYZ.

被这些函数引用 eve::spritestack::SpriteStack::slicePrimitive().