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类 | |
| 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.cpp 第 342 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 | ||
| ) |
◆ 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.cpp 第 386 行定义.
引用了 idx, kind, pos , 以及 eve::spritestack::SliceInput::posXYZ.