50 lines
1.8 KiB
C
50 lines
1.8 KiB
C
//////////////////////////////////////////////////////////////////////
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//
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// Crytek Common Source code
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//
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// File:CryEngineDecalInfo.h
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// Description: declaration of struct CryEngineDecalInfo.
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//
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// History:
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// -Sep 23, 2002: Created by Sergiy Migdalskiy
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//
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// Note:
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// 3D Engine and Character Animation subsystems (as well as perhaps
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// some others) transfer data about the decals that need to be spawned
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// via this structure. This is to avoid passing many parameters through
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// each function call, and to save on copying these parameters when just
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// simply passing the structure from one function to another.
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//
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//////////////////////////////////////////////////////////////////////
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#ifndef _CRY_ENGINE_DECAL_INFO_HDR_
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#define _CRY_ENGINE_DECAL_INFO_HDR_
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// Summary:
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// Structure containing common parameters that describe a decal
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struct CryEngineDecalInfo
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{
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struct IEntityRender * pDecalOwner; // Owner (decal will be rendered on this entity)
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Vec3_tpl<float> vPos; // Decal position (world coordinates)
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Vec3_tpl<float> vNormal; // Decal/face normal
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float fSize; // Decal size
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float fLifeTime; // Decal life time (in seconds)
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INT_PTR nTid; // Texture Id //@@ AMD Port
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float fAngle; // Angle of rotation
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INT_PTR nPartID; // Entity part id which determines the bone id in case of a character which has been the hit //@@AMD Port
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struct IStatObj * pStatObj; // Decal geometry
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Vec3_tpl<float> vHitDirection; // Direction from weapon/player position to decal position (bullet direction)
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float m_fGrowTime; // Used for blood pools
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bool bAdjustPos; // Place decal on some visible surface
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// the constructor fills in some non-obligatory fields; the other fields must be filled in by the client
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CryEngineDecalInfo ()
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{
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memset(this,0,sizeof(*this));
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nPartID = -1;
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bAdjustPos = true;
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}
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};
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#endif |