XLE
v0.02.0
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Manages stream and organization of object placements More...
#include <PlacementsManager.h>
Classes | |
struct | ObjectBoundingBoxes |
Public Member Functions | |
void | Render (RenderCore::Metal::DeviceContext *context, RenderCore::Techniques::ParsingContext &parserContext, unsigned techniqueIndex) |
void | RenderTransparent (RenderCore::Metal::DeviceContext *context, RenderCore::Techniques::ParsingContext &parserContext, unsigned techniqueIndex, RenderCore::Assets::DelayStep delayStep) |
bool | HasPrepared (RenderCore::Assets::DelayStep delayStep) |
auto | GetVisibleQuadTrees (const Float4x4 &worldToClip) const -> std::vector< std::pair< Float3x4, const PlacementsQuadTree * >> |
auto | GetObjectBoundingBoxes (const Float4x4 &worldToClip) const -> std::vector< std::pair< Float3x4, ObjectBoundingBoxes >> |
std::shared_ptr< PlacementsRenderer > | GetRenderer () |
std::shared_ptr< PlacementsEditor > | CreateEditor () |
void | SetImposters (std::shared_ptr< DynamicImposters > imposters) |
PlacementsManager (const WorldPlacementsConfig &cfg, std::shared_ptr< RenderCore::Assets::ModelCache > modelCache, const Float3 &worldOffset) | |
Protected Attributes | |
std::unique_ptr< Pimpl > | _pimpl |
Friends | |
class | PlacementsEditor |
Manages stream and organization of object placements
In this context, placements are static objects placed in the world. Most scenes will have a large number of essentially static objects. This object manages a large continuous world of these kinds of objects.