Drag[en]gine Game Engine  1.21
deComponentTexture Class Reference

Component Texture. Texture definition for a component. For simple components a single skin is assigned from which the contained textures are mapped to the model textures. For more control the individual textures can be assigned different skins. This is useful for components used as static terrain geometry and for editing applications as this way individual textures can be assigned at run-time. If the skin is NULL the matching texture of the skin assigned to the component itself is used. Otherwise the first texture in the assigned skin is used to replace the texture. More...

#include <deComponentTexture.h>

Public Member Functions

Constructors and Destructors
 deComponentTexture ()
 Create new texture. More...
 
 ~deComponentTexture ()
 Clean up texture. More...
 
Projection
deSkinGetSkin () const
 Skin or NULL if not set. More...
 
void SetSkin (deSkin *skin)
 Set skin or NULL if not set. More...
 
int GetTexture () const
 Texture number. More...
 
void SetTexture (int texture)
 Set texture number. More...
 
const decTexMatrix2GetTransform () const
 Texture coordinate transformation matrix. More...
 
void SetTransform (const decTexMatrix2 &matrix)
 Set texture coordinate transformation matrix. More...
 
deDynamicSkinGetDynamicSkin () const
 Dynamic skin or NULL if not set. More...
 
void SetDynamicSkin (deDynamicSkin *dynamicSkin)
 Set dynamic skin or NULL if not set. More...
 

Detailed Description

Component Texture. Texture definition for a component. For simple components a single skin is assigned from which the contained textures are mapped to the model textures. For more control the individual textures can be assigned different skins. This is useful for components used as static terrain geometry and for editing applications as this way individual textures can be assigned at run-time. If the skin is NULL the matching texture of the skin assigned to the component itself is used. Otherwise the first texture in the assigned skin is used to replace the texture.

Constructor & Destructor Documentation

◆ deComponentTexture()

deComponentTexture::deComponentTexture ( )

Create new texture.

◆ ~deComponentTexture()

deComponentTexture::~deComponentTexture ( )

Clean up texture.

Member Function Documentation

◆ GetDynamicSkin()

deDynamicSkin* deComponentTexture::GetDynamicSkin ( ) const
inline

Dynamic skin or NULL if not set.

◆ GetSkin()

deSkin* deComponentTexture::GetSkin ( ) const
inline

Skin or NULL if not set.

◆ GetTexture()

int deComponentTexture::GetTexture ( ) const
inline

Texture number.

◆ GetTransform()

const decTexMatrix2& deComponentTexture::GetTransform ( ) const
inline

Texture coordinate transformation matrix.

◆ SetDynamicSkin()

void deComponentTexture::SetDynamicSkin ( deDynamicSkin dynamicSkin)

Set dynamic skin or NULL if not set.

◆ SetSkin()

void deComponentTexture::SetSkin ( deSkin skin)

Set skin or NULL if not set.

◆ SetTexture()

void deComponentTexture::SetTexture ( int  texture)

Set texture number.

◆ SetTransform()

void deComponentTexture::SetTransform ( const decTexMatrix2 matrix)

Set texture coordinate transformation matrix.


The documentation for this class was generated from the following file: