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54 lines
1.7 KiB
C++
54 lines
1.7 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <AzCore/Component/Component.h>
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namespace AZ
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{
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class Transform;
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}
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namespace WhiteBox
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{
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struct WhiteBoxMaterial;
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struct WhiteBoxRenderData;
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//! A generic interface for the White Box Component to communicate
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//! with regardless of the rendering backend.
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class RenderMeshInterface
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{
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public:
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AZ_RTTI(RenderMeshInterface, "{F3ADF2DC-6A40-4943-95BE-6C7E24605BE9}");
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virtual ~RenderMeshInterface() = 0;
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//! Take White Box render data and populate the render mesh from it.
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virtual void BuildMesh(
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const WhiteBoxRenderData& renderData, const AZ::Transform& worldFromLocal,
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AZ::EntityId entityId) = 0; // TODO: LYN-786
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//! Update the transform of the render mesh.
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virtual void UpdateTransform(const AZ::Transform& worldFromLocal) = 0;
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//! Update the material of the render mesh.
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virtual void UpdateMaterial(const WhiteBoxMaterial& material) = 0;
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// Return if the White Box mesh is visible or not.
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virtual bool IsVisible() const = 0;
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//! Set the White Box mesh visible (true) or invisible (false).
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virtual void SetVisiblity(bool visibility) = 0;
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};
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} // namespace WhiteBox
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