Drag[en]gine Game Engine  1.0
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 ()
 
 ~deComponentTexture ()
 
Projection
deSkinGetSkin () const
 
void SetSkin (deSkin *skin)
 
int GetTexture () const
 
void SetTexture (int texture)
 
const decTexMatrix2GetTransform () const
 
void SetTransform (const decTexMatrix2 &matrix)
 
deDynamicSkinGetDynamicSkin () const
 
void SetDynamicSkin (deDynamicSkin *dynamicSkin)
 

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.

Author
Pl├╝ss Roland
Version
1.0
Date
2010

Constructor & Destructor Documentation

◆ deComponentTexture()

deComponentTexture::deComponentTexture ( )

Creates a new texture.

◆ ~deComponentTexture()

deComponentTexture::~deComponentTexture ( )

Cleans up the texture.

Member Function Documentation

◆ GetDynamicSkin()

deDynamicSkin* deComponentTexture::GetDynamicSkin ( ) const
inline

Retrieves the dynamic skin or NULL if not set.

References SetDynamicSkin().

◆ GetSkin()

deSkin* deComponentTexture::GetSkin ( ) const
inline

Retrieves the skin or NULL if not set.

References SetSkin().

◆ GetTexture()

int deComponentTexture::GetTexture ( ) const
inline

Retrieves the texture number.

References SetTexture().

◆ GetTransform()

const decTexMatrix2& deComponentTexture::GetTransform ( ) const
inline

Retrieves the texture coordinate transformation matrix.

References SetTransform().

◆ SetDynamicSkin()

void deComponentTexture::SetDynamicSkin ( deDynamicSkin dynamicSkin)

Sets the dynamic skin or NULL if not set.

Referenced by GetDynamicSkin().

◆ SetSkin()

void deComponentTexture::SetSkin ( deSkin skin)

Sets the skin or NULL if not set.

Referenced by GetSkin().

◆ SetTexture()

void deComponentTexture::SetTexture ( int  texture)

Sets the texture number.

Referenced by GetTexture().

◆ SetTransform()

void deComponentTexture::SetTransform ( const decTexMatrix2 matrix)

Sets the texture coordinate transformation matrix.

Referenced by GetTransform().


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