一些无用的代码增加
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inc/hgl/component/CollisionComponent.h
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inc/hgl/component/CollisionComponent.h
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inc/hgl/component/collision/BoxCollisionComponent.h
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inc/hgl/component/collision/BoxCollisionComponent.h
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@@ -62,7 +62,8 @@ public:
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};
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/**
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* 网格体(网格中的最小渲染单位)
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* 网格体(网格渲染中的最小渲染单位,只能是一个材质实例)
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* 多材质的网格体使用StaticMesh,它内含多个Mesh
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*/
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class Mesh
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{
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@@ -98,8 +99,8 @@ public:
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Primitive * GetPrimitive (){return primitive;}
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const AABB & GetBoundingBox ()const{return primitive->GetBoundingBox();}
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const MeshDataBuffer * GetDataBuffer ()const{return data_buffer;}
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const MeshRenderData * GetRenderData ()const{return render_data;}
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const MeshDataBuffer * GetDataBuffer ()const{return data_buffer;}
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const MeshRenderData * GetRenderData ()const{return render_data;}
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public:
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@@ -13,15 +13,18 @@ namespace hgl
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struct RenderNode:public Comparator<RenderNode>
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{
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uint index; ///<在MaterialRenderList中的索引
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uint index; ///<在MaterialRenderList中的索引
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MeshComponent *sm_component; ///<静态网格组件
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MeshComponent * sm_component; ///<静态网格组件
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uint32 l2w_version;
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uint32 l2w_index;
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uint32 l2w_version;
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uint32 l2w_index;
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Vector3f world_position;
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float to_camera_distance;
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Vector3f world_position;
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float to_camera_distance;
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//包围盒
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//屏幕空间Tile分布
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public:
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