18 #ifndef INCLUDED_GRAPHICS_OVERLAY
19 #define INCLUDED_GRAPHICS_OVERLAY
45 void PushCoords(
const float x,
const float y,
const float z)
128 for (
size_t i = 0; i < points.size(); ++i)
159 #endif // INCLUDED_GRAPHICS_OVERLAY
CTexturePtr m_TextureBase
Line-based overlay, with world-space coordinates, rendered in the world potentially behind other obje...
static LineCapType StrToLineCapType(const std::wstring &str)
Converts a string line cap type into its corresponding LineCap enum value, and returns the resulting ...
void PushCoords(const float x, const float y, const float z)
void PushCoords(const float x, const float z)
bool m_AlwaysVisible
Should this line be rendered fully visible at all times, even under the SoD?
Billboard sprite overlay, with world-space coordinates, rendered on top of all other objects...
Contains pointers to various 'global' objects that are needed by the simulation code, to allow easy access without using real (evil) global variables.
square end that extends half the line width beyond the line end
void PushCoords(const std::vector< CVector2D > &points)
std::vector< float > m_Coords
Textured line overlay, with world-space coordinates, rendered in the world onto the terrain...
bool m_Closed
Should this line be treated as a closed loop? If set, any end cap settings are ignored.
Semi-circular line ending.
void PushCoords(const CVector3D &v)
CColor m_Color
Color to apply to the line texture, where indicated by the mask.
Rendering data for an STexturedOverlayLine.
std::vector< float > m_Coords
(x, z) vertex coordinate pairs; y is computed automatically.
CTexturePtr m_TextureMask
Rectangular single-quad terrain overlay, in world space coordinates.
no line ending; abrupt stop of the line (aka. butt ending)
const CSimContext * m_SimContext
Simulation context applicable for this overlay line; used to obtain terrain information during automa...
LineCapType m_StartCapType
float m_Thickness
Half-width of the line, in world-space units.
void PushCoords(const CVector2D &v)
shared_ptr< CTexturedLineRData > m_RenderData
Cached renderer data, because expensive to compute.
CTexturePtr m_TextureMask
shared_ptr< CTexture > CTexturePtr