Polyphase Game Engine
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OcclusionArea3d.h
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1#pragma once
2
3#include "Nodes/3D/Node3d.h"
4
5// Bounds the volume that the occlusion baker divides into cells. Place one (or
6// several) over the areas the camera can actually reach. When a scene has no
7// OcclusionArea3D the baker falls back to the union of all occludee bounds.
9{
10public:
11
13
16
17 virtual const char* GetTypeName() const override;
18 virtual void GatherProperties(std::vector<Property>& outProps) override;
19
20 glm::vec3 GetExtents() const;
21 void SetExtents(glm::vec3 extents);
22
23 AABB GetWorldAABB();
24
25#if EDITOR
26 virtual void OnDrawGizmos() override;
27#endif
28
29protected:
30
31 glm::vec3 mExtents = { 20.0f, 10.0f, 20.0f };
32};
#define POLYPHASE_API
Definition PolyphaseAPI.h:31
Definition Node3d.h:14
virtual const char * GetTypeName() const override
Definition Node3d.cpp:140
virtual void GatherProperties(std::vector< Property > &outProps) override
Definition Node3d.cpp:145
Definition OcclusionArea3d.h:9
DECLARE_NODE(OcclusionArea3D, Node3D)
Definition EngineTypes.h:213