My Project
VoxelTerrainEntity.h
1 #pragma once
2 #include "assetentity.h"
3 #include "DataGrid.h"
4 
5 namespace ParaEngine
6 {
7  class IsoSurfaceRenderable;
15  {
16  public:
17  VoxelTerrainEntity(void);
18  virtual ~VoxelTerrainEntity(void);
19 
20  public:
21 
34  void Init(const char* filename);
35 
39 
45  };
46 }
47 
Renderable object for the dynamically generated IsoSurface or voxel mesh.
Definition: IsoSurfaceRenderable.h:15
different physics engine has different winding order.
Definition: EventBinding.h:32
a voxel terrain entity uses a 3d grid to present a terrain mesh, such can have caves and overhangs on...
Definition: VoxelTerrainEntity.h:14
IsoSurfaceRenderable * GetIsoSurface()
Get the Iso surface object for rendering.
DataGridPtr m_pDataGrid
this is only created when a voxel entity is being manually edited by the user.
Definition: VoxelTerrainEntity.h:44
asset_ptr< DataGrid > DataGridPtr
Reference-counted shared pointer to a DataGrid.
Definition: DataGrid.h:161
void Init(const char *filename)
load the voxel entity from file.
Base class for managed asset entity in ParaEngine.
Definition: AssetEntity.h:25