Renderable doxygen now uses \see etc.
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@@ -161,13 +161,13 @@ public:
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Builder& material(size_t index, MaterialInstance const* materialInstance) noexcept;
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/**
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* The axis aligned bounding box of the renderable.
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* The axis-aligned bounding box of the renderable.
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*
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* This is an object-space AABB used for frustum culling. For skinning and morphing, this
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* should encompass all possible vertex positions. It is mandatory unless culling is
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* disabled for the renderable.
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*
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* See also computeAABB().
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* \see computeAABB()
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*/
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Builder& boundingBox(const Box& axisAlignedBoundingBox) noexcept;
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@@ -197,7 +197,7 @@ public:
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* avoid using a separate View for the HUD. Note that priority is completely orthogonal to
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* Builder::layerMask, which merely controls visibility.
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*
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* See also Builder::blendOrder().
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* \see Builder::blendOrder()
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*
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* The priority is clamped to the range [0..7], defaults to 4; 7 is lowest priority
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* (rendered last).
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@@ -303,45 +303,51 @@ public:
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/**
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* Changes the bounding box used for frustum culling.
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*
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* See also Builder::boundingBox() and RenderableManager::getAxisAlignedBoundingBox().
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* \see Builder::boundingBox()
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* \see RenderableManager::getAxisAlignedBoundingBox()
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*/
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void setAxisAlignedBoundingBox(Instance instance, const Box& aabb) noexcept;
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/**
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* Changes the visibility bits.
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*
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* See also Builder::layerMask() and View::setVisibleLayers().
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* \see Builder::layerMask()
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* \see View::setVisibleLayers().
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*/
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void setLayerMask(Instance instance, uint8_t select, uint8_t values) noexcept;
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/**
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* Changes the coarse-level draw ordering.
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*
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* See also Builder::priority().
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* \see Builder::priority().
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*/
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void setPriority(Instance instance, uint8_t priority) noexcept;
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/**
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* Changes whether or not the renderable casts shadows.
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*
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* See also Builder::castShadows().
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* \see Builder::castShadows()
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*/
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void setCastShadows(Instance instance, bool enable) noexcept;
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/**
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* Changes whether or not the renderable can receive shadows.
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*
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* See also Builder::receiveShadows().
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* \see Builder::receiveShadows()
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*/
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void setReceiveShadows(Instance instance, bool enable) noexcept;
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/**
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* Checks if the renderable can cast shadows. See also Builder::castShadows().
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* Checks if the renderable can cast shadows.
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*
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* \see Builder::castShadows().
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*/
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bool isShadowCaster(Instance instance) const noexcept;
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/**
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* Checks if the renderable can receive shadows. See also Builder::receiveShadows().
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* Checks if the renderable can receive shadows.
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*
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* \see Builder::receiveShadows().
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*/
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bool isShadowReceiver(Instance instance) const noexcept;
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@@ -365,7 +371,8 @@ public:
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/**
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* Gets the bounding box used for frustum culling.
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*
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* See also Builder::boundingBox() and RenderableManager::setAxisAlignedBoundingBox().
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* \see Builder::boundingBox()
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* \see RenderableManager::setAxisAlignedBoundingBox()
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*/
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const Box& getAxisAlignedBoundingBox(Instance instance) const noexcept;
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@@ -377,7 +384,7 @@ public:
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/**
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* Changes the material instance binding for the given primitive.
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*
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* See also Builder::material().
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* \see Builder::material()
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*/
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void setMaterialInstanceAt(Instance instance,
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size_t primitiveIndex, MaterialInstance const* materialInstance) noexcept;
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@@ -390,7 +397,7 @@ public:
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/**
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* Changes the geometry for the given primitive.
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*
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* See also Builder::geometry().
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* \see Builder::geometry()
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*/
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void setGeometryAt(Instance instance, size_t primitiveIndex,
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PrimitiveType type, VertexBuffer* vertices, IndexBuffer* indices,
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@@ -399,7 +406,7 @@ public:
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/**
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* Changes the active range of indices or topology for the given primitive.
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*
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* See also Builder::geometry().
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* \see Builder::geometry()
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*/
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void setGeometryAt(Instance instance, size_t primitiveIndex,
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PrimitiveType type, size_t offset, size_t count) noexcept;
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@@ -407,7 +414,7 @@ public:
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/**
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* Changes the ordering index for blended primitives that all live at the same Z value.
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*
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* See also Builder::blendOrder().
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* \see Builder::blendOrder()
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*
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* @param instance the renderable of interest
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* @param primitiveIndex the primitive of interest
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@@ -59,11 +59,13 @@ private:
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*
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* Usage example:
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*
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* auto names = new NameComponentManager(EntityManager::get());
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* names->addComponent(myEntity);
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* names->setName(names->getInstance(myEntity), "Jeanne d'Arc");
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* ...
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* printf("%s\n", names->getName(names->getInstance(myEntity));
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* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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* auto names = new NameComponentManager(EntityManager::get());
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* names->addComponent(myEntity);
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* names->setName(names->getInstance(myEntity), "Jeanne d'Arc");
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* ...
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* printf("%s\n", names->getName(names->getInstance(myEntity));
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* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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*/
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class NameComponentManager : public SingleInstanceComponentManager<details::SafeString> {
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public:
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