MarkingEffectclass represents a surface marking node in a world.
class MarkingEffect final : public Effect, public ListElement<MarkingEffect>, public Memory<MarkingEffect>
||Creates a set of marking effects at a particular location.|
||Returns a boolean value indicating whether a surface marking contains any triangles.|
MarkingEffect(const Geometry *geometry, const MarkingData *data);
||The geometry to which the marking is to be applied.|
||A pointer to a |
MarkingEffectclass represents a surface marking node that is associated with a single geometry node.
Surface markings are normally generated for all of the geometries intersecting a particular location by calling the
MarkingEffect::NewMarkingEffectfunction, but it is also possible to construct a
MarkingEffectdirectly. If the
MarkingEffectconstructor is explicitly called (by using the
newoperator), then the calling code should subsequently call the
MarkingEffect::Emptyfunction to determine whether any triangles were generated. If the marking effect is not empty, then it should be added to the scene as a subnode of the geometry node specified by the
geometryparameter by calling the
Node::AppendNewSubnodefunction. If the
true, then the marking effect should simply be deleted.
||Storage for marking effects is allocated in a dedicated heap for speed.|