47 static const neolib::uuid sId = { 0x4fdfc50f, 0x6562, 0x4cf1, 0x80cf, { 0x87, 0x2c, 0xff, 0xf, 0xa4, 0x2f } };
52 static const string sName =
"mesh_render_cache";
64 return component_data_field_type::Enum | component_data_field_type::Internal;
66 return component_data_field_type::Vec2u32 | component_data_field_type::Internal;
68 return component_data_field_type::Vec2u32 | component_data_field_type::Array | component_data_field_type::Internal;
75 static const string sFieldNames[] =
78 "Mesh Vertex Array Indices",
79 "Patch Vertex Array Indices"
81 return sFieldNames[aFieldIndex];
bool has_entity_record(entity_id aEntity) const override
bool has_entity_record_no_lock(entity_id aEntity) const override
const value_type & entity_record_no_lock(entity_id aEntity) const
const value_type & entity_record(entity_id aEntity) const
virtual const i_component & component(component_id aComponentId) const =0
bool is_render_cache_clean_no_lock(component< game::mesh_render_cache > const &aCache, entity_id aEntity)
void set_render_cache_dirty_no_lock(component< game::mesh_render_cache > &aCache, entity_id aEntity)
bool is_render_cache_valid(component< game::mesh_render_cache > const &aCache, entity_id aEntity)
void set_render_cache_invalid(component< game::mesh_render_cache > &aCache, entity_id aEntity)
bool is_render_cache_dirty_no_lock(component< game::mesh_render_cache > const &aCache, entity_id aEntity)
bool is_render_cache_valid_no_lock(component< game::mesh_render_cache > const &aCache, entity_id aEntity)
void set_render_cache_clean(component< game::mesh_render_cache > &aCache, entity_id aEntity)
bool is_render_cache_dirty(component< game::mesh_render_cache > const &aCache, entity_id aEntity)
bool is_render_cache_clean(component< game::mesh_render_cache > const &aCache, entity_id aEntity)
void set_render_cache_clean_no_lock(component< game::mesh_render_cache > &aCache, entity_id aEntity)
void set_render_cache_dirty(component< game::mesh_render_cache > &aCache, entity_id aEntity)
void set_render_cache_invalid_no_lock(component< game::mesh_render_cache > &aCache, entity_id aEntity)
component_data_field_type
vec2u32 meshVertexArrayIndices
std::vector< vec2u32 > patchVertexArrayIndices