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GEEKING
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#pragma once
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#include "V8dataModel/FaceInstance.h"
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#include "V8Tree/instance.h"
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#include "Util/TextureId.h"
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namespace RBX {
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extern const char* const sDecal;
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class Decal : public DescribedCreatable<Decal, FaceInstance, sDecal>
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{
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TextureId texture;
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float specular;
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float shiny;
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float transparency;
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float localTransparencyModifier;
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public:
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Decal(void);
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static const Reflection::PropDescriptor<Decal, TextureId> prop_Texture;
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const TextureId& getTexture() const { return texture; }
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void setTexture(TextureId value);
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static const Reflection::PropDescriptor<Decal, float> prop_Specular;
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float getSpecular() const { return specular; }
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void setSpecular(float value);
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static const Reflection::PropDescriptor<Decal, float> prop_Shiny;
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float getShiny() const { return shiny; }
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void setShiny(float value);
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static const Reflection::PropDescriptor<Decal, float> prop_Transparency;
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float getTransparencyUi() const;
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float getTransparency() const { return transparency; }
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void setTransparency(float value);
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static const Reflection::PropDescriptor<Decal, float> prop_LocalTransparencyModifier;
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float getLocalTransparencyModifier() const { return localTransparencyModifier; }
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void setLocalTransparencyModifier(float value);
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};
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extern const char* const sDecalTexture;
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class DecalTexture : public DescribedCreatable<DecalTexture, Decal, sDecalTexture>
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{
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G3D::Vector2 studsPerTile;
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public:
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DecalTexture(void);
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const G3D::Vector2& getStudsPerTile() {
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return studsPerTile;
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}
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static const Reflection::PropDescriptor<DecalTexture, float> prop_StudsPerTileU;
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float getStudsPerTileU() const { return studsPerTile.x; }
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void setStudsPerTileU(float value);
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static const Reflection::PropDescriptor<DecalTexture, float> prop_StudsPerTileV;
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float getStudsPerTileV() const { return studsPerTile.y; }
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void setStudsPerTileV(float value);
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};
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}
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