[107] | 1 | #ifndef _TERRAINCONTENTGENERATOR_H__
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| 2 | #define _TERRAINCONTENTGENERATOR_H__
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| 3 |
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| 4 | #include "OgreSceneContentGenerator.h"
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| 5 | //#include <Ogre.h>
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| 6 |
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| 7 | namespace Ogre {
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| 8 |
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| 9 | /** Class which executes a simple ray query.
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| 10 | */
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| 11 | class __declspec(dllexport) RayQueryExecutor
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| 12 | {
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| 13 | public:
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| 14 | RayQueryExecutor(SceneManager *sm);
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| 15 | ~RayQueryExecutor();
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| 16 |
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| 17 | bool executeRayQuery(Vector3 *result, const Vector3 &pos, const Vector3 &dir);
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| 18 | bool RayQueryExecutor::executeRayQuery( Vector3 *result, const Ray &ray);
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| 19 |
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| 20 | protected:
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| 21 | RaySceneQuery *mRaySceneQuery;
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| 22 | };
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| 23 |
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| 24 | /**
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| 25 | Class which randomly fills a terrain with objects.
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| 26 | */
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| 27 | class __declspec(dllexport) TerrainContentGenerator: public SceneContentGenerator
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| 28 | {
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| 29 | public:
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| 30 | TerrainContentGenerator(SceneManager *sm);
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| 31 | ~TerrainContentGenerator();
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| 32 |
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| 33 | /**
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[135] | 34 | Generates objects and places it on the terrain.
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[107] | 35 | */
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| 36 | SceneNode *GenerateSceneObject(const Vector3 &position,
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[135] | 37 | const Vector3 &rotation, const String &objName);
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| 38 | /**
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| 39 | Generates objects and optionally places it on the terrain.
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| 40 | @param clampToTerrain if true, scene object is clamped to the terrain
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| 41 | */
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| 42 | SceneNode *GenerateSceneObject(const Vector3 &position,
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| 43 | const Vector3 &rotation, const String &objName, const bool clampToTerrain);
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[107] | 44 |
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[110] | 45 | /** offset which is added to objects when put into the terrain */
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| 46 | void SetOffset(Real offset);
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[107] | 47 |
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| 48 | RayQueryExecutor *GetRayQueryExecutor();
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| 49 |
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| 50 | protected:
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| 51 | RayQueryExecutor *mRayQueryExecutor;
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[110] | 52 | Real mOffset;
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[107] | 53 | };
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| 54 |
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| 55 | } // namespace Ogre
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| 56 | #endif // _TERRAINCONTENTGENERATOR_H |
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