[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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[161] | 7 | #define MAX_HEIGHT 5000 // maximal possible height for object position
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| 8 |
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[107] | 9 | namespace Ogre {
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| 10 |
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| 11 | /** Class which executes a simple ray query.
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| 12 | */
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| 13 | class __declspec(dllexport) RayQueryExecutor
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| 14 | {
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| 15 | public:
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| 16 | RayQueryExecutor(SceneManager *sm);
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| 17 | ~RayQueryExecutor();
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| 18 |
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| 19 | bool executeRayQuery(Vector3 *result, const Vector3 &pos, const Vector3 &dir);
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| 20 | bool RayQueryExecutor::executeRayQuery( Vector3 *result, const Ray &ray);
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| 21 |
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| 22 | protected:
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| 23 | RaySceneQuery *mRaySceneQuery;
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| 24 | };
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| 25 |
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| 26 | /**
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[161] | 27 | Thsi class used to fill a terrain with content,
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| 28 | e.g., it randomly fills a terrain with objects of a specific type.
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[107] | 29 | */
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| 30 | class __declspec(dllexport) TerrainContentGenerator: public SceneContentGenerator
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| 31 | {
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| 32 | public:
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| 33 | TerrainContentGenerator(SceneManager *sm);
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| 34 | ~TerrainContentGenerator();
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| 35 |
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[161] | 36 | /** Generates objects and places it on the terrain.
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[107] | 37 | */
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| 38 | SceneNode *GenerateSceneObject(const Vector3 &position,
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[135] | 39 | const Vector3 &rotation, const String &objName);
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[161] | 40 | /** Generates objects and optionally places it on the terrain.
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[135] | 41 | @param clampToTerrain if true, scene object is clamped to the terrain
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| 42 | */
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| 43 | SceneNode *GenerateSceneObject(const Vector3 &position,
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| 44 | const Vector3 &rotation, const String &objName, const bool clampToTerrain);
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[107] | 45 |
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[161] | 46 | /** The offset is added to objects when they are put into the terrain.
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| 47 | */
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[110] | 48 | void SetOffset(Real offset);
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[107] | 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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