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1 | #ifndef _TERRAINCONTENTGENERATOR_H__
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2 | #define _TERRAINCONTENTGENERATOR_H__
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3 |
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4 | #include "SceneContentGenerator.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 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 | /** Class which fills a terrain with content in a random fashion
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25 | */
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26 | class TerrainContentGenerator: public SceneContentGenerator
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27 | {
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28 | public:
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29 | TerrainContentGenerator(SceneManager *sm);
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30 | ~TerrainContentGenerator();
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31 |
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32 | SceneNode *GenerateSceneObject(const Vector3 &position,
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33 | const Vector3 &rotation, const String &objName);
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34 |
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35 | void SetMaxHeight(Real maxHeight);
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36 |
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37 | RayQueryExecutor *GetRayQueryExecutor();
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38 |
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39 | protected:
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40 | RayQueryExecutor *mRayQueryExecutor;
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41 | Real mMaxHeight;
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42 | };
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43 |
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44 | } // namespace Ogre
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45 | #endif // _TERRAINCONTENTGENERATOR_H |
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