mirror of
https://github.com/ptitSeb/Serious-Engine
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62 lines
2.5 KiB
C
Executable File
62 lines
2.5 KiB
C
Executable File
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_TERRAIN_MISC_H
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#define SE_INCL_TERRAIN_MISC_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Terrain/Terrain.h>
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// Extract polygons in given box and returns clipped rectangle
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Rect ExtractPolygonsInBox(CTerrain *ptrTerrain, const FLOATaabbox3D &bbox, GFXVertex4 **pavVtx,
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INDEX_T **paiInd, INDEX &ctVtx,INDEX &ctInd,BOOL bFixSize=FALSE);
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void ExtractVerticesInRect(CTerrain *ptrTerrain, Rect &rc, GFXVertex4 **pavVtx,
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INDEX_T **paiInd, INDEX &ctVtx,INDEX &ctInd);
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// check whether a polygon is below given point, but not too far away
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BOOL IsTerrainBelowPoint(CTerrain *ptrTerrain, const FLOAT3D &vPoint, FLOAT fMaxDist, const FLOAT3D &vGravityDir);
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// Extract all tiles that intersect with given box
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void FindTilesInBox(CTerrain *ptrTerrain, FLOATaabbox3D &bbox);
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// Add these flags to all tiles that have been extracted
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void AddFlagsToExtractedTiles(ULONG ulFlags);
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// Create new texture
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void CreateTexture(CTextureData &td, INDEX iWidth, INDEX iHeight, ULONG ulFlags);
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void CreateTopMap(CTextureData &tdTopMap, PIX pixWidth , PIX pixHeight);
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void PrepareSharedTopMapMemory(CTextureData *ptdTopMap, INDEX iTileIndex);
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void FreeSharedTopMapMemory(CTextureData *ptdTopMap, INDEX iTileIndex);
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void ReGenerateTopMap(CTerrain *ptrTerrain, INDEX iTileIndex);
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// Update terrain shadow map
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void UpdateTerrainShadowMap(CTerrain *ptrTerrain, FLOATaabbox3D *pboxUpdate=NULL, BOOL bAbsoluteSpace=FALSE);
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// Get value from layer at given point
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ENGINE_API UBYTE GetValueFromMask(CTerrain *ptrTerrain, INDEX iLayer, FLOAT3D vHitPoint);
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// Calculate 2d relative point in terrain from absolute 3d point in world
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ENGINE_API Point Calculate2dHitPoint(CTerrain *ptrTerrain, FLOAT3D &vHitPoint);
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FLOAT2D CalculateShadingTexCoords(CTerrain *ptrTerrain, FLOAT3D &vPoint);
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#endif
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