//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2004 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_LandscapeBoidsh_INCLUDE__) #define __INCLUDE_LandscapeBoidsh_INCLUDE__ #include #include #include #include <3dsparse/ModelID.h> class LandscapeDefinitions; class LandscapeBoidsType { public: ModelID model; int count; Vector minbounds, maxbounds; float soundmintime, soundmaxtime; float soundvolume; float modelsize; float maxvelocity; float cruisedistance; float maxacceleration; int soundmaxsimul; std::list sounds; bool readXML(XMLNode *node); }; class LandscapeBoids { public: LandscapeBoids(); virtual ~LandscapeBoids(); std::vector objects; bool readXML(LandscapeDefinitions *definitions, XMLNode *node); private: LandscapeBoids(const LandscapeBoids &other); LandscapeBoids &operator=(LandscapeBoids &other); }; #endif // __INCLUDE_LandscapeBoidsh_INCLUDE__