//////////////////////////////////////////////////////////////////////////////// // 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 //////////////////////////////////////////////////////////////////////////////// #include #include #include #include #include #include #include <3dsparse/ImageStore.h> #include PlacementShadowDefinition::PlacementShadowDefinition() : drawShadow_(true), flattenArea_(0.0f) { } PlacementShadowDefinition::~PlacementShadowDefinition() { } bool PlacementShadowDefinition::readXML(XMLNode *node, const char *base) { node->getNamedChild("drawshadow", drawShadow_, false); node->getNamedChild("flattenarea", flattenArea_, false); XMLNode *groundMap = 0; if (node->getNamedChild("groundmap", groundMap, false)) { if (!groundMap_.initFromNode(base, groundMap)) return false; } return true; } void PlacementShadowDefinition::updateLandscapeHeight( ScorchedContext &context, Vector &position, Vector &size) { if (flattenArea_ != 0.0f) { float areaSize = flattenArea_; if (areaSize < 0.0f) { areaSize = MAX(size[0], size[1])/2.0f + 1.0f; } DeformLandscape::flattenArea(context, position, 0, false, areaSize); } } void PlacementShadowDefinition::updateLandscapeTexture( ScorchedContext &context, Vector &position, Vector &size) { if (groundMap_.imageValid()) { GLImage *image = ImageStore::instance()->loadImage(groundMap_); GLBitmapModifier::addBitmapToLandscape( context, *image, position[0], position[1], 0.25f, 0.25f); } if (drawShadow_) { GLBitmapModifier::addCircleToLandscape( context, position[0], position[1], MAX(size[0], size[1]), 1.0f); } }