//////////////////////////////////////////////////////////////////////////////// // 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_PlacementShadowDefinitionh_INCLUDE__) #define __INCLUDE_PlacementShadowDefinitionh_INCLUDE__ #include #include <3dsparse/ImageID.h> class ScorchedContext; class PlacementShadowDefinition { public: struct Entry { Entry(PlacementShadowDefinition *definition, Vector &position, Vector &size) : definition_(definition), position_(position), size_(size) { } PlacementShadowDefinition *definition_; Vector position_; Vector size_; }; PlacementShadowDefinition(); virtual ~PlacementShadowDefinition(); virtual bool readXML(XMLNode *node, const char *base); void updateLandscapeHeight(ScorchedContext &context, Vector &position, Vector &size); void updateLandscapeTexture(ScorchedContext &context, Vector &position, Vector &size); void setDrawShadow(bool draw) { drawShadow_ = draw; } protected: bool drawShadow_; float flattenArea_; ImageID groundMap_; }; #endif // __INCLUDE_PlacementShadowDefinitionh_INCLUDE__