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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
A Single Edge Section of a Terrain Object
*/
#ifndef TerrainApron_h
#define TerrainApron_h
#include "Types.h"
#include "Solid.h"
// +--------------------------------------------------------------------+
class Terrain;
// +--------------------------------------------------------------------+
class TerrainApron : public Solid
{
public:
TerrainApron(Terrain* terrain,
const Bitmap* patch, const Rect& rect,
const Point& p1, const Point& p2);
virtual ~TerrainApron();
virtual void Render(Video* video, DWORD flags);
virtual void Update();
virtual int CollidesWith(Graphic& o);
virtual bool Luminous() const { return false; }
virtual bool Translucent() const { return false; }
// accessors:
double Scale() const { return scale; }
double MountainScale() const { return mtnscale; }
double SeaLevel() const { return base; }
void SetScales(double scale, double mtnscale, double base);
void Illuminate(Color ambient, List<Light>& lights);
virtual int CheckRayIntersection(Point pt, Point vpn, double len, Point& ipt,
bool treat_translucent_polys_as_solid=true);
protected:
virtual bool BuildApron();
Terrain* terrain;
int nverts;
int npolys;
int terrain_width;
Rect rect;
float* heights;
double scale;
double mtnscale;
double base;
double size;
};
#endif // TerrainApron_h
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