//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _FOREST_EDITOR_BRUSHELEMENT_H_ #define _FOREST_EDITOR_BRUSHELEMENT_H_ //#ifndef _SIMOBJECT_H_ //#include "console/simObject.h" //#endif #ifndef _SIMSET_H_ #include "console/simSet.h" #endif //------------------------------------------------------------------------- // ForestBrushElement //------------------------------------------------------------------------- class ForestItemData; class ForestBrushElement : public SimObject { typedef SimObject Parent; public: ForestBrushElement(); DECLARE_CONOBJECT( ForestBrushElement ); static void initPersistFields(); public: /// The type of ForestItem this element holds placement parameters for. ForestItemData *mData; /// The probability that this element will be /// created during an editor brush stroke. F32 mProbability; /// The max rotation in degrees that items will be placed. F32 mRotationRange; /// The minimum random size for each item. F32 mScaleMin; /// The maximum random size of each item. F32 mScaleMax; /// An exponent used to bias between the minimum /// and maximum random sizes. F32 mScaleExponent; /// Min variation in the sink radius. F32 mSinkMin; /// Max variation in the sink radius. F32 mSinkMax; /// This is the radius used to calculate how much to /// sink the trunk at its base and is used to sink /// the tree into the ground when its on a slope. F32 mSinkRadius; /// The min surface slope in degrees this item will be placed on. F32 mSlopeMin; /// The max surface slope in degrees this item will be placed on. F32 mSlopeMax; /// The min world space elevation this item will be placed. F32 mElevationMin; /// The max world space elevation this item will be placed. F32 mElevationMax; }; //------------------------------------------------------------------------- // ForestBrush //------------------------------------------------------------------------- class ForestBrush : public SimGroup { typedef SimGroup Parent; public: ForestBrush(); DECLARE_CONOBJECT( ForestBrush ); virtual bool onAdd(); virtual void addObject(SimObject*); static SimGroup* getGroup(); bool containsItemData( const ForestItemData *inData ); protected: static SimObjectPtr smGroup; }; //------------------------------------------------------------------------- // ForestBrushGroup //------------------------------------------------------------------------- class ForestBrushGroup : public SimGroup { typedef SimGroup Parent; public: ForestBrushGroup(); DECLARE_CONOBJECT(ForestBrushGroup); virtual bool onAdd(); virtual void addObject(SimObject*); bool containsBrushData(const ForestBrush* inData); protected: static SimObjectPtr smGroup; }; #endif // _FOREST_EDITOR_BRUSHELEMENT_H_