Torque3D Documentation / _generateds / blTerrainSystem.h

blTerrainSystem.h

Engine/source/lighting/basic/blTerrainSystem.h

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 1
 2//-----------------------------------------------------------------------------
 3// Copyright (c) 2012 GarageGames, LLC
 4//
 5// Permission is hereby granted, free of charge, to any person obtaining a copy
 6// of this software and associated documentation files (the "Software"), to
 7// deal in the Software without restriction, including without limitation the
 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 9// sell copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21// IN THE SOFTWARE.
22//-----------------------------------------------------------------------------
23
24#ifndef _BLTERRAINSYSTEM_H_
25#define _BLTERRAINSYSTEM_H_
26
27#ifndef _SCENELIGHTING_H_
28   #include "lighting/common/sceneLighting.h"
29#endif
30#ifndef _SG_SYSTEM_INTERFACE_H
31   #include "lighting/lightingInterfaces.h"
32#endif
33
34//
35// Lighting system interface
36//
37class blTerrainSystem : public SceneLightingInterface
38{
39public:
40   virtual void init();
41   virtual U32 addObjectType();
42   virtual SceneLighting::ObjectProxy* createObjectProxy(SceneObject* obj, SceneLighting::ObjectProxyList* sceneObjects);
43   virtual PersistInfo::PersistChunk* createPersistChunk(const U32 chunkType);
44   virtual bool createPersistChunkFromProxy(SceneLighting::ObjectProxy* objproxy, PersistInfo::PersistChunk **ret);      
45
46   // Given a ray, this will return the color from the lightmap of this object, return true if handled
47   virtual bool getColorFromRayInfo(const RayInfo & collision, LinearColorF& result) const;
48};
49
50#endif // !_BLTERRAINSYSTEM_H_
51