2017-03-15 19:43:10 +00:00
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef LANDSCAPE_H
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#define LANDSCAPE_H
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//
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// Includes
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//
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#include <vector>
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#include <nel/3d/u_landscape.h>
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#include <nel/misc/time_nl.h>
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#include <nel/misc/vector.h>
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//
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// External definitions
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//
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namespace NL3D
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{
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class UInstanceGroup;
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}
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namespace SBCLIENT {
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class CTrajectory;
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//
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// External variables
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//
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extern std::vector<NL3D::UInstanceGroup*> InstanceGroups;
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extern NLMISC::CVector SunDirection;
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//
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// External functions
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//
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void initLight();
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void releaseLight();
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void initLandscape();
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void releaseLandscape();
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void initAiming();
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void releaseAiming();
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void updateLandscape();
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void loadAllZonesAround();
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// Compute the collision with the landscape from the start position, using the given step,
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// at maximum numSteps steps from the start. It uses full (!) physics computation, and should be
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// identical on the server
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NLMISC::CVector getTarget(const NLMISC::CVector &start, const NLMISC::CVector &step, uint numSteps);
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} /* namespace SBCLIENT */
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#endif // LANDSCAPE_H
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/* End of landscape.h */
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