// NeL - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#ifndef LANDSCAPE_H
#define LANDSCAPE_H
//
// Includes
//
#include
#include
#include
#include
//
// External definitions
//
namespace NL3D
{
class UInstanceGroup;
}
namespace SBCLIENT {
class CTrajectory;
//
// External variables
//
extern std::vector InstanceGroups;
extern NLMISC::CVector SunDirection;
//
// External functions
//
void initLight();
void releaseLight();
void initLandscape();
void releaseLandscape();
void initAiming();
void releaseAiming();
void updateLandscape();
void loadAllZonesAround();
// Compute the collision with the landscape from the start position, using the given step,
// at maximum numSteps steps from the start. It uses full (!) physics computation, and should be
// identical on the server
NLMISC::CVector getTarget(const NLMISC::CVector &start, const NLMISC::CVector &step, uint numSteps);
} /* namespace SBCLIENT */
#endif // LANDSCAPE_H
/* End of landscape.h */