Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
45 lines
1.1 KiB
C++
45 lines
1.1 KiB
C++
#if !defined(TCTHEIGHTFIELD_H)
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#define TCTHEIGHTFIELD_H
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#include"MLRHeightField.hpp"
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#include"ImageLib\image.h"
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#include"ExportInfo.h"
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class TCTHeightField :
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public MLRHeightField
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{
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protected:
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int Attached;
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int StateCount;
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void BuildModel();
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public:
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void SetScale(Scalar xs,Scalar ys,Scalar zs);
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void SetSize(Scalar xs,Scalar zs);
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void SetPara(ExportInfo &einf);
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TCTHeightField();
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/*
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TCTHeightField(ElementRenderer::ListElement *parent,
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MidLevelRenderer::MLRTexture *texture,
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MidLevelRenderer::MLRState& s0,
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MidLevelRenderer::MLRState& s1)
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{ MLRHeightField(parent,texture,state0,state1); }
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TCTHeightField(ElementRenderer::ListElement *parent,
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Image &image,
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MidLevelRenderer::MLRState& s0,
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MidLevelRenderer::MLRState& s1)
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{Create(parent,image,state0,state1);}
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*/
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void Attach(ElementRenderer::ListElement *parent,int index);
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void SetState(MidLevelRenderer::MLRState &state,int sn);
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void Create(Image &image);
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void Create(TCTHeightField &hf);
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void Clone(TCTHeightField &hf);
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~TCTHeightField();
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};
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#endif |