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00023 #ifndef LILITH3D_BUILDING_INCLUDED
00024 #define LILITH3D_BUILDING_INCLUDED
00025
00026 #include "mesh.h"
00027 #include "../grinliz/glutil.h"
00028 #include "meshresource.h"
00029
00064 namespace lilith3d
00065 {
00066
00078 class BuildingMesh : public StaticMesh
00079 {
00080 friend class lilith3d::TerrainMesh;
00081
00082 protected:
00086 BuildingMesh( const StaticResource* meshResource,
00087 const grinliz::Vector3F& position );
00088
00089 public:
00090 virtual ~BuildingMesh();
00091
00092
00093 virtual void UpdateZ( float z );
00094
00095 virtual void StreamOutMesh( ELightPass light, EPass pass );
00096
00098 const grinliz::Rectangle2I& VertexBounds() const { return vertexBounds; }
00099
00100
00101
00102
00103 PathSurfaceInstance* GetPadPSIFromVertex( int tail, int head, grinliz::Vector2F* a0 );
00104
00105
00106
00107
00108
00109 PathSurfaceInstance* GetPadPSI( float x, float y );
00110
00111 virtual void IntersectRay( int flags,
00112 const grinliz::Vector3F& point,
00113 const grinliz::Vector3F& dir,
00114 LilithObjectList* vec );
00115
00116
00117 virtual void SetPosV( const grinliz::Vector3F& _newLoc, const grinliz::Matrix4& _newRot ) {
00118 GLASSERT( 0 );
00119 }
00120
00121 private:
00122 void StreamOutPather();
00123
00124 grinliz::Rectangle2I vertexBounds;
00125 grinliz::Rectangle2I mapBounds;
00126
00127
00128 PSIVector psiVector;
00129 };
00130 };
00131 #endif