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Grass.h
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#pragma once
#include <vector>
#include <set>
#include <OgreString.h>
#include <OgreVector2.h>
#include <OgreVector3.h>
#include <OgreVector4.h>
namespace Ogre { class SceneManager; class SceneNode; class Item; class Terra; }
class App;
struct GrassData // SegData
{
// 🟢 Ogre 1 page
Ogre::SceneNode* node =0; Ogre::Item* it =0;
Ogre::String smesh;
//Ogre::MeshPtr mesh; Ogre::v1::MeshPtr mesh1;
};
/*struct GrassPage // RoadSeg
{
GrassData road[LODs];
Ogre::String sMtrRd;
int mtrId = 0;
bool empty = true;
};*/
class Grass // 🌿 ------------------
{
public:
App* app =0;
Ogre::SceneManager* mSceneMgr = 0;
Ogre::Terra* terrain = 0;
class CScene* scn = 0;
class SETTINGS* pSet = 0;
void Create(App* app1);
void Destroy();
private:
// Mesh
std::vector<GrassData> gds;
void CreateMesh( GrassData& sd, Ogre::String sMesh, Ogre::String sMtrName,
const std::vector<Ogre::Vector3>& pos, const std::vector<Ogre::Vector3>& norm,
const std::vector<Ogre::Vector4>& clr, const std::vector<Ogre::Vector2>& tcs,
const std::vector<Ogre::uint32>& idx);
std::vector<Ogre::uint32> idx; // mesh indices
// add triangle, with index check
void addTri(int f1, int f2, int f3, int i);
};