// FallScene.h: interface for the CFallScene class. // ////////////////////////////////////////////////////////////////////// #if !defined(AFX_FALLSCENE_H__6A50DFC3_6D31_40A1_AC38_148155D94CD9__INCLUDED_) #define AFX_FALLSCENE_H__6A50DFC3_6D31_40A1_AC38_148155D94CD9__INCLUDED_ #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 #include "SceneNode.h" #include "SectorDefine.h" #include #include #include "SectorFallMap.h" class CFallScene : public CSceneNode { /* CTexture m_FallPartTexture; LPDIRECT3DVERTEXBUFFER8 m_pFallVertex; LPDIRECT3DINDEXBUFFER8 m_pFallIndices; vector3 m_vecPos[MAX_FALLPARTICLE]; vector3 m_vecDir[MAX_FALLPARTICLE]; float m_fVelocity[MAX_FALLPARTICLE]; long m_Collition[MAX_FALLPARTICLE]; */ LVertex m_FallVertex[30]; CSectorFallMap *m_MapFall; static CTexture m_WaterFallTexture; public: void MakeFallScene(CSectorFallMap *MapFall); void Render(LPDIRECT3DDEVICE8 pd3dDevice); void Update(); void Create(); CFallScene(); virtual ~CFallScene(); }; #endif // !defined(AFX_FALLSCENE_H__6A50DFC3_6D31_40A1_AC38_148155D94CD9__INCLUDED_)