/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #pragma once namespace LegacyProceduralVegetation { //Represents an opaque data type of a sector that contains vegetation instances. class VegetationSector; class IVegetationPoolManager { public: virtual ~IVegetationPoolManager() {} virtual bool IsProceduralVegetationEnabled() const = 0; virtual int GetMaxSectors() const = 0 ; virtual int GetMaxVegetationInstancesPerSector() const = 0; virtual int GetMaxVegetationChunksPerSector() const = 0; virtual int GetUsedVegetationChunksCount(int& allCount) const = 0; virtual VegetationSector* GetNextAvailableVegetationSector() = 0; virtual bool AddVegetationInstanceToSector(VegetationSector* sector, float scale, Vec3 worldPosition, int nGroupId, byte angle) = 0; virtual void ReleaseVegetationSector(VegetationSector* sector) = 0; }; } //namespace LegacyProceduralVegetation