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engines/wintermute/ad/ad_scene_geometry.h
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131
engines/wintermute/ad/ad_scene_geometry.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#ifndef WINTERMUTE_AD_SCENE_GEOMETRY_H
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#define WINTERMUTE_AD_SCENE_GEOMETRY_H
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#include "engines/wintermute/base/base_object.h"
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namespace Wintermute {
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class BaseSprite;
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class Camera3D;
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class Light3D;
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class Block3D;
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class AdGeneric;
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class AdBlock;
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class AdWalkplane;
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class AdPath3D;
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class AdWaypointGroup3D;
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class AdGeomExt;
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class AdPathPoint3D;
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class AdSceneGeometry : public BaseObject {
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public:
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bool _maxLightsWarning;
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bool dropWaypoints();
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bool setLightColor(const char *lightName, uint32 color);
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uint32 getLightColor(const char *lightName);
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DXVector3 getLightPos(const char *lightName);
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bool enableNode(const char *nodeName, bool enable = true);
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bool isNodeEnabled(const char *nodeName);
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bool enableLight(const char *lightName, bool enable = true);
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bool isLightEnabled(const char *lightName);
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DECLARE_PERSISTENT(AdSceneGeometry, BaseObject)
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bool correctTargetPoint(const DXVector3 &source, DXVector3 *target);
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bool _lastValuesInitialized;
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DXMatrix _lastWorldMat;
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DXMatrix _lastViewMat;
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DXMatrix _lastProjMat;
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int _lastOffsetX;
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int _lastOffsetY;
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DXViewport _drawingViewport;
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int _lastScrollX;
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int _lastScrollY;
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bool createLights();
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bool enableLights(DXVector3 Point, BaseArray<char *> &IgnoreLights);
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static int32 compareLights(const void *obj1, const void *obj2);
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bool initLoop();
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float getPointsDist(DXVector3 p1, DXVector3 p2);
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void pathFinderStep();
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bool getPath(DXVector3 source, DXVector3 target, AdPath3D *path, bool rerun = false);
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bool convert2Dto3D(int x, int y, DXVector3 *pos);
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bool convert2Dto3DTolerant(int x, int y, DXVector3 *pos);
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bool convert3Dto2D(DXVector3 *pos, int32 *x, int32 *y);
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BaseSprite *_wptMarker;
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float _waypointHeight;
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bool directPathExists(DXVector3 *p1, DXVector3 *p2);
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float getHeightAt(DXVector3 pos, float Ttlerance = 0.0f, bool *intFound = NULL);
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bool storeDrawingParams();
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bool render(bool render);
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bool renderShadowGeometry();
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DXMatrix *getViewMatrix();
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DXMatrix _viewMatrix;
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bool setActiveCamera(const char *camera, float fov, float nearClipPlane, float farClipPlane);
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bool setActiveCamera(int camera, float fow, float nearClipPlane, float farClipPlane);
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//bool SetActiveCameraTwin(char* Camera);
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//bool SetActiveCameraTwin(int Camera);
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Camera3D *getActiveCamera();
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int32 _activeCamera;
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bool setActiveLight(char *light);
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bool setActiveLight(int32 light);
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int32 _activeLight;
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void cleanup();
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AdSceneGeometry(BaseGame *inGame);
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virtual ~AdSceneGeometry();
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bool loadFile(const char *filename);
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BaseArray<AdWalkplane *> _planes;
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BaseArray<AdBlock *> _blocks;
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BaseArray<AdGeneric *> _generics;
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BaseArray<Camera3D *> _cameras;
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BaseArray<Light3D *> _lights;
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BaseArray<AdWaypointGroup3D *> _waypointGroups;
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uint32 _PFMaxTime;
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private:
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AdGeomExt *getGeometryExtension(char *filename);
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DXVector3 getBlockIntersection(DXVector3 *p1, DXVector3 *p2);
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bool _PFReady;
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DXVector3 _PFSource;
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DXVector3 _PFTarget;
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AdPath3D *_PFTargetPath;
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DXVector3 _PFAlternateTarget;
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float _PFAlternateDist;
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bool _PFRerun;
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BaseArray<AdPathPoint3D *> _PFPath;
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};
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} // namespace Wintermute
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#endif
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