/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * This file is based on WME. * http://dead-code.org/redir.php?target=wme * Copyright (c) 2003-2013 Jan Nedoma and contributors */ #ifndef WINTERMUTE_AD_ATTACH_3DX_H #define WINTERMUTE_AD_ATTACH_3DX_H #include "engines/wintermute/ad/ad_object_3d.h" namespace Wintermute { class AdAttach3DX : public AdObject3D { public: DECLARE_PERSISTENT(AdAttach3DX, AdObject3D) AdAttach3DX(BaseGame *inGame, BaseObject *owner); virtual ~AdAttach3DX(); bool init(const char *modelFile, const char *name, const char *parentBone); bool update() override; bool displayAttachable(DXMatrix *viewMat, bool registerObjects); bool displayShadowVol(DXMatrix *modelMat, DXVector3 *light, float extrusionDepth, bool update); bool invalidateDeviceObjects() override; bool restoreDeviceObjects() override; char *getParentBone(); // scripting interface ScValue *scGetProperty(const char *name) override; bool scSetProperty(const char *name, ScValue *value) override; bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override; const char *scToString() override; private: BaseObject *_owner; char *_parentBone; }; } // namespace Wintermute #endif