/* 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 . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #include "hpl1/engine/scene/Light2D.h" #include "hpl1/engine/graphics/LowLevelGraphics.h" #include "hpl1/engine/scene/GridMap2D.h" namespace hpl { ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- iLight2D::iLight2D(tString asName) : iEntity2D(asName), iLight() { } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- void iLight2D::SetFarAttenuation(float afX) { mfFarAttenuation = afX; if (UpdateBoundingBox()) if (mpGridObject) mpGridObject->Update(GetBoundingBox()); } //----------------------------------------------------------------------- void iLight2D::SetNearAttenuation(float afX) { mfNearAttenuation = afX; if (mfNearAttenuation > mfFarAttenuation) SetFarAttenuation(mfNearAttenuation); } //----------------------------------------------------------------------- cVector3f iLight2D::GetLightPosition() { return GetWorldPosition(); } //----------------------------------------------------------------------- void iLight2D::UpdateLogic(float afTimeStep) { UpdateLight(afTimeStep); if (mfFadeTime > 0) { if (UpdateBoundingBox()) mpGridObject->Update(mBoundingBox); } } //----------------------------------------------------------------------- } // namespace hpl