/* 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/Light3DPoint.h" #include "hpl1/engine/graphics/LowLevelGraphics.h" #include "hpl1/engine/graphics/Renderer3D.h" #include "hpl1/engine/math/Math.h" #include "hpl1/engine/scene/Camera3D.h" #include "hpl1/engine/game/Game.h" #include "hpl1/engine/scene/Scene.h" #include "hpl1/engine/scene/World3D.h" #include "hpl1/engine/scene/PortalContainer.h" #include "hpl1/engine/scene/SectorVisibility.h" namespace hpl { ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cLight3DPoint::cLight3DPoint(tString asName, cResources *apResources) : iLight3D(asName, apResources) { mLightType = eLight3DType_Point; UpdateBoundingVolume(); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PRIVATE METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cSectorVisibilityContainer *cLight3DPoint::CreateSectorVisibility() { return mpWorld3D->GetPortalContainer()->CreateVisibiltyFromBV(GetBoundingVolume()); } //----------------------------------------------------------------------- void cLight3DPoint::UpdateBoundingVolume() { mBoundingVolume.SetSize(mfFarAttenuation * 2); mBoundingVolume.SetPosition(GetWorldPosition()); } //----------------------------------------------------------------------- bool cLight3DPoint::CreateClipRect(cRect2l &aClipRect, cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics) { cVector2f vScreenSize = apLowLevelGraphics->GetScreenSize(); bool bVisible = cMath::GetClipRectFromBV(aClipRect, *GetBoundingVolume(), apRenderSettings->mpCamera->GetViewMatrix(), apRenderSettings->mpCamera->GetProjectionMatrix(), apRenderSettings->mpCamera->GetNearClipPlane(), cVector2l((int)vScreenSize.x, (int)vScreenSize.y)); return bVisible; } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // SAVE OBJECT STUFF ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- kBeginSerialize(cSaveData_cLight3DPoint, cSaveData_iLight3D) kEndSerialize() //----------------------------------------------------------------------- iSaveObject *cSaveData_cLight3DPoint::CreateSaveObject(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) { cWorld3D *pWorld = apGame->GetScene()->GetWorld3D(); return pWorld->CreateLightPoint(msName); } //----------------------------------------------------------------------- int cSaveData_cLight3DPoint::GetSaveCreatePrio() { return 3; } //----------------------------------------------------------------------- iSaveData *cLight3DPoint::CreateSaveData() { return hplNew(cSaveData_cLight3DPoint, ()); } //----------------------------------------------------------------------- void cLight3DPoint::SaveToSaveData(iSaveData *apSaveData) { kSaveData_SaveToBegin(cLight3DPoint); } //----------------------------------------------------------------------- void cLight3DPoint::LoadFromSaveData(iSaveData *apSaveData) { kSaveData_LoadFromBegin(cLight3DPoint); } //----------------------------------------------------------------------- void cLight3DPoint::SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame) { kSaveData_SetupBegin(cLight3DPoint); } //----------------------------------------------------------------------- } // namespace hpl