/* 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_OBJECT_3D_H #define WINTERMUTE_AD_OBJECT_3D_H #include "engines/wintermute/ad/ad_object.h" namespace Wintermute { class ShadowVolume; class AdObject3D : public AdObject { public: bool setupLights(); bool convert3DTo2D(DXMatrix *worldMat, int32 *posX, int32 *posY); bool skipTo(int x, int y, bool tolerant = false); char *_tempSkelAnim; DXVector3 _lastPosVector; DECLARE_PERSISTENT(AdObject3D, AdObject) bool _dropToFloor; bool display() override; bool update() override; AdObject3D(BaseGame *inGame); virtual ~AdObject3D(); bool getBonePosition2D(const char *boneName, int32 *x, int32 *y); bool getBonePosition3D(const char *boneName, DXVector3 *pos, DXVector3 *offset = nullptr); float _velocity; float _angVelocity; uint32 _ambientLightColor; bool _hasAmbientLightColor; // 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; ShadowVolume *getShadowVolume(); private: ShadowVolume *_shadowVolume; BaseArray _ignoredLights; void clearIgnoredLights(); bool addIgnoredLight(const char *lightName); bool removeIgnoredLight(const char *lightName); }; } // namespace Wintermute #endif