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2026-02-02 04:50:13 +01:00

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C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME.
* http://dead-code.org/redir.php?target=wme
* Copyright (c) 2003-2013 Jan Nedoma and contributors
*/
#ifndef WINTERMUTE_3D_LIGHT_H
#define WINTERMUTE_3D_LIGHT_H
#include "common/memstream.h"
#include "engines/wintermute/base/base_persistence_manager.h"
#include "engines/wintermute/base/base_scriptable.h"
namespace Wintermute {
class Light3D : public BaseScriptable {
public:
bool persist(BasePersistenceManager *persistMgr);
bool getViewMatrix(DXMatrix *viewMatrix);
Light3D(BaseGame *inGame);
virtual ~Light3D();
uint32 _diffuseColor;
DXVector3 _pos;
DXVector3 _target;
bool _isSpotlight;
bool _active;
float _falloff;
float _distance;
bool _isAvailable;
bool setLight(int index = 0);
};
} // namespace Wintermute
#endif