Files
scummvm-cursorfix/engines/hpl1/engine/scene/Light2D.cpp
2026-02-02 04:50:13 +01:00

84 lines
2.6 KiB
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/>.
*
*/
/*
* 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