65 lines
2.0 KiB
C++
65 lines
2.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#ifndef WINTERMUTE_AD_ATTACH_3DX_H
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#define WINTERMUTE_AD_ATTACH_3DX_H
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#include "engines/wintermute/ad/ad_object_3d.h"
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namespace Wintermute {
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class AdAttach3DX : public AdObject3D {
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public:
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DECLARE_PERSISTENT(AdAttach3DX, AdObject3D)
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AdAttach3DX(BaseGame *inGame, BaseObject *owner);
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virtual ~AdAttach3DX();
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bool init(const char *modelFile, const char *name, const char *parentBone);
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bool update() override;
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bool displayAttachable(DXMatrix *viewMat, bool registerObjects);
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bool displayShadowVol(DXMatrix *modelMat, DXVector3 *light, float extrusionDepth, bool update);
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bool invalidateDeviceObjects() override;
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bool restoreDeviceObjects() override;
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char *getParentBone();
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// scripting interface
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ScValue *scGetProperty(const char *name) override;
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bool scSetProperty(const char *name, ScValue *value) override;
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bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) override;
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const char *scToString() override;
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private:
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BaseObject *_owner;
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char *_parentBone;
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};
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} // namespace Wintermute
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#endif
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