Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
113 lines
2.4 KiB
C++
113 lines
2.4 KiB
C++
#pragma once
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#include "Proxies.hpp"
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#include "ChildProxy.hpp"
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namespace Proxies {
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class SceneProxy;
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//
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//#########################################################################
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//######################### LightProxy ##############################
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//#########################################################################
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//
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class _declspec(novtable) LightProxy:
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public ChildProxy
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{
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructors
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//
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protected:
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LightProxy(
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ClassData *class_data,
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SceneProxy *scene,
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GroupProxy *parent
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);
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~LightProxy();
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public:
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//
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// Copies the elements of the given material into this material
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Testing
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//
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public:
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void
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Process support
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//
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public:
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void
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FindLights(BurnLightsProcess *process);
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virtual void
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Copy(
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CopyProcess *process,
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LightProxy *light
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);
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void
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GetCentroid(Stuff::Point3D *center);
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void
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FitBoundingSphere(Stuff::Sphere *sphere);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Light functions
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//
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public:
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//
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// ambient color functions
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//
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virtual void
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GetColor(Stuff::RGBColor *color) = 0;
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virtual void
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SetColor(const Stuff::RGBColor &color) = 0;
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//
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// Ambience. If the light is ambient (it isn't by default), then its
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// local to parent and local to world matrices are not valid
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//
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virtual bool
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IsAmbient() = 0;
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virtual void
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SetAmbient(bool ambient) = 0;
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//
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// light falloff. The light is infinite if the GetFalloffDistance
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// function return false. Lights default to infinite unless
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// SetFalloffDistance is called
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//
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virtual bool
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GetFalloffDistance(
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Stuff::Scalar *n,
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Stuff::Scalar *f
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) = 0;
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virtual void
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SetFalloffDistance(
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Stuff::Scalar n,
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Stuff::Scalar f
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) = 0;
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//
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// spotlight spread. This value is only valid if the light had falloff
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//
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virtual bool
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GetSpreadAngle(Stuff::Radian *angle) = 0;
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virtual void
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SetSpreadAngle(const Stuff::Radian &radian) = 0;
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};
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}
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