scummvm/engines/wintermute/ad/ad_waypoint_group3d.h
2020-06-28 07:12:28 +02:00

56 lines
1.6 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* 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_WAYPOINT_GROUP_3D_H
#define WINTERMUTE_AD_WAYPOINT_GROUP_3D_H
#include "engines/wintermute/base/base.h"
#include "engines/wintermute/coll_templ.h"
#include "math/vector3d.h"
namespace Wintermute {
class CAdSceneGeometry;
class Mesh3DS;
class AdWaypointGroup3D : public BaseClass {
public:
// this is already commented out in wme3d
//DECLARE_PERSISTENT(AdWaypointGroup3D, BaseClass);
bool _active;
bool addFromMesh(Mesh3DS *mesh);
AdWaypointGroup3D(BaseGame *inGame);
virtual ~AdWaypointGroup3D();
BaseArray<Math::Vector3d *> _points;
};
}
#endif