2020-10-11 14:45:36 +02:00

60 lines
1.7 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_PATH3D_H
#define WINTERMUTE_AD_PATH3D_H
#include "engines/wintermute/base/base.h"
#include "engines/wintermute/coll_templ.h"
#include "engines/wintermute/persistent.h"
#include "math/vector3d.h"
namespace Wintermute {
class AdPath3D : public BaseClass {
public:
Math::Vector3d *getCurrent();
Math::Vector3d *getNext();
Math::Vector3d *getFirst();
bool setReady(bool ready);
void addPoint(float x, float y, float z);
void addPoint(Math::Vector3d Point);
void reset();
AdPath3D(BaseGame *inGame);
virtual ~AdPath3D();
bool _ready;
BaseArray<Math::Vector3d *> _points;
int32 _currIndex;
DECLARE_PERSISTENT(AdPath3D, BaseClass)
};
} // namespace Wintermute
#endif