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https://github.com/libretro/scummvm.git
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9bef2bd626
Only benefits shaders renderer, as opengl/tinygl renderers leave such details to the gl library. Maintain saved-state compatibility by computing on restore.
229 lines
6.7 KiB
C++
229 lines
6.7 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef GRIM_SET_H
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#define GRIM_SET_H
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#include "engines/grim/pool.h"
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#include "engines/grim/object.h"
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#include "engines/grim/color.h"
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#include "engines/grim/sector.h"
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#include "engines/grim/objectstate.h"
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#include "math/quat.h"
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#include "math/frustum.h"
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namespace Common {
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class SeekableReadStream;
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}
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namespace Grim {
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class SaveGame;
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class CMap;
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struct Light;
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struct SetShadow;
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class Set : public PoolObject<Set> {
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public:
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Set(const Common::String &name, Common::SeekableReadStream *data);
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Set();
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~Set();
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static int32 getStaticTag() { return MKTAG('S', 'E', 'T', ' '); }
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void loadText(TextSplitter &ts);
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void loadBinary(Common::SeekableReadStream *data);
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void setupOverworldLights();
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void saveState(SaveGame *savedState) const;
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bool restoreState(SaveGame *savedState);
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int _minVolume;
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int _maxVolume;
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static Bitmap::Ptr loadBackground(const char *fileName);
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void drawBackground() const;
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void drawBitmaps(ObjectState::Position stage);
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void setupCamera();
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void setupLights(const Math::Vector3d &pos, bool inOverworld);
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void setSoundPosition(const char *soundName, const Math::Vector3d &pos);
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void setSoundPosition(const char *soundName, const Math::Vector3d &pos, int minVol, int maxVol);
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void calculateSoundPosition(const Math::Vector3d &pos, int minVol, int maxVol, int &volume, int &balance);
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void setSoundParameters(int minVolume, int maxVolume);
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void getSoundParameters(int *minVolume, int *maxVolume);
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const Common::String &getName() const { return _name; }
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void setLightEnableState(bool state) {
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_enableLights = state;
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}
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void setLightIntensity(const char *light, float intensity);
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void setLightIntensity(int light, float intensity);
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void setLightPosition(const char *light, const Math::Vector3d &pos);
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void setLightPosition(int light, const Math::Vector3d &pos);
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void setLightEnabled(const char *light, bool enabled);
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void setLightEnabled(int light, bool enabled);
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void turnOffLights();
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void setSetup(int num);
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int getSetup() const { return _currSetup - _setups; }
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inline int getNumSetups() const { return _numSetups; }
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// Sector access functions
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int getSectorCount() { return _numSectors; }
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Sector *getSectorBase(int id);
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Sector *getSectorByName(const Common::String &name);
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Sector *getSectorBySubstring(const Common::String &str);
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Sector *getSectorBySubstring(const Common::String &str, const Math::Vector3d &pos);
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Sector *findPointSector(const Math::Vector3d &p, Sector::SectorType type);
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int findSectorSortOrder(const Math::Vector3d &p, Sector::SectorType type);
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void findClosestSector(const Math::Vector3d &p, Sector **sect, Math::Vector3d *closestPt);
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void shrinkBoxes(float radius);
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void unshrinkBoxes();
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void addObjectState(const ObjectState::Ptr &s);
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void deleteObjectState(const ObjectState::Ptr &s) {
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_states.remove(s);
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}
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void moveObjectStateToFront(const ObjectState::Ptr &s);
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void moveObjectStateToBack(const ObjectState::Ptr &s);
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ObjectState *addObjectState(int setupID, ObjectState::Position pos, const char *bitmap, const char *zbitmap, bool transparency);
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ObjectState *findState(const Common::String &filename);
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// Setups contain the camera information and background for all views in a Set
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struct Setup { // Camera setup data
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void load(Set *set, int id, TextSplitter &ts);
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void loadBinary(Common::SeekableReadStream *data);
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void setupCamera() const;
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void saveState(SaveGame *savedState) const;
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bool restoreState(SaveGame *savedState);
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void getRotation(float *x, float *y, float *z);
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Math::Matrix4 getRotation() { return _rot; }
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void setPitch(Math::Angle p);
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void setYaw(Math::Angle y);
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void setRoll(Math::Angle r);
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Common::String _name;
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Bitmap::Ptr _bkgndBm, _bkgndZBm;
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// Camera settings
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Math::Vector3d _pos, _interest;
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Math::Matrix4 _rot;
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float _roll, _fov, _nclip, _fclip;
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};
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CMap *getCMap() {
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if (!_cmaps || ! _numCmaps)
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return NULL;
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return _cmaps[0];
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};
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Setup *getCurrSetup() { return _currSetup; }
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const Common::List<Light *> &getLights(bool inOverworld) { return (inOverworld ? _overworldLightsList : _lightsList); }
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const Math::Frustum &getFrustum() { return _frustum; }
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int getShadowCount() const { return _numShadows; }
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SetShadow *getShadow(int i);
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SetShadow *getShadowByName(const Common::String &name);
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private:
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bool _locked;
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Common::String _name;
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int _numCmaps;
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ObjectPtr<CMap> *_cmaps;
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int _numSetups, _numLights, _numSectors, _numObjectStates, _numShadows;
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bool _enableLights;
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Sector **_sectors;
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Light *_lights;
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Common::List<Light *> _lightsList;
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Common::List<Light *> _overworldLightsList;
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Setup *_setups;
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SetShadow *_shadows;
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Setup *_currSetup;
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typedef Common::List<ObjectState::Ptr> StateList;
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StateList _states;
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Math::Frustum _frustum;
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friend class GrimEngine;
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};
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/**
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* \struct Light
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* Set lighting data
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*/
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struct Light {
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Light();
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void load(TextSplitter &ts);
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void loadBinary(Common::SeekableReadStream *data);
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void saveState(SaveGame *savedState) const;
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bool restoreState(SaveGame *savedState);
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void setIntensity(float intensity);
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void setUmbra(float angle);
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void setPenumbra(float angle);
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enum LightType {
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Omni = 1,
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Spot = 2,
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Direct = 3,
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Ambient = 4
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};
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Common::String _name;
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LightType _type;
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Math::Vector3d _pos, _dir;
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Color _color;
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float _intensity, _umbraangle, _penumbraangle, _falloffNear, _falloffFar;
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float _scaledintensity, _cosumbraangle, _cospenumbraangle;
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bool _enabled;
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// there may be more lights with the same position, so this is used to make the sort stable
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int _id;
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};
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/**
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* \struct SetShadow
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* Set shadow data (EMI)
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*/
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struct SetShadow {
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SetShadow();
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void loadBinary(Common::SeekableReadStream *data, Set *set);
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void saveState(SaveGame *savedState) const;
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void restoreState(SaveGame *savedState);
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Common::String _name;
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Math::Vector3d _shadowPoint;
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int _numSectors;
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Common::List<Common::String> _sectorNames;
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Color _color;
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};
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} // end of namespace Grim
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#endif
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