/* ScummVM - Graphic Adventure Engine * * ScummVM 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. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * 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 3 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, see . * */ #ifndef ICB_PSX_PXACTOR_H #define ICB_PSX_PXACTOR_H #include "engines/icb/gfx/psx_pcgpu.h" #include "engines/icb/common/px_common.h" #include "engines/icb/shadow.h" namespace ICB { typedef struct psxActor { // The true position in x,y,z space i.e. minus the render correction PXvector_PSX truePos; // The true rotation i.e. minus the render correction (pan_adjust) SVECTOR trueRot; // The actors render : local to world matrix MATRIX lw; SVECTOR rot; SVECTOR pos; int32 style; // Screen postion SVECTOR sPos; // Bounding box on the screen SVECTOR bboxScrn[8]; // Min & max corners of the bounding box SVECTOR minBbox; SVECTOR maxBbox; // Shadow bounding boxes SVECTOR shadowBox[MAX_SHADOWS][8]; SVECTOR shadowMinBox[MAX_SHADOWS]; SVECTOR shadowMaxBox[MAX_SHADOWS]; uint32 nShadows; } psxActor; } // End of namespace ICB #endif // #ifndef PSX_PXACTOR_H