#ifndef _CACTORLIGHTS_HPP #define _CACTORLIGHTS_HPP #include "types.h" #include "MetroidPrime/TGameTypes.hpp" #include "Kyoto/Graphics/CColor.hpp" #include "Kyoto/Graphics/CLight.hpp" #include "Kyoto/Math/CVector3f.hpp" #include "rstl/reserved_vector.hpp" class CGameArea; class CStateManager; class CAABox; class CActorLights { public: ~CActorLights(); void BuildConstantAmbientLighting(); bool BuildAreaLightList(const CStateManager& mgr, const CGameArea& area, const CAABox& bounds); void BuildDynamicLightList(const CStateManager& mgr, const CAABox& bounds); bool GetNeedsRelight() const { return x298_24_dirty == TRUE; } private: rstl::reserved_vector< CLight, 4 > x0_areaLights; rstl::reserved_vector< CLight, 4 > x144_dynamicLights; CVector3f x288_ambientColor; TAreaId x294_aid; bool x298_24_dirty : 1; bool x298_25_castShadows : 1; bool x298_26_hasAreaLights : 1; bool x298_27_findShadowLight : 1; bool x298_28_inArea : 1; bool x298_29_ambienceGenerated : 1; bool x298_30_layer2 : 1; bool x298_31_disableWorldLights : 1; bool x299_24_inBrightLight : 1; bool x299_25_useBrightLightLag : 1; bool x299_26_ambientOnly : 1; bool x29a_findNearestDynamicLights; int x29c_shadowLightArrIdx; int x2a0_shadowLightIdx; uint x2a4_lastUpdateFrame; uint x2a8_areaUpdateFramePeriod; CVector3f x2ac_actorPosBias; int x2b8_maxAreaLights; int x2bc_maxDynamicLights; CVector3f x2c0_lastActorPos; f32 x2cc_actorPositionDeltaUpdateThreshold; f32 x2d0_shadowDynamicRangeThreshold; f32 x2d4_worldLightingLevel; int x2d8_brightLightIdx; uint x2dc_brightLightLag; }; CHECK_SIZEOF(CActorLights, 0x2e0) #endif