//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _SCENEOBJECTLIGHTINGPLUGIN_H_ #define _SCENEOBJECTLIGHTINGPLUGIN_H_ class SceneObject; class NetConnection; class BitStream; class SceneObjectLightingPlugin { public: virtual ~SceneObjectLightingPlugin() {} /// Reset light plugin to clean state. virtual void reset() {} // Called by statics virtual U32 packUpdate( SceneObject* obj, U32 checkMask, NetConnection* conn, U32 mask, BitStream* stream ) = 0; virtual void unpackUpdate( SceneObject* obj, NetConnection* conn, BitStream* stream ) = 0; }; #endif // !_SCENEOBJECTLIGHTINGPLUGIN_H_