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#ifndef _E3D_DLIGHT3D_HXX
#define _E3D_DLIGHT3D_HXX

#include <bf_svx/light3d.hxx>
namespace binfilter {

/*************************************************************************
|*
|* gerichtete Lichtquelle, aDirection zeigt ZUR Lichtquelle (also den
|* Lichtstrahlen entgegensetzt); die Position (geerbt von E3dLight) hat
|* auf die Lichtberechnung keinen Einfluss, sondern dient nur der
|* Anordnung in der Szene (fuer evtl. spaetere interaktive Bearbeitung)
|*
\************************************************************************/

class E3dDistantLight : public E3dLight
{
 protected:
    Vector3D aDirection;

    virtual void CreateLightObj();

 public:
    TYPEINFO();
    E3dDistantLight(const Vector3D& rPos,
                    const Vector3D& rDirection,
                    const Color&    rColor,
                    double          fLightIntensity = 1.0);

    E3dDistantLight() :
        aDirection(Vector3D(0, 1, 0))
    {
    }

    virtual ~E3dDistantLight();

    virtual UINT16 GetObjIdentifier() const;

    virtual FASTBOOL CalcLighting(Color& rNewColor,
                                  const Vector3D& rPnt,
                                  const Vector3D& rPntNormal,
                                  const Color& rPntColor);

    const Vector3D& GetDirection() const { return aDirection; }
    void SetDirection(const Vector3D& rNewDir);

    virtual void WriteData(SvStream& rOut) const;
    virtual void ReadData(const SdrObjIOHeader& rHead, SvStream& rIn);

};

}//end of namespace binfilter
#endif			// _E3D_DLIGHT3D_HXX

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