/* ** Command & Conquer Generals(tm) ** Copyright 2025 Electronic Arts Inc. ** ** 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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: W3DTracerDraw.h ////////////////////////////////////////////////////////////////////////// // Author: // Desc: /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __W3DTRACERDRAW_H_ #define __W3DTRACERDRAW_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/DrawModule.h" #include "WW3D2/Line3D.h" //------------------------------------------------------------------------------------------------- /** W3D tracer draw */ //------------------------------------------------------------------------------------------------- class W3DTracerDraw : public DrawModule, public TracerDrawInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( W3DTracerDraw, "W3DTracerDraw" ) MAKE_STANDARD_MODULE_MACRO( W3DTracerDraw ) public: W3DTracerDraw( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration virtual void doDrawModule(const Matrix3D* transformMtx); virtual void setShadowsEnabled(Bool enable) { } virtual void releaseShadows(void) {}; ///< we don't care about preserving temporary shadows. virtual void allocateShadows(void) {}; ///< we don't care about preserving temporary shadows. virtual void setFullyObscuredByShroud(Bool fullyObscured) { } virtual void reactToTransformChange(const Matrix3D* oldMtx, const Coord3D* oldPos, Real oldAngle); virtual void reactToGeometryChange() { } virtual void setTracerParms(Real speed, Real length, Real width, const RGBColor& color, Real initialOpacity); virtual TracerDrawInterface* getTracerDrawInterface() { return this; } virtual const TracerDrawInterface* getTracerDrawInterface() const { return this; } protected: Line3DClass *m_theTracer; ///< the tracer render object in the W3D scene Real m_length; ///< length of tracer Real m_width; ///< width of tracer RGBColor m_color; ///< color of tracer Real m_speedInDistPerFrame; ///< speed of tracer (in dist/frame) Real m_opacity; ///< opacity of the tracer }; #endif // __W3DTRACERDRAW_H_