/* ** Command & Conquer Generals Zero Hour(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: W3DDebrisDraw.h ////////////////////////////////////////////////////////////////////////// // Author: Steven Johnson // Desc: Debris drawing /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __W3D_DEBRIS_DRAW_H_ #define __W3D_DEBRIS_DRAW_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/GameType.h" #include "Common/DrawModule.h" #include "Common/FileSystem.h" // this is only here to pull in LOAD_TEST_ASSETS // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class Thing; class RenderObjClass; class HAnimClass; class Shadow; class FXList; //------------------------------------------------------------------------------------------------- class W3DDebrisDraw : public DrawModule, public DebrisDrawInterface { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( W3DDebrisDraw, "W3DDebrisDraw" ) MAKE_STANDARD_MODULE_MACRO( W3DDebrisDraw ) public: W3DDebrisDraw( Thing *thing, const ModuleData* moduleData ); // virtual destructor prototype provided by memory pool declaration /// the draw method 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 setModelName(AsciiString name, Color color, ShadowType t); virtual void setAnimNames(AsciiString initial, AsciiString flying, AsciiString final, const FXList* finalFX); virtual DebrisDrawInterface* getDebrisDrawInterface() { return this; } virtual const DebrisDrawInterface* getDebrisDrawInterface() const { return this; } private: enum AnimStateType { INITIAL, FLYING, FINAL, STATECOUNT }; AsciiString m_modelName; Color m_modelColor; AsciiString m_animInitial; AsciiString m_animFlying; AsciiString m_animFinal; RenderObjClass* m_renderObject; ///< W3D Render object for this drawable HAnimClass* m_anims[STATECOUNT]; const FXList* m_fxFinal; Int m_state; Int m_frames; Bool m_finalStop; Shadow* m_shadow; ///< Updates/Renders shadows of this object }; #endif // __W3D_DEBRIS_DRAW_H_