/* ** 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: W3DPropDraw.h ////////////////////////////////////////////////////////////////////////// // Author: John Ahlquist June 2003 // Desc: Simple prop drawing draw method. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __W3DPropDraw_H_ #define __W3DPropDraw_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/DrawModule.h" #include "WW3D2/Line3D.h" //------------------------------------------------------------------------------------------------- class W3DPropDrawModuleData : public ModuleData { public: AsciiString m_modelName; W3DPropDrawModuleData(); ~W3DPropDrawModuleData(); static void buildFieldParse(MultiIniFieldParse& p); // ugh, hack virtual const W3DPropDrawModuleData* getAsW3DPropDrawModuleData() const { return this; } }; //------------------------------------------------------------------------------------------------- /** W3D prop draw */ //------------------------------------------------------------------------------------------------- class W3DPropDraw : public DrawModule { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( W3DPropDraw, "W3DPropDraw" ) MAKE_STANDARD_MODULE_MACRO_WITH_MODULE_DATA( W3DPropDraw, W3DPropDrawModuleData ) public: W3DPropDraw( 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() { } protected: Bool m_propAdded; }; #endif // __W3DPropDraw_H_